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. Please see the. These knee pads allow their wearer to deal additional 2d6 unholy damage on hit on attacks with natural weapons. 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. This +3 unholy falcata was corrupted by demons. Whenever the wielder of this +2 spiked heavy shield uses it for a shield bash, it behaves like a vicious weapon, dealing an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. This damage bypasses damage reduction and energy resistance. If an enemy gets within a 5 feet radius from the wearer, they must pass a Will saving throw (DC 21) to push the enemy 5 feet away, or become frightened for one round. These bracers grant the wearer a +3 bonus on damage rolls with the off-hand weapon when dual wielding or wielding two-handed melee weapon (for example, a double weapon). This weapon is a +2 evil outsider bane fauchard. This eye of a demon still holds some power. This robe grants its wearer a +4 enhancement bonus to Charisma and Wisdom ability scores. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. This hat grants its wearer a +5 bonus to Maximum Hit Points. This +3 bardiche deals additional 2d6 slashing damage on hit against bleeding or helpless enemies. This is a mind-affecting effect. For 5 rounds you gain 25 temporary hit points, but each of these rounds you receive 1d8 damage. If the wearer has a claw attack, the damage dice for this attack increases by one step (for example, 1d4 becomes 1d6). Only an Oracle or Cleric can wield it. 86 - 95: owner is affected with the effect of confusion spell for 1d4 rounds in the beginning of the next combat. This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. This +2 buckler grants its wielder a +2 dodge bonus to AC against attacks with two-handed weapons. This book grants a +1 insight bonus on a Lore, Religion and a Lore, Nature skill checks. These boots grant their wearer a +10 bonus to base speed and a constant freedom of movement spell effect. This robe grants its wearer +2 circumstance bonus to Wisdom ability score. In addition, whenever the wielder delivers a Coup de Grace, they gain a +2 morale bonus on attack and damage rolls for 1 round. 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. Treasure of the Midnight Isles (standalone). This ring grants its wearer a +1 bonus per die rolled on all Cure and Healing spells as well as Channel Positive Energy used to heal living. This cloak grants its wearer a +8 enhancement bonus to Charisma and the ability to cast energy drain spell once per day as a 13th level wizard. This cloak grants its wearer a +4 resistance bonus on all saving throws and a +4 competence bonus to CMD. Act 4, Upper City, locked box in top left. These bracers grant their wearer an armor bonus of +9, just as though they were wearing armor. Though the enemy becomes immune to bleeding, they suffer -2 penalty to Reflex saving throw. When the wearer assumes a major form, they gain a +2 racial bonus to Strength, Dexterity, and Constitution ability scores. This penalty stacks up to -5. It is good-aligned and thus bypasses the corresponding damage reduction. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Bonuses of the same type usually don't stack. Bonuses of the same type usually don't stack. Capital Advisor: Let's get new logistics officers from the homeland! Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. Whenever the wielder of this +1 longspear lands a hit while mounted, it deals additional 1d4 piercing damage. This +2 quarterstaff grants the wielder ability to cast the burning arc spell at will as a 5th level wizard. Effect can be applied once per creature. Look for SarenraeLifeSourceScalemailItem & SarenraeObliteratingLightScalemailItem. 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. This cloth grants its wearer a +4 bonus on saving throws against Necromancy spells and effects, and immunity to fear effects. Additionally for a standard action the wearer can use Light Nova ability, it deals damage to the wearer equal to 25% of her HP and heals everyone by 40 hp and deals 20 damage to all enemies. Whenever the wearer of this ring becomes a target of an attack of opportunity, the attacker suffers 1d8 force damage. This unique bomb was created by Alichino. These boots grant their wearer a +1 dodge bonus to AC against demons and one additional attack of opportunity per round. Quicken Spell: Casting a quickened spell is a swift action. This cloak grants its wearer a +1 resistance bonus on all saving throws. 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. 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. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. This +2 heavy crossbow has a critical range reduced to 20. 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. Eye Gouger the throwing axe is also available in the Half-Measure tavern from Fye in Act 5. 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. This amulet grants its wearer a +5 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Act 3, Random Encounter (Side with Kaylessa throughout her quest). Enemies can only be affected by this aura once. If the owner is good alignment, it will summon 1d2+1 nabasu demons. This gauntlet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. 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. This +3 corrosive dart allows its wielder to poison enemies on a hit, making them slowed and sickened for 3 rounds if they fail a Fortitude saving throw (DC 22). This +2 chainmail grants the wearer a +2 sacred bonus to Fortitude saving throws. A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. This +1 dwarven urgrosh grants its wielder a +1 bonus on attack rolls against magical beasts. Traveling Skeletal Salesman (magic) (Skeletal Salesman), Lost Chapel. 