It also grants its wielder a +4 competence bonus on Persuasion skill checks made to intimidate. This +5 living bane dagger deals additional 4d6 piercing damage to bleeding enemies on a successful hit. Traveling Skeletal Salesman (protection), Act 2, Drezen, Tavern. In addition, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any source, it suffers a -3 penalty on all saves for 2 rounds. In addition, whenever the wearer of this headband lands a killing blow with a melee weapon, their next spell becomes empowered, as though using the Empower Spell feat. It grants its wearer a +4 insight bonus to AC against the attacks of fey. This longbow deals additional 1d4 damage to animals and undead creatures. If the wielder has inquisitor's judgement class ability, it allows them to use it 1 additional time per day. This headband of Wisdom +6 allows its wearer to declare Perfect Strike five more times per day. This +1 light hammer deals an additional +1 holy damage on a hit. This unique bomb was created by Alichino. Whenever this +2 heavy crossbow lands a hit, the target must pass a Fortitude saving throw (DC16) or be knocked back 15 feet and become slowed down for 1 round. This +2 corrosive greatsword grants its wielder the ability to cast spike stones spell twice per day as a 7th level druid. The armor (and shield) you wear determines your base Armor Class." Mage Armor also affects Base AC: "The target's base AC becomes 13 + its Dexterity modifier." Also, unless you have proficiency in shields, which most magic users do not start with, you couldn't even cast Mage Armor while wielding a shield: These gloves grant their wearer fire resistance 15 and acid resistance 15. These boots grant the wearer a +4 bonus to CMD, a +4 enhancement bonus to Constitution, and immunity to forced movement effects, slow and tripping. It deals additional 2d6 damage against frightened targets and 1d6 damage against shaken targets (these effects do not stack with each other). This +2 leather armor grants +5 competence bonus on Stealth skill checks. This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. The wearer of this amulet suffers a -4 penalty to AC. It grants its wielder ability to cast summon huge fire elemental spell once per day for 11 rounds. The spell no longer applies precision damage. Multiple applications of this effect don't stack, the stronger effect replaces the weaker one. Each time the wielder confirms a critical hit, an enemy is affected with a Burst With Light effect. Act 3, Skeletal Salesman (Hunter's Arsenal). 86 — 95: owner is affected with the effect of confusion spell for 1d4 rounds in the beginning of the next combat. Might need a perception check and might be restricted to the Angel Mystic Path as I only got to the location due to a mystic quest. This ring grants the wearer cold resistance 10. If the enemy was under a movement-impairing condition, it becomes blinded instead. If the wearer is neutral, there is an equal chance to summon angels or demons. Ring of Spell Knowledge: . it should probably be mentioned that the hidden abode fight is part of the titan runes quest, Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind can be received by completing the lvl 6 rank up for diplomacy in crusade mode and choosing the river kingdoms option. Whenever this +3 keen heavy crossbow confirms a critical hit, it also deals its regular damage to up to 3 additional enemies adjacent to the target. This +5 anarchic unholy vicious greataxe has a ×4 critical multiplier. Quarterstaff of the War Mage is found in the Ivory Sanctum, in the centre room with the statue of Baphomet, in the wall with the buttons in a hidden locked compartment. These bracers of armor +4 increase the save DC against all Enchantment school spells they cast by 2. These gloves grant the wearer +3 competence bonus on all Mobility and Athletics skill checks. Is it 15 (Dex +. This +5 hide armor grants its wearer immunity against fire and cold while polymorphed. I also found Breastplate of the Tireless Warrior as a reward for beating a demon army south of Mountain Warden, and an Amulet of Natural Armor +6 from a demon army to the east of Laughing Caves and north of Mountain Warden. These bracers, just like bracers of archery, empower the wearer to use any bow with a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls. This effect doesn't stack with the effect of the haste spell. While this item is active, the