Each penalty stacks up to 5 times. This +5 unholy glaive deals additional 6d6 unholy damage on a successful charge. This +1 greatclub grants its wielder a +1 bonus on attack rolls against undead creatures. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric. WebScorpion's Kiss is a magic weapon in Pathfinder: Wrath of the Righteous . 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.". In addition, they increase the saving throw DC of the spells with the [acid] descriptor they cast by 2. This ability can be used 5 times per day. They also double bonuses to AC, attack rolls and Reflex saving throw from Haste spell cast upon the wearer. In addition, this amulet grants its wearer DR 5/-. The subject of the ability gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature, thought it can not gain a number of negative levels equal to or greater than its total Hit Dice this way. A screenshot would be great too. A single enemy can be a subject to this effect only once. Mystical amulet in the shape of a snake made from bone. This +2 tower shield grants its wielder electricity resistance 15 and cold resistance 15. This +2 buckler grants its wielder a +2 dodge bonus to AC against attacks with two-handed weapons. It uses an Intelligence modifier as a damage bonus; you also use your Intelligence bonus for attacks instead of Strength. WebUnholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe. 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 +2 enhancement bonus to charisma. After this ability has been activated, it can't be activated again for 1d4 rounds. 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 the wearer of this helmet lands a hit with a melee weapon, the target must pass a Fortitude saving throw (DC 25) or suffer bleed damage that equals the wearer's Strength modifier for 1d4 rounds. This lockpicker's kit grants its owner a +3 bonus on all Trickery skill checks. Option 1 Whenever this shield is under the affect of warpriests sacred shield, each time the wielder bashes using this shield, it deals 1d6 holy damage, an enemy must pass a will saving throw (DC 18) or will be marked. These boots grant the wearer a +20 feet bonus to moving speed and an immunity to prone condition. Act 3, DLC3, Island 10. This +3 barding grants its wearer immunity to poison and trip combat maneuver. 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. Scroll of Wings of Freedom - You gain a +2 bonus on saving throws against ground effects for 1 hour. The wearer of these goggles is under constant confusion effect. It also grants the wearer a +2 bonus on caster level checks made to overcome spell resistance, +4 bonus to concentration checks, and spell resistance 18. Act 3, Skeletal Salesman (Personal Protective Equipment). While they are activated, you get a +1 insight bonus to attack and damage rolls, AC, all saving throws and skill checks. This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. Act 5 (Nocticula, Demon or Trickster Path). Bonuses of the same type usually don't stack. It also grants a +4 bonus on Initiative rolls. Also gives +2 enhancement bonus to Charisma (not in description). The enemy starts doubting that violence is the answer and thus will suffer -1d4 penalty on attack rolls for one round. Multiple applications of this effect do not stack. This robe grants the wearer a +1 bonus to all saving throws against fear effects. You gain electricity resistance 5 for 1 hour. These items should go to a different page altogether "Unique Items Kingmaker Only". If the attacker passes the saving throw, they suffer 1d3 piercing damage instead. Whenever they step on difficult terrain, they gain a 10 foot bonus to their movement speed for 1 round. Act 3, DLC3, Island 1. You have total concealment against the outsider under this effect. It is good-aligned and thus bypasses the corresponding damage reduction. Positive energy and cure spells hurt it, like it was undead. This book grants a +1 morale bonus to AC against dragons. This effect lasts the number of rounds equal to the character's level. Multiple applications of this effect do not stack. This +5 speed shock estoc grants its wielder a +5 bonus on Initiative rolls. Act 1, Defender's Heart (Vissaliy Rathimus). Quicken Spell: Casting a quickened spell is a swift action. These bracers grant the wearer a +5 competence bonus on Trickery skill checks. 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. This +4 mithral chainshirt grants its wearer a +4 bonus on Reflex saving throws and a +10 competence bonus on Mobility checks. If the wearer is a paladin, they gain an ability to spend one use of their Smite Evil ability to grant all allies in the range of 20 feet immunity to fear effects for the number of rounds equal to the wearer's paladin level. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. There is an engraving on the iron handle: "I am the Weapon. Whenever the wielder of this +4 corrosive burst battleaxe confirms a critical hit, it deals x4 damage instead of the normal x3, and weakens the enemy, making it suffer a -3 penalty to Strength and Constitution scores for 2 rounds. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Whenever this +3 keen throwing axe lands a hit, all its further attacks until the end of the round deal 1 additional force damage. This cloak grants its wearer a +3 deflection bonus to AC, a +3 bonus to Fortitude and Will saving throws, and an ability to cast see invisibility spell once per day as a 3rd level wizard. This cursed scroll is inscribed in bloody runes on dwarven skin. Whenever the wearer of this helm successfully charges an enemy, that enemy must pass a Reflex saving throw (DC 27) or suffer a -2 penalty to AC and attack rolls for 3 rounds. Save DC = 10 + half character level + Charisma modifier. This belt grants its wearer a +6 enhancement bonus to Constitution. While the wielder of the dagger is in combat, each time someone dies, the dagger increases its potency. If a good character wields this weapon, they become permanently confused, even after they unequip it. 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. If the owner is evil alignment, it will summon 1d2+1 monadic devas. Effects dont stack. This ring also grants the wearer a +2 morale bonus on saving throws against all effects that are mentioned in Dead Inside ability. This book grants a +1 competence bonus against Fear and Frightened effects. Inevitable Excess DLC, Threshold, Jewelry Trader. Act 1, Market Square, burning house in the SW to get relic. Act 4, Colyphyr Mines, loot after end battle. At 7th level the owner can summon a single Lillend Azata, at 9th level it summons one Lillend Azata and two Advanced Bralani Azatas, and at 11th level it summons one Lillend Azata, two Advanced Bralani Azatas, and a Ghaele Azata. This amulet, created from a shard of the shield of Aroden, the fallen god of humanity, contains the embodiment of wrath upon all enemies of humankind. Your critical threat range is doubled. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. A creature that takes damage from this attack is shrouded with a soft radiance (as faerie fire) for 1 minute. A successful DC 22 Reflex save halves the damage. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round. Whenever this +1 heavy crossbow makes its first attack during a round, it shoots two bolts at once. This rod grants you the ability to modify up to six spells per day so that the energy type of the damage they deal changes to unholy. During the Age of Serpents, a swarm of Hastur-worshipping flying polyps landed on Golarion and established Star Stelae in two locations: the site of modern Thrushmoor and a nameless city in the Parchlands in southwestern This cloak grants its wearer a +4 resistance bonus on all saving throws. If these boots are worn together with the Owl's Cowl, the enhancement bonus increases to +6, and the wearer additionally gains a +5 bonus on all initiative rolls. Act 3, Drezen (Wilcer Garms); Treasure of the Midnight Isles (Tracking: Island 10 hidden room near entrance). It also grants a +2 sacred bonus on damage rolls with the off-hand weapon when dual wielding. What at first appears to be a fine gem dangling from a long, silver chain is in fact a cut and polished bezoar. I found an unnamed brilliant energy handaxe in act 5 on one of treasure islands (dlc 3). Saving throws and opposed rolls are not affected, nor are spells without random variables. Option 1 +5, made of crystals and can be worn by a druid. If both attacks hit, the target must make a Fortitude saving throw (DC 25) or take additional 2d6 cold damage and become staggered for 1 round. This red cloak of resistance +3 makes anyone look good. Act 4, Upper City, Bridge to House of Silken Shadows. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage. Multiple applications of this bonus stack until the weapon lands a hit. This +3 weapon was made for a commander who didn't like to be in the front line. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. Whenever this +5 shortsword lands a hit on an enemy, one of the following effects randomly happen: it deals additional 6d6 slashing damage to that enemy, it deals 1d4 damage to one of the enemy's ability scores, it heals the enemy for 3d4 hit points, it deals 3d4 damage to the wielder, or the enemy suffers -3 penalty to attack and damage rolls for 1d6 rounds. This ring grants its wearer a +1 luck bonus on all saving throws. This +5 undead bane earthbreaker has x4 critical multiplier instead of x3. Only the Knight Commander can equip it. This +5 full barding grants its wearer 10d6 additional bludgeoning damage on a successful charge. Whenever the wielder of this +1 cold iron heavy flail confirms a critical hit with it, the target suffers