It is only visible to you. Act 4, Lower City (Perception 36, to the left of the portal to the nexus). Act 3, DLC3, Island 4. This wand allows its wielder to cast finger of death spell as a 17th level wizard. This cursed mask grants its wearer a +20 insight bonus on all saving throws as well as a 50% miss chance as in total concealment which isn't revealed by true seeing. 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. They also grant a +1 bonus to caster level checks made to overcome spell resistance. These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor, and a +3 competence bonus on all Knowledge: arcana checks. In addition, this aura grants all undead allies a +4 circumstance bonus on attack rolls against enemies under fear effects and deal additional 2d6 precision damage on a successful hit against such targets. This headband of charisma +6 grants the wearer an ability to push all enemies in a 15 feet area 10 feet away and suffer (1d8 + caster level) bludgeoning damage. Whenever this +3 unholy scythe deals damage to an undead creature, the target has to pass a Will saving throw (DC 23) or be affected with a dominate spell effect for 1d4 rounds. While this Item is active, all critical hits made by you or against you are automatically confirmed. 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. These boots grant a spirit hunter four additional uses of Spirit Weapon Enchantment ability per day. These gloves grant their wearer the ability to ignite inner fire within themselves. Act 3, Relic Decree (Stone of Ghostly Pathways). Act 4, Lower City, Rooftop loot in bottom left. Gloves of Dueling in Colyphyr Mines drop from Kestoglyr. This effect lasts for 1 minute, or until you've made 3 saving throws. This amulet grants its wearer a +3 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. 2. Option 1 +2, whenever the wielder lands a hit with this shortsword the enemy must pass a reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. All creatures in the area of effect take 5d8 points of damage unless they are undead or creatures harmed by sunlight, in which case the damage increases to 10d8. This cloak grants its wearer fire resistance 30 and electricity resistance 30. This belt grants its wearer +8 enhancement bonuses to Strength, Dexterity, and Constitution. You gain a +4 bonus to saving throws against mind-affecting effects, emotions, confusion, fear, death, and compulsion effects, but a -2 penalty to saves against poison, elemental, paralyzing and movement impairing effects. Regular rods can be used with spells of 6th level or lower. 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. Act 4, Upper City, Bridge to House of Silken Shadows. On a critical hit it hits so hard that enemy would need to pass a fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. 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. You become immune to all damage for 3 rounds. 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. This diadem increases the damage dealt by the kineticist's simple energy blasts by 2d6 points and by kineticist simple physical blasts by 2d6+2. 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. Touching the handle is enough to sense the latent evil within this weapon. The hat grants its wearer a +2 enhancement bonus to Charisma. The wielder of this +5 adamantine greataxe can use a standard action to make a melee attack against any enemy with a 30 feet range. Whenever this +1 cold iron greataxe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 10) or become prone for 1 round. If the wearer is of lawful alignment, it grants a +2 bonus on attack rolls against chaotic enemies. If they both already have the Back to Back feat, they gain an additional +2 bonus to AC. Option 1 Whenever the wielder confirms a critical hit with any bow, the enemy starts losing mind, thus suffering -1 damage to intelligence, wisdom, or charisma. 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. This +5 studded armor grants its wearer a +15 competence bonus on Stealth skill checks as well as a +4 competence bonus on Reflex saving throws. WTF is up with the Crusade "choices"? :: Pathfinder: Wrath of the These bracers grant the wearer a +5 competence bonus on Trickery skill checks. This rod grants its wielder the ability to make up to six spells they cast per day bolstered, as though using the Bolster Spell feat. 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. All your spells from the Divination school are cast as if you were 1 level higher for 1 hour. Their attacks against lycanthropes gain a +2 enhancement bonus on attack rolls. You can throw a flask of acid as a splash weapon with a range increment of 10 feet. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. 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. This belt grants its wearer a +6 enhancement bonus to Constitution. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. Summons a Jharsygax familiar. This book allows you to summon a demon or angel once per day. The condition lasts for 4 rounds. I wound all." This cloak grants its wearer a +6 resistance bonus on all saving throws. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. Whenever the wearer of this amulet lands a killing blow with a natural attack, he gains temporary hit points equal to his character level for 1 minute. Bonuses of the same type usually don't stack. Whenever the wearer of this cloak channels energy to harm undead, for the next 2 rounds they become surrounded with a fire shield that deals 1d6 + character level fire damage to the attackers for each successful melee attack against the wearer. Whenever this +1 bardiche lands a hit on a medium or smaller creature, the target must pass a Fortitude saving throw (DC 17) or suffer additional weapon damage. This ring grants the wearer a +5 competence bonus on Knowledge: world checks and a +5 competence bonus on Knowledge: Arcana checks. This penalty stacks up to -5. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Whenever the wielder of this +5 unholy bardiche lands five killing blows, they can target an enemy. Under Chosen of the Dark Nova effect companions receive +5 damage bonus against Pray of The Chosen. The enchantments on this amulet allow the wearer to conceal their alignment. Saving throws and opposed rolls are not affected, nor are spells without random variables. On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard. A creature whose permanent negative levels already equal its Hit Dice cannot be brought back to life through raise dead. Bonuses of the same type usually don't stack. Only Monk of good alignment can wear it. This +2 mithral kama grants the wielder +1 dodge bonus to AC. Option 2 +2 enhancement bonus to charisma. If an enemy is damaged by an instant damage spell cast with this rod, they must pass a Reflex saving throw (DC 13) or become slowed for 1d4 rounds, as per slow spell. Act 2, Crusader's Camp, Field Medic tent (Vissaliy), Whenever the wearer of this Belt of Physical Perfection +8 hits an enemy for the first time in a round, that enemy must pass a Fortitude saving throw (DC 36) or suffer from one of these conditions: 1) Suffer 1d6 penalty to Strength and Dexterity ability scores for 3 rounds 2) Suffer a -3 penalty to AC for 1d6 rounds. Lesser rods can be used with spells of 3rd level or lower. This robe increases by 2 the DC of all transmutation school spells cast by the wearer. This +1 quarterstaff grants its wielder a +1 competence bonus to AC. Act 3, Drezen (Wilcer Garms); Treasure of the Midnight Isles (Tracking: Island 10 hidden room near entrance). 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 condition is identical to paralysis, except this condition can be applied to creatures who are usually immune to paralysis. Option 1 +2, this shortspear absorbs water from the target on each hit. This lockpicker's kit grants its owner a +1 bonus on all Trickery skill checks. LESSER Reach Metamagic Rod should be at Blackwing Library. Option 2 +2, this chainmail partially absorbs magic from chaotic or evil creatures. It also allows its wielder to count neutral enemies as evil upon using Smite Evil ability. If the owner is evil alignment, it will summon 1d2+1 monadic devas. Wintersun (Challenge Marhevok using Demon option). The owner of this unholy symbol can, once per day, as a quick action, cast the dominate person spell. Option 2 +6 enhancement bonus to charisma and intelligence. It increases by 1 for each enemy in melee range of the wearer, but no higher than 5/-. Once the book is read, the magic disappears from the pages and it becomes a normal book. This +5 speed shock estoc grants its wielder a +5 bonus on Initiative rolls. Bonuses of the same type usually don't stack. This +3 earth breaker was forged in Abyss and can be wielded only by evil or chaotic creatures. Greater rods can be used with spells of 9th level or lower. This +2 heavy pick allows its wielder to automatically confirm critical hits against Large and bigger creatures. In addition, 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. I couldnt find the source for this relic, if you know then please let me know. This +5 breastplate is made of crystal and can be worn by a druid. In addition, this amulet grants its wearer DR 5/-. If the wearer of this ring has the bardic performance ability, it grants them an additional round of its use per day. Under its effect, all your fire spells deal additional 2d6 unholy damage. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. Whenever the wearer of this ring deals fire damage through a spell, they deal additional 1d6 + 5 fire damage. Whenever the wielder of this +5 heavy crossbow lands a hit, the enemy must pass a Will saving throw (DC 30) or become unable to cast spells or attack for 1 round. This red cloak of resistance +3 makes anyone look good. Secondly, spells and spell-like abilities that target the wearer are turned back upon the original caster. Additionally, her Precise Strike ability now adds 1.5 of her duelist level as a bonus to her damage rolls. It's easy to do. This +1 leather armor grants the wearer a +4 bonus to AC against sneak attacks. If the enemy was under a movement-impairing condition, it becomes blinded instead. Categories Community content is available under CC BY-NC-SA unless otherwise noted. These bracers grant their wearer an armor bonus of +8, just as though they were wearing armor. Inevitable Excess DLC, Threshold, Blacksmith. Option 2 +5, made of crystals and be worn by a druid. This book grants a +1 competence bonus to AC against demons. 