Though the enemy becomes immune to bleeding, they suffer -2 penalty to reflex saving throws. This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. WebUnholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe. The enemy also suffers -2 penalty to all saving throws until the end of combat. Each time the wielder of this +5 dagger lands a hit with it after hitting the same target with the Soft Cut dagger, the enemy suffers additional 2d6 + STR modifier slashing damage. Bloody Crescent bardiche, Demon's Eye usable item, Belt of Courageous Charge, Bracers of Overwhelming Vigor can currently be bought in act 4 from Sarzaksys (the boss of fleshmarket). This +5 spiked light shield grants its wearer a +2 insight bonus on attack and damage rolls against living enemies. These boots grant the wearer a +10 competence bonus on Athletics skill checks and a +5 competence bonus on Mobility skill checks. This effect lasts 1d3 rounds. Composite energy blasts instead deal an additional 2d6 damage, while composite physical blasts deal an additional 2d6+2 damage. This decree can be started once the player acquires the Ancient Map of Old Sarkoris. This +2 speed radiant flail grants its wielder a +4 attack bonus on a first attack against a new demon. Each time this +4 keen sai lands a sneak attack against a new living enemy, that enemy is infested with tiny spiders. Inevitable Excess DLC, Threshold, Jewelry Trader; Sarzaksys (Chapter 4) - Fleshmarket. This +2 shortsword is glowing with an invisible flame. The Fate of the Unholy Symbol of Rovagug is a Decree in Pathfinder: Wrath of the Righteous. Decrees can provide army experience, as well as powerful gear and treasures. Some quests are time-limited and some are only available based on the choices you've made throughout the game. 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. This robe grants its wearer a +1 dodge bonus to AC, and a +2 enhancement bonus to attack and damage rolls with unarmed attacks. This is a black spiked helmet, commonly worn by the hellknights. Whenever this +2 composite longbow confirms a critical hit on an enemy, the target must pass Will saving throw (DC 20) or suffer a curse. Whenever this +3 keen elven curve blade misses an attack, the next attack made with it gains a +3 bonus on the attack roll. This Belt of Physical Perfection +4 grants its wearer DR 3/- and additional 4d6 slashing damage on every critical hit while the wearer is Raging, including demonic Rage. Whenever the wielder of this +2 scimitar lands a hit with it on a chaotic evil creature, it applies a -1 penalty to that creature's damage rolls until the end of combat. 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. Bonuses of the same type usually don't stack. This +4 full plate grants its wearer additional stacking DR 2/- for each dead outsider in a 30 feet area. Location Finnean the Talking Weapon: Any: This is a +1 cold iron ghost touch weapon. This +1 leather barding increases animal companion's base speed by 10 feet and grants it one additional attack of opportunity. If the owner is evil alignment, it will summon 1d2+1 monadic devas. If anyone reads this book, she permanently gains a +2 inherent bonus to her Strength score. In addition, whenever the wielder attempts a Cleave action, they don't get the regular -2 penalty to AC. The owner of this quiver can use it to shoot 20 units of ammunition. Arueshalae: Let's make our priests the new quartermasters Woljif: We should make random store clerks from the 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. 3 His unholy symbol is a yellow flame surrounded by the head of a bull. The owner of this quiver can use it to shoot 20 units of cold iron ammunition. For 3 rounds you gain a +6 bonus to all ability scores, a +5 bonus to AC and a +5 bonus on all attack rolls. Whenever the wielder confirms a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1 extra attack with a maximum attack bonus for 1 round. In addition, the flask leaves an acid trail in the area of impact, making everyone who passes through it suffer 6d6 acid damage on a failed Fortitude saving throw (DC 24). Duration of summoning is equal to the owner's level. This ability also removes the death's door condition. Whenever this +3 earthbreaker confirms a critical hit, all creatures in a 10 feet range have to pass a Fortitude saving throw (DC 23) or be pushed away for 10 feet and become prone for 1 round. While under this effect the enemy becomes vulnerable to bludgeoning damage as well as slowed down. This ring grants its wearer a +2 luck bonus on all saving throws. Rib: a -1 penalty on Fortitude saving throws and a -2 per creature's HD to its maximum hit points. Option 1 +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. Once per day the wielder can choose to assign Light or Dark aura for this shield. Whenever the wearer of this belt lands a killing blow, they gain a +2 bonus to Dexterity and Constitution scores for 3 rounds. Act 4, Upper City (Mage's Tower rotating puzzle). This cloak grants its wearer a +5 competence bonus on Trickery checks and the ability to cast expeditious retreat three times per day as a 1st level wizard. This ammunition deals additional 1d6+5 piercing damage and on a confirmed critical hit transforms the