owner's animal companion (if they have one) gets a +2 insight bonus on attack and damage rolls, as well as saving throws. It also grants its wearer immunity to bull rush and overrun combat maneuvers as well as a +3 competence bonus to AC against Huge and bigger enemies. Whenever the wearer of this helmet is under a rage effect, the rage's effect bonuses on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws increase by 1. This +1 cold iron longsword deals an additional 1d3 damage to chaotic creatures. Whenever an enemy scores a critical hit against the wearer, the wearer gains fast healing 4 for 1 minute. Each such creature within 5 feet of the point where the flask hits takes 1 point of holy damage from the splash. At level 16 the duration of Focusing Surge increases to 10 rounds. Skyrim Mage. This belt grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). This +2 composite longbow grants its wielder a +2 enhancement bonus to Dexterity, and the ability to summon a medium air elemental once per day as a 7th level wizard. A successful Fortitude saving throw (DC 36) halves the damage. This +4 speed composite shortbow is decorated with a carving of a hunting cat. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls. The wearer of this helmet gains a +1 morale bonus to AC (but no more than +3) for each ally in a 10 feet radius. Lesser rods can be used with spells of 3rd level or lower. by using this as comparison. This necklace gives its wearer DR 10/Good. Get 2 scrolls of teleportation from shop in Defender's heart use them to get past locked door on 2nd floor, pass 35 check (lann as Ecclesitheurg can do it with owls wisdom) and you good to go. These boots grant the wearer a +3 competence bonus to CMD and a +3 competence bonus to CMB. Act 2, Crusader's Camp (during gargoyle raid), Drezen (Golden Golem). Whenever the wearer of this cloak has no enemies or allies around in a 10 feet area, they get a +3 bonus to damage rolls on their ranged attacks and a +2 bonus on all saving throws. If the wearer summons a Thanadaemon, they grant it a greater profane vigor effect and +4 natural armor bonus to AC. Fortune's Smile is from Private Morten on the roof of the barracks in chapter 5. Act 3, Hellknights Outpost (Accept bribe from Angler of Vices). This +4 cold iron battleaxe grants the wielder immunity to fear and emotion effects. Focusing Surge: Once per day as a free action, the owner can activate the nanites inside the item for 5 rounds, gaining fast healing (5), as well as immunity to poison, death effects, paralysis, stun, disease, and the effects of Targeted Bomb Admixture extract. Whenever the wearer of this belt casts a spell of level 6 or higher, it summons a CR 7 shadow demon to fight alongside the wearer for 2 minutes. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. These spiders eat through the flesh, dealing 1d6 damage per two wielder's levels. All enemies within a 30 feet range have to pass a Will saving throw (DC 23) or suffer 3d6 sonic damage for 1d4 rounds. This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. These bracers grant their wearer an armor bonus of +6, just as though they were wearing armor. All enemies caught in the wave suffer 4d6 sonic damage. Whenever the wielder of this +5 necrotic nullifying shortsword attacks a new enemy for the first time, the enemy must pass a Will saving throw (DC 31) or become unable to cast spells for 2 rounds. Bonuses of the same type usually don't stack. This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. This ring grants its wearer DR 10/- and immunity against movement-impairing conditions. This +2 dagger has a chance to confuse enemy on a hit. Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or become nauseated for one round. Whenever the wearer of this cloak makes a successful bite attack, it deals additional 1d6 cold damages and trips the target. This +5 heavy shield grants its wielder immunity to slashing and piercing damage while the wielder is at full health. This effect stacks. This amulet grants its wearer an 30 feet aura that can be activated, granting all alies a +1 bonus to AC and allowing them to ignore any damage reduction on attacks against demons. Feats Forge Ring; Spells shield of faith; Special creator must be of a level at least three times the bonus of the ring; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5). Act 4, Wirlong Black Mask, Fleshmarkets, looted from