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. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. This headband grants its wearer a +2 enhancement bonus to Intelligence. This book grants a +1 competence bonus on saving throws against swarms. This shirt increases the wearer's base speed by 10 feet. Three times per day you can curse the enemy. Once per day, you can scribe this rune on the ground to create a 50 feet area which lasts for the number of minutes equal to your character level and makes all affected creatures immune to movement-impairing and ground effects. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. Unholy symbol - Global RuneScape The affected creature suffers 1d4 unholy damage for each scorch. They also gain a +2 circumstance bonus on attack rolls against this target. Act 4, Lair of the Echo of Deskari (Angel only). This +3 tower shield weighs twice as much as a usual tower shield and limits its wielder's speed to 20 feet. They also double bonuses to AC, attack rolls and Reflex saving throw from Haste spell cast upon the wearer. The wearer of these goggles is under constant confusion effect. In addition, this armor grants its wearer immunity to fire and acid. The Fate of the Unholy Symbol of Rovagug is a Decree in Pathfinder: Wrath of the Righteous. This ring grants its wearer a +7 deflection bonus to AC. Whenever the wearer of these gloves makes a full attack and successfully strikes a single enemy with both their main-hand and off-hand weapons, the enemy suffers a -2 penalty on attack rolls and is bleeding for 3 rounds. This helm grants its wearer a +5 competence bonus to CMD and electricity resistance 30. This belt grants its wearer a +4 enhancement bonus to Strength. This cloak grants the wearer a +5 resistance bonus on saving throws against demons and a +5 competence bonus on Lore (Religion) skill checks. It should be noted that some of the relics aren't rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. 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. This +5 mithral chainshirt grants its wearer fire resistance 30. This headband grants its wearer a +4 enhancement bonus to Charisma. Enemies can only be affected by this aura once. (Must have a completed playthrough of Inevitable Excess where Inevitable Darkness was killed on Unfair). Whenever this +3 radiant cold iron heavy mace lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become sickened for 1d4 rounds. Saving throws and opposed rolls are not affected, nor are spells without random variables. This belt grants its wearer a +2 enhancement bonus to Constitution. Act 1, Blackwing Library (DC 20 Perception). The owner of this quiver can use it to shoot 30 units of ammunition. Bonuses of the same type usually don't stack. These goggles grant their wearer a +15 competence bonus on Persuasion skill checks as well as all Lore and Knowledge skill checks. Whenever the wearer of this robe casts a spell that forces the target to make a Fortitude saving throw, the DC of that save is increased by 2. Though the enemy becomes immune to bleeding, they suffer -2 penalty to reflex saving throws. Act 3, Hellknights Outpost (Perception 30). Thanks for making it. If they use any single-target cure wounds spell on a target whose current number of HP is 0 or less, the target is healed for an additional number of HP equal to their number of Hit Dice. It can be worn only by evil-aligned creatures. These boots grant the wearer a permanent effect of the freedom of movement spell. This unique bomb was created by Alichino. Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy becomes fatigued for 1d3 rounds. Mephistopheles (Must decline Devil offer). Fight where you send Berenguer to city, drops from demon, Act 4 (Angel Only), This +2 Evil Outsider Bane, Cold Iron longsword of light steel has no adornments except for a small symbol of Iomedae on its hilt, surrounded by the words "Spare us from evil in this solemn hour.". This +2 mithral heavy shield grants its wielder DR 5/magic. The wearer suffers -2 penalty to attack rolls and Constitution score. Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. Greater rods can be used with spells of 9th level or lower. This +1 cold iron longsword deals an additional 1d3 damage to chaotic creatures. The structure of the ammunition allows shooting twice as often. Whenever the wielder of this +5 cruel longspear lands a killing blow while mounted, their mount receives a +3 competence bonus on attack and damage rolls for 3 rounds. It should be noted that some of the relics arent rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. This headband grants its wearer a +4 enhancement bonus to Charisma and Wisdom. Traveling Skeletal Salesman (protection), Act 2, Drezen, Tavern. However, if the wearer used one ability, the wearer can't use another ability until the rest. Any positive energy damage dealt to the wearer is halved. Option 2 +3, radiant. Each round enemy tries to break from this entanglement, if this try was unsuccessful, the vines deals 1d10 unholy damage. Drezen (NE, near secret entrance to open final gate, in hidden pile of rubble). You can perform another action, even casting another spell, in the same round as you cast a quickened spell. