These glasses allow their wearer to use the Maddening Gaze ability three times per day. Bonuses of the same type usually don't stack. 4. Whenever this +3 keen estoc confirms a critical hit on an enemy, the target suffers a stacking -2 penalty on attack rolls, saving throws, and skill checks until the end of the combat. If the target has two out of three slots equipped, they gain a +2 circumstance bonus to attack and damage rolls for 1 hour, as well as a +1 additional attack per round for 1 hour. Bonuses of the same type usually don't stack. Whenever this +2 scythe lands a hit on the enemy, it deals an additional 1d3 negative energy damage, and the target must pass a Reflex saving throw (DC 15) or suffer an additional 1 negative energy damage each round for 1d4 rounds. Option 1 Bugged. Act 3, Drezen (Arcane Weaver); Extirpators' Camp. Instead it deals (1d6 + 1 per two caster levels) points of damage. Firstly, the wearer receives a +5 sacred bonus on attack rolls and a +10 sacred bonus on damage rolls with weapons. Act 3, Wintersun (in a chest next to a stone shrine, center of the map). You become immune to all damage for 3 rounds. This cloak grants its wearer a +2 enhancement bonus to natural armor and +4 resistance bonus on saving throws against poison, sleep and paralysis. This +1 flaming quarterstaff grants the wielder an ability to cast fireball spell 3 times per day as 8th level wizard. Added thanks. A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. The owner of this quiver can use it to shoot 20 units of shock speed ammunition per day. Additionally for a standard action the wearer can use Light Nova ability, it deals damage to the wearer equal to 25% of her HP and heals everyone by 40 hp and deals 20 damage to all enemies. Whenever the wielder of this +4 vicious double axe lands a killing blow on an enemy, all enemies in a 15 feet area suffer 4d6 sonic damage and become frightened for 1 round. The wearer also gains a +1 insight bonus to attack rolls against outsiders. This +3 adamantine glaive grants you +2 additional daily uses of Lay on Hands, Fervor and Channel Energy class abilities, if you possess them (applied after a rest). It also grants a +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical hit. Whenever the wielder of this ammunition lands a hit, the enemy must pass a Fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. Successful Will saving throw (DC 27) halves the damage and negates fear. The pendant is a snake skull. Whenever the wielder of this +5 unholy heavy pick charges at an enemy, the enemy suffers 2d6 bludgeoning damage and must pass a Reflex saving throw (DC 27) or suffer a -2 penalty on all saving throws for 1d3 rounds. Whenever the wielder lands 3 consecutive hits on a fatigued enemy, that enemy must pass a Fortitude saving throw (DC 31) or become exhausted. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Whenever this +2 necrotic earthbreaker confirms a critical hit on an enemy, the enemy must pass a Fortitude saving throw (DC 16) or suffer 2 Strength ability damage. Whenever the wearer of this hat uses any song, this song also grants fast healing 1 at level 1, fast healing 2 at level 5 and increasing by 1 point every 4 levels thereafter. The wearer is constantly under the true seeing spell effect and gains immunity to acid. Grave Singer (Handaxe) - Pathfinder: Kingmaker Wiki For 3 rounds, you gain DR N/-, where N is equal to your character level. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. This belt grants its wearer a +2 enhancement bonus to Dexterity. This +2 dagger grants the wielder an ability to use the Curse of Undead ability 3 times per day. This +3 shock shortsword bypasses any type of damage reduction. This +3 cruel heavy flail deals 1d12 damage instead of 1d10 and has piercing/bludgeoning damage instead of bludgeoning. Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. The wielder of this +4 shocking burst kukri gets a +2 insight bonus to attack rolls against enemies armed with shields and a +2 bonus to damage rolls against enemies armed with two-handed weapons. Lost Chapel part of the Legend Mythic quest (accept Areelu's offer to stop purging your power in exchange for artifacts). For 5 rounds, each time your attack misses, you gain a stacking +1 bonus on all attack rolls until the end of this effect. These bracers allow their wearer to cast healing spells without provoking attacks of opportunity. This belt grants its wearer +6 enhancement bonuses to Strength, Dexterity, and Constitution. Appearance Whenever the wielder of this +5 anarchic greatclub successfully charges an enemy, all other adjacent creatures suffer 2d6 bludgeoning damage and the main target must pass a Reflex saving throw (DC 28) or become stunned for 1 round. Option 2 +2, this weapon glows with an invisible flame. Bonuses of the same type usually don't stack. Traveling Skeletal Salesman (magic) (Skeletal Salesman), Lost Chapel. This scale barding grants its wearer medium