a -1 penalty on attack rolls for 1 round. Whenever the wearer of this +5 banded armor is attacked in melee while being prone, stunned or staggered, the attacker must pass a Reflex saving throw (DC 30) or suffer from the same condition for 2 rounds. Whenever an enemy hits the wielder of this +2 light shield with any touch attack (melee or ranged), that enemy suffers 2d6 force damage. The enemy under this condition suffers 2d6 acid damage on a successful hit and 6d6 acid damage if the hit was critical. It gives the wielder a -2 penalty on attack rolls made with it. This belt grants its wearer +4 enhancement bonuses to Strength and Dexterity. This headband grants its wearer a +2 enhancement bonus to Intelligence. For 3 rounds all your attacks have their critical range increased by 3. Wielding this +2 bleed scythe allows you to feel almost any heartbeat in 15 feet area. This cloak of resistance +5 grants its wearer a 60-feet aura which makes all affected enemies to pass a Will saving throw (DC 33) or become frightened for 1 minute. This sacred weapon provides spell resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her. To unlock its true powers, one needs to become one with their true nature. 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. Each time the projectile hits an enemy, the enemy must pass a Fortitude saving throw (DC 15 + wielder's STR modifier) or it will be pushed back on 5 feet and become prone. These boots allow their wearer to add half their rank in Perception skill to damage on their first attack with a ranged weapon every round. Bonuses of the same type usually don't stack. Act 3, Blackwater - Behind purple barrier door. Whenever the wearer of these knee pads lands a killing blow with a natural weapon, they gain a +2 bonus on their next attack roll, and this attack deals damage to all adjacent enemies on a successful hit. If you know the specific location of any unique item, please edit it in or leave a comment! This amulet grants its wearer a +4 natural armor enhancement bonus to Armor Class. This ring grants its wearer immunity to bleed. This robe grants its wearer a +10 competence bonus on Knowledge (Arcana) checks. Can only be equipped by the player character. It also grants one additional attack of opportunity per round. It also grants the wielder a +3 bonus on caster level checks made to overcome a creature's spell resistance. You cannot equip them. Whenever the wearer of this cloak makes a successful bite attack, it deals additional 1d6 cold damages and trips the target. This +3 scalemail allows the wearer 3 times a day to raise a deceased ally for 2d3 rounds. Act 5, Greybor companion quest (Horzalah loot). However, it also inflicts a -2 penalty to Charisma score and -3 penalty on all Persuasion checks. A successful saving throw negates the blindness and halves the damage. Greater rods can be used with spells of 9th level or lower. Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10-foot radius. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +4. The target must make a successful DC 30 Will saving throw, or turn to the owner's side for 20 rounds. Whenever the wielder of this +5 unholy longsword hits an enemy with it, the target must make a successful DC 35 Fortitude saving throw, or take additionally 1d8 fire damage and 1d8 negative energy damage. Can only be equipped by a player character. Whenever this +2 ghost touch scythe misses a hit, it tears the enemy's soul a bit, dealing 1d12 negative energy damage. Lost Chapel part of the Legend Mythic quest (accept Areelu's offer to stop purging your power in exchange for artifacts). Whenever this +3 composite shortbow land a hit on an enemy, the enemy suffers an additional 1d12 piercing damage. This ring of protection +3 grants the wearer an ability to avoid magical and unusual attacks with great willpower. 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. These goggles grant their wearer a +15 competence bonus on Persuasion skill checks as well as all Lore and Knowledge skill checks. Act 3 - Unholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe Handaxe/Battle Axe/Great Axe (same effects across all three weapons) Option 1 - +2, This ring allows the owner to use the Dead Inside ability on a living creature for 1 minute 3 times per day. This cloak grants its wearer a +1 resistance bonus on all saving throws and cold resistance 10. Whenever the wearer suffers 10 or more HP damage from a single ranged attack, they gain a +1 morale bonus to AC for 1 round, and their next melee attack deals additional 2d6 piercing damage on a successful hit. Option 3 +5, axiomatic, whenever the wielder lands a hit against a new enemy, it marks it with Obedience. This breastplate can be worn by druids. Act 2, Drezen, Citadel Dungeon (Trickery 27 chest by Vampire, southeast). This diadem increases the damage dealt by the