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. When worn by a shifter who has a final aspect (or any other 20 level capstone class ability), the enhancement bonuses increase to +8, and the wearer additionally gains the ability to once per day emit a devastating cry. This headband grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. Whenever the wearer of this cloak is attacked in melee, the attacker must pass a Fortitude saving throw (DC 29) or become sickened and vulnerable to acid for 4 rounds. This +4 unholy shortspear deals additional 2d6 piercing damage against Large or bigger creatures. While wielding this +2 speed weapon you can never be flat footed. It also grants its wearer a +2 bonus to the highest current ability score. 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. Whenever the wearer lands a hit on an enemy first time in a round, the enemy must pass a Fortitude saving throw (DC 29) or be partially skinned. There is an engraving on the iron handle: "I am the Weapon. Whenever the wielder of this +2 mithral bastard sword confirms a critical hit with it, it restores 1d8+5 hp to the wielder. These gloves grant their wearer spell resistance 30 as well as a +2 luck bonus on all saving throws. Whenever the wearer takes physical damage, they gain DR 20/- for 1 round. Act 1, Tirabade Residence (Succubus loot). This rod grants its wielder the ability to make up to three spells they cast per day empowered, as though using the Empower Spell feat. Whenever the wearer of this +3 mithral chainmail flanks any enemy, the wearer gets a +2 bonus to damage against flanked creature. 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. Option 1- +3, grants ferocity as per the universal monster rule. Mystical amulet in the shape of a snake made from bone. 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 this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional 4d6 holy damage. This +5 buckler grants its wearer a +2 circumstance bonus on attack rolls against enemies under movement-impairing conditions. If the wearer is of evil alignment, shield gains an unholy quality for all attacks with this shield. Additionally, the wearer's first attack every round deals additional 1d4 divine damage. Option 2 Whenever the wielder 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 effected enemy drives him even crazier, paralyzing for one round. Drezen (NE, near secret entrance to open final gate, in hidden pile of rubble). This amulet makes all ward abilities and spells (those which have the word "ward" in their names) grant +1 additional AC, and become extended as though using the Extend Spell feat. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. 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. Its wielder can cast the horrid wilting spell 3 times per day as a 15 level wizard. Whenever the wielder of this +5 kama lands a first sneak attack in a round against an enemy, the enemy must pass a Will saving throw (DC 27) or suffer a -3 penalty on all attack rolls, saving throws and skill checks for 1d3 rounds. This is an amulet of natural armor +2. This belt grants the wearer a +2 enhancement bonus to Strength score. It also allows the wearer to cast a sacred nimbus spell three times per day as a 9th level Cleric Precise Strike: A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding a quarter of her level as a bonus to her damage rolls. Option 1 Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions around you for 2 minutes. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. Any morale bonuses the wearer has are doubled. All enemies in a 30 feet cone, except the target, have to pass a Will saving throw (DC 16) or be affected with the Voices of Hollow effect for 1d4 rounds. Extend Spell: An extended spell lasts twice as long as normal. Whenever the wielder of this +2 mithral heavy mace confirms a critical hit with it, a loud sound is produced. Additionally, once per day this hat can make any spell quickened. In addition, whenever the wearer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage as if they had the Evasion feat. This signet grants its wearer the ability to cast bane spell as a 3rd level cleric three times a day. This +5 mithral chainmail grants its wearer +7 insight bonus on Persuasion skill checks made to intimidate. If anyone reads this book, she permanently gains a +2 inherent bonus to her Constitution score. 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, whenever the wearer successfully passes a saving throw, they gain the displacement spell effect for 1 round. If the owner of this dwarven tankard is on the azata Mythic Path, the summoned Azatas are additionally affected by the Heroism spell effect. These goggles allow their wearer to take 20 on their next dispel magic attempt once per day. It's difficult to see through them, thus the wearer suffers a -2 penalty to attack rolls. These gloves are made of the hide of a legendary ancient Sarkorian bear-god. It also grants the wearer a +2 bonus on saving throws against spells of the Enchantment school. Alchemist in your "court" outside of Drezen where the Free Crusaders live (Azata path). I know Trickster would be better but I can't stand quippy stuff. Option 2 +2, speed, can never become flat footed. This +2 chainshirt grants the wearer DR 3/piercing. Whenever this +1 speed estoc confirms a critical hit on an enemy, the wielder gets +2 morale bonus to Dexterity, and each attack they make deals additional 1d4 piercing damage, for 2d3 rounds. 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. This headband grants its wearer a +4 enhancement bonus to Wisdom. Act 3, Ivory sanctum, second solution to the door puzzle to Jerribeth's room. Whenever this +1 flail confirms a critical hit, it deals additional 1d6 positive energy damage. This potion restores all your HP, ability damage and ability drain. This rod grants its wielder the ability to make up to three spells they cast per day maximized as though using the Maximize Spell feat. Act 1, Defender's Heart (Storyteller upgrade), Act 2, Citadel Drezen (have to ask Joran in Act 1 about Radiance). 