fortification. This +5 full plate armor grants its wearer immunity to paralyzed condition. The wearer of this +3 padded armor gets +3 bonus to saving throws against fear and nauseated condition. This helmet grant the wearer a DR 3/melee, but the wearer suffers a -3 penalty to Perception skill checks. That's a enhancement bonus and it does not stack with other enhancement bonuses. WebThe Unholy Symbol of Rovagug is found after a crusade battle, which can be done at the earliest in act 2, and presumably can be done after that. In addition, if the wearer of this robe has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. This cloak grants its wearer a +2 resistance bonus on all saving throws. This book grants a +1 insight bonus on Perception and Stealth skill checks, Lost Chapel; Drezen Barracks (first floor) after capturing Drezen, This book grants a +1 shield bonus to AC against Demons. This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. I seriously don't understand what the devs were smoking when they came up with some of these """""choices"""". Whenever this +2 shortsword lands a hit, the enemy must pass a Reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. Quicken Spell: Casting a quickened spell is a swift action. Act 3, Drezen (Storyteller relic, found in Act 2, Houndheart Campsite). This +5 agile brilliant energy estoc grants its wielder a +2 bonus to DC on Evocation school spells. Mephistopheles (Must decline Devil offer). Once per day, the wearer of this ring can spend a swift action to apply the effect of the haste spell to themselves for 5 rounds. Magic missiles and similar abilities can bypass it. This helmet gives its wearer one additional Gore attack per round that deals 1d8 cold iron damage with a +2 enhancement bonus to attack and damage rolls. To cast a spell, the wearer still needs to have a spell slot of the required level. Whenever the wearer of this belt uses a scroll or potion, it gives +1 to its caster level. Once the book is read, the magic disappears from the pages and it becomes a normal book. Whenever this +3 keen elven curve blade misses an attack, the next attack made with it gains a +3 bonus on the attack roll. These gloves also make any weapons wielded by the wearer anarchic. Xhamen-Dor Under its effect, all your fire spells deal additional 2d6 unholy damage. Whenever the wielder of this +3 mithral double sword lands a hit on an enemy, the target must pass a Reflex saving throw (DC 23) or suffer ability damage: one blade deals 1d3 damage to Strength, while the other deals 1d3 damage to Constitution. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). These bracers grant their wearer a +2 competence bonus to AC, attack and damage rolls against flying enemies. However, after 4 rounds of combat the summoned creature loses its mind and starts attacking random targets. It also grants a +2 bonus on saving throws against the spells of evocation school. All enemies in a 50 feet cone must pass a Will saving throw (DC 32) or suffer 2d4 ability damage to Intelligence (doesn't affect creatures with Intelligence lower than 3) and become confused for for 1d4 rounds. Whenever the wearer of these bracers lands a hit with a ranged weapon on an enemy who is prone, stunned or staggered, the enemy must pass a Fortitude saving throw (DC 23) or its current condition is prolonged for 1 round. Whenever the wearer confirms a critical hit with any bow, the target becomes disoriented 1d4 rounds, suffering a -4 circumstance penalty to initiative checks, attack rolls, Athletic, and Perception checks. This +5 light shield grants its wearer a +15 competence bonus on Lore (Nature) skill checks and a +3 competence bonus to AC against unarmed and natural attacks. Bonuses of the same type usually don't stack. This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. It also grants 1 additional use of Wild Shape per day, if the wearer has this class ability. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. This +2 heavy shield grants its wielder acid resistance 15 and fire resistance 15. If the wearer is Lawful Good, this bonus is increased to +5. Bugged. This amulet grants its wearer a +7 natural armor enhancement bonus to Armor Class. This belt was specifically created for less humanoid creatures, but humanoids can use it in polymorphed form as well. For 5 rounds all your melee attacks deal double damage, but each round you take 2d8 fire damage. Whenever the wielder of this +5 tower shield is attacked for the first time in a round, the wielder makes a Persuasion (intimidate) check to demoralize the attacker. Monster Families - Archives of Nethys: Pathfinder RPG Database This bolt can not miss. This is a +3 radiant composite longbow. This rod grants the wielder the ability to cast up to three spells from Oracle/Cleric spell list per day that are maximized as though using the Maximize Spell feat. If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks.
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