kineticist's simple energy blasts by 1d6 points and by kineticist simple physical blasts by 1d6+1. Whenever the wielder of this +5 agile trident hits a new enemy for the first time, the target must pass a Reflex saving throw (DC 27). Notes The doubled critical threat range works as Keen trait . This unique bomb was created by Alichino. This ring grants the wearer +4 bonus to Initiative rolls. This shirt is weaved from spider web. A raised creature has a number of hit points equal to its current HD. This cloak grants its wearer the ability to cast heroism spell once per day as a 3rd level wizard. The owner of this quiver can use it to shoot 20 units of ammunition. Act 2, Leper's Smile (before fighting queen). In addition, whenever the wielder is engaged in melee with more than one enemy, their weapon attacks deal additional 1d6 damage on hit. This cloak grants its wearer a +4 enhancement bonus to Constitution and the ability to cast summon monster V spell once per day for 9 rounds. This +5 caustic starknife deals additional 4d6 acid damage on sneak attacks. Whenever this +3 agile starknife lands a hit, the target must pass a Will saving throw (DC 24) or become cursed. Whenever this +3 keen elven curve blade confirms a critical hit, the enemy must pass a Will saving throw (DC 22) or be fatigued for 1d3 rounds. 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. This weapon is a +2 evil outsider bane fauchard. These bracers of armor +4 increase the save DC against all Enchantment school spells they cast by 2. Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10 feet radius. This shield also deals additional 2d8 points of holy damage to undead creatures. Bonuses of the same type usually don't stack. Three times per day as a standard action, the wielder can use the Starbow to fire a 30 feet long cone of arrow-shaped bolts of radiance. You become immune to all damage for 3 rounds. Whenever the wielder of this dagger lands a first sneak attack against new enemy, the target must pass a Reflex saving throw (DC 23) or become vulnerable to piercing damage for 1d3 rounds. Act 5, Relic Decree (Remains of the Colorless One). Holy: A holy weapon is imbued with holy power. If an attack of opportunity was a critical hit, the enemy is staggered. Kingmaker; The Treasure of the Midnight Isles. They also get a +2 bonus to caster level checks made to overcome spell resistance. While you are wielding this +3 adamantine glaive, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. This +5 chainshirt grants its wearer resistance to acid 30. Saving throws and opposed rolls are not affected, nor are spells without random variables. This +1 dagger adds +1 to the DC for all saving throws against spells from the evocation school the wielder casts. Option 1 mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. This +5 breastplate grants its wearer a +3 armor bonus on saving throws against blindness. This weapon is a +1 greater frost furious greatsword. Multiple applications of this effect dont stack. This ring grants the wearer a +1 bonus on saving throws against spells with cold descriptor and adds +1 to the DC for all saving throws against spells with cold descriptor the wearer casts. Lesser rods can be used with spells of 3rd level or lower. Can you please mark Silver Tongue Amulet & Free Dancer's Boots as preorder items? When the duration of this effect ends, you lose all mind bomb charges, and send an energy wave dealing all creatures in 30 feet range 1d8 force damage per charge spent. Every day the wearer finds a random scroll in its pocket. Act 3, DLC3, Island 2. Saving throws and opposed rolls are not affected, nor are spells without random variables. Rib: a -1 penalty on Fortitude saving throws and a -2 per creature's HD to its maximum hit points. Bonuses of the same type usually don't stack. Option 1 -5 penalty to mobility skill checks, electricity resistance 30. 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. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. 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. Arueshalae: Let's make our priests the new quartermasters Woljif: We should make random store clerks from the This +5 adamantine chainshirt makes its wearer immune to ability score damage. This +3 studded leather grants the wearer DR 3/-. This +5 speed elder caustic dagger allows its wearer to cast poison breath spell 3 times per day as a 20th level druid. This headband grants its wearer a +2 enhancement bonus to Intelligence score and immunity to all compulsion effects. Rovagug's most famous emissaries are the great beasts known as the Spawn of Rovagug, which have appeared between -3923 AR and ca. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. The affected creature suffers 1d4 unholy damage for each scorch. 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.
unholy symbol of rovagug location