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. To cast a spell, the wearer still needs to have a spell slot of the required level. DC of saving throws against spells and abilities they use is increased by 2. Each time the wielder kills a living creature using boneshaker, vampiric touch, boneshatter or exsanguinate spell, the rod recovers one daily use. This amulet grants its wearer an immunity to Necromancy school spells while in Demonic Rage. Act 3, Skeletal Salesman (Magic, sells 2 copies). Holy: A holy weapon is imbued with holy power. The wearer gets a +2 bonus to their AC and saving throws against all attacks made by the chosen enemy, until the wearer chooses another one. To obtain it I had to add the relic to my inventory through toybox. In addition it changes Finnean's appearance to be somewhat more evil-looking. In addition, it grants a +4 morale bonus on Reflex and Fortitude saving throws. Option 1 +4, thundering, whenever the wielder lands a hit with this sai, they gain +1 bonus to damage rolls with this sai until the end of combat. You roll 1d100 1 - 75: owner gains a +4 insight bonus to Intelligence ability score for 1 hour. These bracers grant their wearer an armor bonus of +6, just as though they were wearing armor. Whenever the wearer of this ring is hit by an enemy, the wearer of the second ring gains bane against this enemy for 1 round. Shadowblood is among the most notorious of drugs - a fluid infused with a shadow demon's essence. It also deals an extra 2d6 points of damage against such foes. 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. This cape grants its wearer a +1 bonus to Enchantment school spells' DC. This +3 mithral full plate grants the wearer additional Spell Resistance 23. Whenever the wearer's health is below 50, each attack against the wearer has a chance to reflect dealt damage. They also grant the wearer a profane +2 bonus on Initiative rolls. Whenever a companion lands a critical hit against the enemy, the enemy must pass a Will saving throw (DC 25) or be under sleeping effect for 1d3 rounds. Option 2 mental perfection +4, whenever the wearer casts a 9th level spell, all enemies in a 30 feet radius must pass a will saving throw (DC 30) or become unable to cast any spells for 1 round. Whenever the wearer is attacked, the enemy has to pass a Reflex saving throw (DC 20) or suffer -10 penalty on damage rolls for 1 round. Unholy symbol. Bonuses of the same type usually don't stack. 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. Whenever this +3 thundering glaive confirms a critical hit, all creatures in a 15 feet radius must pass a Fortitude saving throw (DC 17) or suffer 2d8+4 sonic damage and become prone for 1 round. These targets are excluded from the effects of your spell. Inevitable Excess DLC, Threshold, Arcane Weaver. Saving throws and opposed rolls are not affected, nor are spells without random variables. If the wearer of this headband 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. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. On a critical hit, it deals 1d6 sonic damage per two caster levels of the wielder to all enemies in 15 feet area. This +1 padded armor grants its wearer +3 resistance bonus on Fortitude saving throws. Act 3, Midnight Fane (might have special requirements, not always findable). This amulet grants its a wearer a +2 insight bonus on attack and damage rolls with ranged weapons against Large and bigger enemies. That's the only option I haven't checked. Pieces of the Unholy Symbol of Rovagug(Battle south of the incubus army) Edge of Force(Battle to the far west of Drezen) Broken Phylactery of Stevanius the Unholy Symbol of Rovagug - Pathfinder Wrath of the (Ywrag the Defiant/Star Rattle loot); If the wearer of these goggles has the Judgement class feature, they grant 2 additional uses of it per day. This +5 chainmail grants its wearer a +5 competence bonus on Persuasion skill checks made to intimidate. Heightened Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Worn by a powerful Aeon, they grant 3 additional uses of Enforcing Gaze per day. Whenever the wielder of this +2 sling staff lands a hit with it, the enemy must pass a Reflex (DC 14) saving throw or suffer a random penalty of -1 to Will, Reflex or Fortitude saving throws until the end of combat. This +4 leather armor increases its wearer's base speed by 20 feet, grants them a +4 profane bonus to Dexterity ability score, and immunity to acid damage. For 5 rounds you gain 25 temporary hit points, but each of these rounds you receive 1d8 damage. Also gives +2 enhancement bonus to Charisma (not in description). Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. This +3 full barding grants its wearer a +4 natural armor enhancement bonus to AC and a +3 bonus to CMB against large and bigger enemies. Bonuses of the same type usually don't stack. Whenever they step on difficult terrain, they gain a 10 foot bonus to their movement speed for 1 round. 