his corpse. The owner of this quiver can use it to shoot 20 units of ammunition per day. This belt grants its wearer a +2 enhancement bonus to Constitution. In addition, this greatclub grants its wielder a +12 competence bonus on Lore (Religion) skill checks. This +3 studded leather grants its wearer a +3 armor bonus on saving throws against blindness. Whenever the wearer uses a scroll, either to scribe it into a spellbook or to cast a spell, the hand has a 25% chance to produce a perfect copy of the expended scroll. This +4 mithral chainshirt grants its wearer a +4 bonus on Reflex saving throws and a +10 competence bonus on Mobility checks. This cloak grants its wearer a +2 enhancement bonus to natural armor and +4 resistance bonus on saving throws against poison, sleep and paralysis. Feats Forge Ring; Spells shield of faith; Special creator must be of a level at least three times the bonus of the ring; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5) Pathfinder RPG Core Rulebook. This rod grants its wielder the ability to make up to three kinetic blasts they cast per day quickened as though using the Quicken Spell feat. This headband grants its wearer a +4 enhancement bonus to Charisma. A creature that takes damage from this attack is shrouded with a soft radiance (as faerie fire) for 1 minute. This figurine is capable of summoning a mighty wyvern once per day for 10 minutes. This +3 chainshirt grants its wearer a +5 competence bonus on all Trickery skill checks and a +3 resistance bonus on Reflex saving throws. In addition, the wearer and all their allies in a 10 feet area gain the effects of the Shielded Caster, Allied Spellcaster and Shield Wall feats. When the wearer of this locket casts magic missile or force missile spell, it becomes quickened and empowered, as though using the Quicken Spell and Empower Spell feats. Hey everyone, I was wondering if the modifiers of magic armor apply to a character's touch armor class. This +2 hide barding grants its wearer cold resistance 10 and a +2 competence bonus on saving throws against movement-impairing effects. This +1 leather armor grants the wearer a +4 bonus to AC against sneak attacks. This book grants a +1 competence bonus on saving throws agains confusion spells. This mask doesn't work against Areshkagal's followers and its wearer suffers a -6 penalty on all saves and AC while in Areshkagal's domain. This cloak grants its wearer a +10 competence bonus on Use Magic Device skill checks. Where can we send info about this bug? This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. Phylactery of Stevanius - Ring/Scythe. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage. It deals damage as if it were a weapon of three size categories larger (Medium light shield deals 1d8 points of damage). Whenever the wielder of this +5 furious bastard sword lands a killing blow, it casts Greater Shout as a 18th level wizard immediately afterwards. Once per day whenever the enemy, deals the wearer a killing blow, the choker restores them 50 HP and knocks the attacker prone for 2 rounds. This web also deals 1d6+3 bludgeoning damage each round. | d20PFSRD These gloves grant their wearer and his animal companion a +3 insight bonus on attack and damage rolls for the duration of the Animal Focus ability. The Circlets, Rings, and Sais with the names Ancestral Retribution, Planar Navigator, and Clemency of Shadows all come from the Stone of Ghostly Pathways relic decree, re: Power Fist (gloves)/Claw (shortsword). This +5 chainmail barding grants its wearer a +2 bonus to Constitution ability score and immunity to fatigue and exhaustion. Each time they cast a spell on the enemy, it must pass a Reflex saving throw (DC 20) or be entangled in web for 1d4 rounds, trying to break free each round. This belt gives its wearer an incredible physical prowess, granting +4 enhancement bonus to Strength, Dexterity and Constitution, and the ability to increase their size as per legendary proportions spell for 13 rounds once per day. This +2 large greatclub appears surprisingly light in your hand. Act 3, Wintersun (on Siabrae when you free miammir). This ability can be used once per day. 1500 gold for a ring vs. 1000 for cloak, 6000 for a ring vs. 4000 for a cloak, and so on. The owner can activate this item once per day. Whenever the wearer of this ring deals fire damage through a spell, they deal additional 1d6 + 5 fire damage. These