enemy into a pony for 1 round. Additionally, all attacks against the wearer gain a 20% miss chance due to concealment. Every enemy that enters a 10 feet area around the wearer must pass a Fortitude saving throw (DC 37) or suffer 4d6 cold damage, lose 10 base speed and receive a -4 penalty to Dexterity score as well as a -3 penalty on Reflex saving throws for 3 rounds. They all, apart from giving him to the Bladesmith, result in an upgraded version of Finnean but they differ somewhat. Maddening Gaze: As a swift action, you can look in a certain direction. These gloves increase the save DC of all Enchantment school spells the wearer casts by 2. Whenever the wearer of this cloak channels energy to heal, the wearer gains a +2 bonus to Persuasion skill checks, and the save DC of spells with compulsion descriptor they cast is increased by 2. After a confirmed critical hit, the wielder gets +1 bonus to all saving throws until the end of the combat. Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to fire. Multiple applications of this effect do not stack the additional damage, but prolong the effect. Whenever this +3 composite shortbow land a hit on an enemy, the enemy suffers an additional 1d12 piercing damage. Act 3, DLC3, Island 8. Whenever the wearer of this ring deals fire damage through a spell, they deal additional 1d6 + 5 fire damage. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. If you think I've missed a relic, or have extra information you'd like me to add, then please let me know. This amulet makes all invisibility spells become quickened, as though using the Quicken Spell feat. This shirt grants its wearer a +2 enhancement bonus to Constitution, a +4 bonus on saving throws against fire and a +4 competence bonus on Lore (Nature) checks. 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. This headband grants the wearer a +2 enhancement bonus to Intelligence. If the wielder of this +4 speed composite shortbow has an animal companion or a similar creature, it is affected by a constant haste spell effect. This rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Whenever it lands a hit, the target must make a successful Fortitude save (DC 35) or become staggered for 1 round. Whenever the wearer of this cloak fails a saving throw, they get a +10 bonus on all skill checks and saving throws for 1 round. Whenever the wearer of this mask hits an enemy with a bite attack for the first time in a round, they immediately make another bite attack with the full attack bonus. Option 3 +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. This ring grants the wearer +4 bonus to Initiative rolls. Thanks for making it. Whenever the wearer of this amulet lands a killing blow, she gains one of the following stacking bonuses that last until the next rest: 1) +10 temporary hit points (to a maximum of 50) 2) +1 bonus to AC (to a maximum of 5) 3) +1 bonus on Fortitude saving throws (to a maximum of 5) 4) +1 bonus on Will saving throws (to a maximum of 5). Whenever this +2 ghost touch scythe misses a hit, it tears the enemy's soul a bit, dealing 1d12 negative energy damage. Bonuses of the same type usually don't stack. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds. I wound all." They also gain a +2 circumstance bonus on attack rolls against this target. This +3 earth breaker was forged in Abyss and can be wielded only by evil or chaotic creatures. Whenever the wielder of this +5 incinerating disruption greatclub lands a hit on an undead enemy, the enemy suffers from holy flame for 3 rounds. Defender's Heart (Joran Vhane shop), Shield Maze (Neophyte Fighter), Crusader's Camp. This effect can be removed with the remove curse spell. If the target has all three slots equipped, they gain a +3 circumstance bonus to attack and damage rolls for 1 hour. These bracers grant their wearer an armor bonus of +3, just as though they were wearing armor. This +5 keen construct bane dwarven urgrosh grants its wielder a +6 insight bonus on Initiative rolls, increases base speed by 10 feet and grants a +2 dodge bonus to AC against Huge and bigger enemies. Bonuses of the same type usually don't stack. Option 1 +2, +2 scared bonus to fortitude saving throws. This effect lasts 1d3 rounds. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. This +1 studded leather armor grants the wearer DR 3/piercing. This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. Summons a Pipefox familiar. Not finding them anywhere can be a bit confusing until you learn it's because you don't have a preorder copy of the game. This +5 unholy glaive deals additional 6d6 unholy damage on a successful charge. While this item is active, all creatures summoned by the wearer get one extra attack per round. All critical hits against this creature deal additional 3d6 piercing damage. Those spells are Maximized and Empowered as though using Maximize Spell and Empower Spell feats, and ignore spell resistance and magic immunity of the target. They also grant the wearer a profane +2 bonus on Initiative rolls. In addition, allies revived by the skald's Song of the Fallen gain a +2 morale bonus to attack and damage until the end of combat. Act 3, Wintersun (in a chest next to a stone shrine, center of the map). However, equipping or removing amulets or rings also removes the bonus. Reach Metamagic Rod: Skeletal Saleman, Act III. Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy, it marks it with "Obedience". Whenever the wielder of this +4 shocking burst starknife lands a sneak attack on an enemy, the enemy loses 5 spell resistance for 1 round. Option 2 +2, speed, whenever the wielder of this shortspear uses the cleave or vital strike feat, the next attack against the affected creature deals additional 3d6 sonic damage (This one currently shows up as null when moused over in crusade mode.). Act 4, Lair of the Echo of Deskari (Angel only). Multiple applications of this effect don't stack, the stronger effect replaces the weaker one. This amulet grants its wearer an immunity to sonic damage and a +5 competence bonus on Perception skill checks. Instead it deals (1d6 + 1 per two caster levels) points of damage. Drezen (Lost Chapel); Drezen (unnamed inn with Hilor, first floor); Commander's Court (Inevitable Excess). A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. All the wearers bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. Option 2 If the companions of the wearer of this ring attack the same target as the wearer, they deal additional 1d6 points of precision damage with each successful melee attack. I believe someone on discord used toybox to confirm Menace is not actually there so I've removed it for now.
Crusade - Cure Wounds :: Pathfinder: Wrath of the Righteous The owner of this unholy symbol can, once per day, as a quick action, cast the dominate person spell. In addition, whenever the wearer deals lethal damage to an enemy, a random one of the following creatures is summoned to fight at their side for 1 minute: 1) Bloodlusting Skeleton 2) Mummy 3) Spellscribed Mummy 4) Nightshade Nightcrawler Only 1 such creature can be present at the same time. In addition, this cloak grants its wearer immunity to level drain and ability score damage. Bonuses of the same type usually don't stack. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. Act 5, Enigma, Hit Areshkagal (Acid form) with Scorpion Sting dagger. If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +2d6. After the ability is used, kill counter is reset to zero. This effect can stack up to three times. She's just a straight up psychopath. These gloves also make any weapons wielded by the wearer anarchic. In addition, whenever the wearer of these gloves confirms a critical hit, the enemy suffers a -2 penalty on saving throws against mind-affecting conditions for 2 rounds. Act 4, Middle City, secret room in Latverk's house (DC 38 Perception). Twigs sprout from these tall brown boots. For 3 rounds you become immune to acid. It deals an extra 2d6 points of damage against all creatures of evil alignment. If the wearer of this robe is a spellcaster, their caster level is increased by 3, the save DC against all their spells is increased by 1, and they gain a +5 competence bonus on caster level checks to overcome spell resistance. It also allows the wearer to cast greater angelic aspect at will as a 20th level cleric. However, the wearer gets electricity resistance 30. In addition, these claws give the wearer a +1 enhancement bonus on attack and damage rolls. Whenever the wearer of this Belt of Physical Perfection +4 kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. Demon Rage and Demon Aspects now grant bonuses as if you were 3 mythic ranks higher. Source Received from Enchanting the Unholy Symbol of Rovagug event. Xhamen-Dor's unholy symbol is a sphere of tendrils with two long descending tails. This belt grants its wearer a +2 enhancement bonus to Dexterity. Rovagug in Korvosa. This symbol of Iomedae, when placed on the belt, emits a holy aura. I am on daring. The owner of this quiver can use it to shoot 30 units of enchanted ammunition. This headband of Wisdom +2 also grants its wearer a +2 enhancement bonus to Charisma score. This bonus does not stack with other natural armor enhancement bonuses. I have looked far and wide how to actually START this relic quest for Gravesinger but I cannot find an answer. A small wooden figurine made in your image. In addition, once per day, whenever the wearer's health falls below 0, it is restored to a maximum. WebNotes: String an unstrung emblem with thread to make an unpowered symbol, and the Spirit of Scorpius will "bless" it to make an unholy symbol. This bonus does not stack with other natural armor enhancement bonuses. Act 3, Drezen (Arsinoe); Artisan's Tower (Devarra Loot). This helmet grant the wearer a DR 3/melee, but the wearer suffers a -3 penalty to Perception skill checks. This expensive ring serves little purpose in combat, but is ideal for social events. This belt grants its wearer +2 enhancement bonuses to Dexterity and Constitution. Act 4, Wirlong Black Mask, Fleshmarkets, looted from corpse (Lich or Demon only). The wearer of this cloak gains a competence bonus to all saving throws equal to their Charisma bonus (if any). However the wielder suffers -3 penalty to attack. A successful fortitude saving throw (DC 36) halves the damage. Whenever this +3 throwing axe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 14) or lose the ability to cast spells for the next 1d4 rounds. Core Of The Riddle Solution []. Any creature who starts its round inside this aura is affected with the cause fear spell (DC = 25 + the wearer's Charisma modifier). Act 5, Skeletal Salesman (Hunter's Arsenal). This robe grants its wearer an aura which makes all enemies in a 30 feet radius suffer a -4 penalty on saving throws against fear, compulsion and charm effects. This effect is renewed each time someone dies. This helmet grants its wearer a +5 bonus on saving throws against the spells of the Illusion school and a +2 insight bonus to AC. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. The condition list is: Blinded Exhausted Frightened Sickened Paralyzed Prone. Successful Reflex saving throw (DC 15) halves the damage. Act 4, Colyphyr Mines, loot after end battle. Whenever the wielder of this +3 sound burst tongi lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become shaken for 1d3 rounds. Whenever the wielder of this +2 dart confirms a critical hit with it, the enemy becomes flat-footed for 1 round. WebThe unholy symbol of Rovagug the Destroyer became infamous among the people of eastern Sarkoris in the wake of the crimes of Humpback Zurga, a bloodthirsty priest. This book grants a +1 competence bonus to DC on Transmutation spells, Midnight Fane (Only accessible by completing True Aeon Mythic Quest). Scroll of Stomp - You gain a +2 bonus on CMB checks for 1 hour. After this effect wears off, the wearer cannot make any weapon or unarmed attacks for 1d3 rounds. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. This +3 chainshirt barding grants its wearer a +2 bonus to Dexterity ability score, and immunity to ability score damage for the first 3 rounds of combat. These tattered and ragged garments extend the duration of a shifter's transformation, allowing then to shift into their aspects' minor forms for 5 additional minutes per day. Whenever the wielder uses Dazzling Display, all affected enemies suffer 1d8 sonic damage. Whenever the wearer of these gloves casts a cantrip or a 1st level spell, that spell deals 1 additional point of damage per die rolled. This wand of odd miracles has 3 charges that are restored on the rest. This effect stacks. Act 3, Hellknights Outpost (Perception 30). Under its effect, all your fire spells deal additional 2d6 unholy damage. These boots grant its wearer a +5 competence bonus on Mobility checks. This +4 mithral chainshirt prevents bard's Bardic Performance or skald's Raging Song class abilities from being interrupted when the wearer is stunned or knocked prone. All enemies in 15 feet area must pass Will saving throw (DC 35) or become confused for 1d4 +1 rounds. Option 2 +4 physical perfection, whenever the wearer kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. This book grants a +1 bonus to attack and damage by Glaive as if the affected creature had weapon training with Glaive. This amulet makes the wearer's voice stronger and allows it to maintain its power for a longer periods of time. This +1 scalemail grants +1 resistance bonus on all saving throws. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as a caster level checks made to overcome spell resistance (if needed). This cloak grants its wearer a +1 resistance bonus on all saving throws. This belt of Dexterity +4 also grants its wearer a +4 competence bonus on Reflex saving throws. Whenever the wielder of this +5 greater frost heavy flail confirms a second critical hit against the same enemy, the enemy must pass a Fortitude saving throw (DC 35) or become instantly shattered. Act 5, Lost Chapel part of the Legend Mythic quest (accept Areelu's offer to stop purging your power in exchange for artifacts). Three times per day you can try to dominate outsiders, this creature has to pass a will saving throw (DC 22) or will be under the dominating effect till the end of the fight. For 1 hour, the user gains a +2 alchemical bonus on saving throws against mind-affecting effects and fatigue. 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. This is a ring of protection +2. If the bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for 2 rounds. Whenever this +1 ghost touch punching dagger lands a sneak attack, it deals additional 2d6 of piercing damage, which also multiplies on a critical hit. This +3 full plate armor grants its wearer a +3 enhancement bonus to Charisma ability score and a +4 enhancement bonus to CMD. Option 2 Whenever the enemy confirms a critical hit against the wielder of this shield every enemy in a 30 feet area must pass a fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positve energy damage. In addition, this armor grants its wearer immunity to fire and acid. Multiple applications of this effect do not stack. The owner of this quiver can use it to shoot 20 units of ammunition per day. Whenever the wearer of this robe suffers elemental damage (such as acid, fire, cold, electricity or sonic), for the next round any spell cast by the wearer, if it deals the same kind of elemental damage, deals +2 damage per dice of damage suffered. This +2 dagger allows the wielder to make two additional attacks during a full attack action. If a new patch adds them, then you can safely add them back in but just delete these Kingmaker items for sanity's sake.