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 3, DLC3, Island 1. Act 4 Lower City of Alushinyrra (Rotten Guttery portal; 40DC Trickery door in northeast section of map, inspect it first). Option 1 -5 penalty to mobility skill checks, electricity resistance 30. These gloves allow their wearer to stun enemies for 1 round on confirmed critical hits with ranged weapons. It's sometimes hard for me to connect relics I have created back to the original item on your list. Inevitable Excess DLC, Threshold, Blacksmith; Sarzaksys (Chapter 4) - Fleshmarket. This robe grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. These bracers allow their wearer to cast healing spells without provoking attacks of opportunity. Whenever the wearer of these gloves lands a melee touch attack, the enemy must pass a Will saving throw (DC 20) or his heart and mind is consumed with agonizing lust, any critical hit against affected enemy drives him even crazier, paralyzing for one round. Secondly, if the wearer is on a Mythic Path, they gain +5 additional daily uses of their primary ability (demonic rage for the Demon, Hell's decree for the Devil, etc.). Whenever the wielder of this +5 vicious warhammer confirms a critical hit, the enemy loses all of its DR, if it had any, for 1 minute. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. Whenever the wielder of this +2 mithral heavy mace confirms a critical hit with it, a loud sound is produced. This book grants a +1 competence bonus to DC on Transmutation spells, Midnight Fane (Only accessible by completing True Aeon Mythic Quest). I absolutely HATE how you list Kingmaker items here. This +5 hide armor grants the wearer a +10 competence bonus to Stealth. This crossbow deals 1d6 damage instead of 1d8. This amulet grants its wearer a +4 natural armor enhancement bonus to Armor Class. Whenever it lands a hit, the target must make a successful Fortitude saving throw (DC = 15 + the wielder's character level), or be imprisoned in crystal for 1 round. The amulet also increases the DC of spells with sonic descriptor you cast by 2. Act 5, Storyteller Relic (relic found in Act 3, Wintersun, Standing Stones puzzle). At the start of every combat, all enemies in a 50 feet range around the wearer must pass a will saving throw (DC 32) or become confused for 2 rounds. Whenever this +3 shock frost kukri confirms a critical hit on an enemy, the target must pass a Fortitude saving throw (DC 25) or become prone for 1d4 rounds. Thirdly, whenever the wearer is hit by a ranged attack for the first time in a round, the belt prevents all physical damage from the attack. Whenever you or your party members attack using the rapid shot feat, they dont suffer a -2 penalty to attack but gain a +2 bonus to damage instead. Regular rods can be used with spells of 6th level or lower. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. The spell no longer applies precision damage. This bonus can stack up to +5. This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. Act 3, Ivory Sanctum, puzzle in center room with Baphomet statue; This cloak of resistance +5 also grants its wearer a fiery aura which deals every enemy in a 10-foot range 2d8 fire damage every turn. Pipefox provides a +3 insight bonus on Knowledge (Arcana) and +2 insight bonus on Perception skill checks. Once per day you can activate this book. The wearer can choose to you can suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. When an Angel wears this cloak, his Sword of Heaven ability deals an additional 4 dice of damage or heal an additional 4 dice of damage instead of 2. This +1 adamantine full plate armor grants its wearer immunity to trip attacks and bull rush combat maneuver. This curse reverses the effect of positive energy: if it healed this creature before, now it deals damage, and vice versa. Option 2 Whenever the wielder of this ammuntion 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. In addition, this greatclub grants its wielder a +12 competence bonus on Lore (Religion) skill checks. This belt grants its wearer +2 enhancement bonuses to Dexterity and Constitution. Corruption of the Rough Beast applies one of the following effects to all enemies within 100 feet radius for 1d6+1 rounds: confusion, song of discord spell effect, rage, feeblemind, phantasmal putrefaction, domination. Bane Living: A bane weapon excels against certain foes. Act 1, Defender's Heart (Vissaliy Rathimus). Act 3, Drezen (Storyteller relic, found in Act 2, Houndheart Campsite). In essence, at the Bladesmith there are a few dialogue choices. 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. If the wearer fails a saving throw against such effect, after the effect ends the wearer gets a +2 bonus on saving throws and +2 bonus on damage rolls until the end of the combat. These gloves grant their wearer additional 1d8 bludgeoning damage on hit with unarmed attacks and a +10 competence bonus on Athletics skill checks. If the enemy is of evil alignment, they deal 2d6 damage instead. These gloves grant their wearer a +1 morale bonus on attack rolls.
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