gloves have claws that deal 1d8 slashing damage on an unarmed attack. This +3 unholy quarterstaff adds +1 to the DC for all saving throws against spells from the necromancy school the wielder casts. Riftcarver is a +5 adamantine oversized unholy bleed scythe. This +3 heavy wooden shield grants its wearer a +3 resistance bonus to Will saving throws, and a +4 enhancement bonus to Constitution. This +5 padded armor grants its wearer acid and sonic resistance 30. Evil characters can't equip it. These rounds do not need to be consecutive. The wearer also gets a +8 circumstance bonus to AC for the first round of every combat. If the wielder confirms a critical hit, the enemy instead suffers 1d10 acid damage per round for 2d3 rounds. It also grants its wielder the ability to cast empowered magic missile spell at will as a 3rd level wizard. In addition, whenever the wearer of this belt confirms a critical hit with a natural weapon, the enemy must pass a Will saving throw (DC 28) or become vulnerable to negative energy and unholy damage for 2 rounds. If you are a 3.5 native, go read Pathfinder's rules for staffs because they have . This book grants a +1 insight bonus on Knowledge, World skill checks. Provides detailed information on magical paraphernalia and spells for players of Dungeons and Dragons If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: fireball, controlled fireball, firesnake, hellfire ray, fire storm, and fiery body. All allies in 30 feet area receive the effect of the displacement spell for 5 rounds. Whenever the wielder of this +5 thundering heavy crossbow makes a ranged attack with it, the crossbow creates a sonic wave in a 5 feet radius around the target. Act 1, Defender's Heart (Joran Vhane shop). This +2 necrotic spear grants its wielder a +5 morale bonus to all Athletics checks, and the ability to cast inflict critical wounds spell three times per day as a 7th level cleric. Anyone can use a ring. This +4 shock longsword grants its wielder a +4 bonus on saving throws against mind-affecting effects. Every day the wearer finds a random scroll in its pocket. Its damage is increased by 1d6 against orcs and goblins, and by 2d6 against giants. It also grants them the ability to cast displacement spell three times per day as a 5th level wizard. Additionally, three times per day, the wearer can breathe out a blast of fire, dealing 3d4 fire damage in a 15-feet cone. When Lich wears this cloak his Lord Beyond the Grave grants additional +4 bonus to Strength, Dexterity, and Charisma ability scores. These goggles grant their wearer a +2 inherent bonus to caster level, and increase the save DC by 2 for all mind-affecting spells the wearer casts. Defender's Heart (Vissaliy Rathimus), Arendae Party House. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. Whenever the wielder of this +5 icy burst bastard sword lands an attack of opportunity, the enemy must pass a Reflex saving throw (DC 30) or become entrapped in ice paralyzing it for 1 round. This volume of Pathfinder also includes extensive guidelines for expanding your Kingmaker campaign beyond the climax of the Adventure Path, as well as a detailed exploration of the mysterious dimension of the First World, several new ... This +4 axiomatic nunchaku grants its wielder a +10 competence bonus on Athletics skill checks and immunity to flanking. Whenever it confirms a critical hit, it has a chance to blind the target. This weapon is a +5 dragonbane longspear. This ring grants the wearer a +5 competence bonus on all Use Magic Device skill checks and increases the save DC against all spells of the Illusion school the wearer casts by 2. While you are wielding this +2 necrotic rapier, whenever you cast the vampiric touch spell, it deals 1d8 damage instead of 1d6. It can only be equipped by the player character. This ring grants its wearer a +2 competence bonus on Trickery and Stealth skill checks. This effect stacks with the effect of Improved Critical feat. It also allows the wearer to cast greater angelic aspect at will as a 20th level cleric. Holy: A holy weapon is imbued with holy power. Illustrated cardstock terrain tiles for use with the Dungeons & Dragons(R) Roleplaying Game. This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Act 1, Defender's Heart (Vissaliy Rathimus), Act 2, Drezen (3 keys room). This +4 shock greatsword grants its wielder the ability to cast umbral strike spell once per day as a 13th