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 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. Composite energy blasts instead deal an additional 2d6 damage, while composite physical blasts deal an additional 2d6+2 damage. This dried hand grants the owner an ability to cast the death ward spell once per day as a 9th level Cleric. It also increases the effective caster level by 4 when using scrolls. This belt grants its wearer +6 enhancement bonuses to Strength, Dexterity, and Constitution. This cape grants its wearer a +1 bonus to Enchantment school spells' DC. This rod increases the damage dealt by the kineticist's simple energy blasts by 1d6 points and by kineticist simple physical blasts by 1d6+1. The pendant is a snake skull. Act 4, Lower City, Bad Luck Tavern (Mielarah Loot). The enemy also suffers -2 penalty to all saving throws until the end of combat. 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 weapon is a +6 cold iron longsword. Whenever this weapon lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 26) or be consumed in an abyssal flame for 1d4 rounds. In addition, if the wearer of this belt 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 amulet grants its wearer a +7 natural armor enhancement bonus to Armor Class. These bracers allow their wearer to cast healing spells without provoking attacks of opportunity. This belt grants its wearer a +4 enhancement bonus to Dexterity. She's just a straight up psychopath. This +5 speed shock estoc grants its wielder a +5 bonus on Initiative rolls. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. This rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. 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. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. Whenever the wearer of this headband of Intelligence +6 lands a hit against a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or become dazzled for 3 rounds. This +3 scalemail barding grants its wearer fire resistance 10 and partial concealment against ranged attacks. Demon Rage and Demon Aspects now grant bonuses as if you were 3 mythic ranks higher. This bonus does not stack with other natural armor enhancement bonuses. These gloves grant its wearer a +4 competence bonus on saving throws against poison and curse effects. This amulet makes the wearer's voice stronger and allows it to maintain its power for a longer periods of time. Act 4, Upper City, Vampire fight outside House of Wicked Knowledge. Act 4, Wirlong Black Mask, Fleshmarkets, looted from his corpse. Owlcat's Feral Instincts provide +2 morale bonus on Perception and Lore (Nature) checks. They also grant a +2 insight bonus to attack and damage for 1 round, whenever the wearer hits a flanked enemy with a ranged weapon. Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn't wield any weapon, it must pass a Fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. Whenever the wielder hits a marked enemy, all other marked enemies suffer 2d6 damage. From Zacharius (must be on good terms), Lich path. 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. Bardiche/Heavy Pick (both options come with same enchantments), Club/Flail (same affects across both weapons), Mask (These take up the helmet slot rather than the eye slot, despite it being a mask. Act 1, Defender's Heart, talk to Indarah and Pink Eye in Act 1; fail skill check to prompt Pink Eye to speak up. This +4 caustic punching dagger grants its wielder a +10 competence bonus on Trickery skill checks. However, equipping or removing amulets or rings also removes the bonus. This +2 scalemail grants its wearer a +2 resistance bonus on all saving throws. Whenever the wearer of this +5 evil outsider bane rapier lands a first hit against a new enemy, the enemy must pass a Will saving throw (DC 31) or become paralyzed for 2 rounds. Whenever you summon any Elemental, it gains 50 additional Hit Points. Bonuses of the same type usually don't stack. Act 5 (Nocticula, Demon or Trickster Path). Upon reading it, you make one target creature stunned for 1 round, with no saving throw, no matter how powerful it is. I have looked far and wide how to actually START this relic quest for Gravesinger but I cannot find an answer. All allies, including the wearer, within 30 feet gain a +2 bonus to weapon damage rolls and a +2 bonus on saving throws against attacks made or effects created by chaotic creatures. Whenever the wielder of this +4 warhammer successfully hits an enemy with a charge attack, the enemy must pass a Fortitude saving throw (DC 33) or be entrapped in stone until the end of the fight. Option 2 You can cover yourself in an invisible corrupted fire. This headband grants its wearer a +6 enhancement bonus to Charisma. This +5 breastplate grants its wearer cold resistance 30, medium fortification and spell resistance 19. Act 1, Defender's Heart (Gemyl Hawkes); Act 4, Battlebliss Arena (Arena Healer). This cursed scroll is inscribed in bloody runes on dwarven skin. Temperance grants the wearer the effect of the false life, greater spell and a +2 bonus on saving throws against death effects. Extend Spell: An extended spell lasts twice as long as normal. Whenever the wielder of this +4 cruel bleed falcata is engaged in melee with a single enemy and there are no other enemies in a 15 feet range, the enemy gets a -2 penalty on attack rolls and saving throws. Whenever the wearer of this headband of Charisma +4 deals damage to an enemy through a spell, she gets 10 temporary hit points for 3 rounds. It increases by 1 for each enemy in melee range of the wearer, but no higher than 5/-.
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