level wizard. These gloves grant their wearer a +1 morale bonus on attack rolls. This +3 leather armor grants its wearer fire resistance 10 and acid resistance 10. This +3 corrosive agile rapier grants its wielder acid resistance 20 and the ability to cast spit venom spell once per day as a 7th level cleric. Lesser rods can be used with spells of 3rd level or lower. Whenever the wielder of this +3 speed heavy flail damages an opponent with this weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +8). This cloak grants its wearer a +10 enhancement bonus to all Stealth skill checks, and immunity to blindness and dazzling. It also grants the wearer an electric shield that deals (1d6 + wearer's level) electric damage each time an enemy lands a hit against the wearer, as well as electricity resistance 30. Once per day his statuette allows the owner to summon a temporary Triceratops animal companion if the owner don't have animal companion. This cloak grants its wearer a +5 resistance bonus on all saving throws. Whenever this +2 scythe lands a hit, it deals its weapon damage to all adjacent enemies. This +5 full plate grants its wearer Negative Energy Resistance 30, Fire Resistance 10, Acid Resistance 10, Cold Resistance 10, and Electricity Resistance 10. This +5 holy composite longbow grants its wielder a +4 sacred bonus to Dexterity. Allows you to feel yourself a green recruit. Act 3, Storyteller Relic (Restored from Shards of Knight's Bracer found in Act 2, Drezen, Prison). The chapter about Skerple allows the owner to deal 1 additional damage on each sneak attack damage die. Whenever the wearer of these knee pads successfully charges an enemy, the enemy falls prone for 1 round and suffers a -2 penalty on attack and damage rolls till the end of combat. Hello, thanks for starting this. This robe grants its wearer a +1 dodge bonus to AC, and a +2 enhancement bonus to attack and damage rolls with unarmed attacks. Whenever the wielder of this +3 holy starkinfe confirms a critical hit with it, all their allies in a 40 feet area are affected with the effect of the prayer spell for 6 rounds. Act 5, Relic Decree (Voice of the Cursed Bard). | 5th Edition SRD This +1 longbow grants its wielder the effect of Point-Blank Shot and Precise Shot feats. This +3 adamantine breastplate grants its wearer a +4 dodge bonus to AC against ray attacks. Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. This +5 kukri has a ×3 critical multiplier. On a successful critical hit it has a chance to stun the enemy. Whenever this +5 unholy starknife confirms a critical hit, it has a chance to cast either slay living, confusion or crushing despair spell on the target. On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard. 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. Whenever the enemy confirms a critical hit against the wielder of this +3 mithral scale mail, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positive energy damage. These bracers grant the wearer a +3 enhancement bonus on attack and damage rolls whenever the wearer is polymorphed. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. This +4 holy earthbreaker allows its wielder to cast greater dispel magic at will as a wizard of level equal to the wielder's character level. This +2 thundering keen scimitar grants its wielder a +1 bonus to caster level when casting Transmutation school spells. Using this quiver increases chances of critical hit as well as critical damage. Each successful hit it lands on an enemy grants its wielder a stacking +2 bonus to all subsequent damage rolls with Bloodhound against this enemy. For the same round he gains a resistance 15 against all elements, spell resistance 25, 10 DR/- and immunity to critical hits. here say its from blackwing library and storyteller but i never find it, it's in his store in act 4. i don't know if there's a way to get access to it in act 1. This +2 heavy flail can be safely wielded only by non-good characters. In addition, this cloak grants a +10 competence bonus on Stealth skill checks. Some of these items confer abilities beyond a benefit to Armor Class. This shirt grants its wearer spell resistance 34 against the enemies of chaotic alignment. While wielding this ring with a sign of Baphomet, you can summon 2 CR 14 Half-Fiendish Minotaurs 3 times per day and they will fight on your side for 10 minutes.
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