The wielder of this light hammer can three times per day use the weapon's ability to support themself or allies. The spell no longer applies precision damage. This +5 flaming burst quarterstaff grants its wearer a +1 bonus to CL, +4 bonus on checks made to overcome spell resistance and a +15 competence bonus on Use Magic Device skill checks. Upon reading it, you make one target creature stunned for 1 round, with no saving throw, no matter how powerful it is. 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. Act 3, Relic Decree (Crest of the Fallen Knight). Traveling Skeletal Salesman (protection), Act 2, Drezen, Tavern. It deals an extra 2d6 points of damage against all creatures of evil alignment. Some quests are time-limited and some are only available based on the These spiders eat through the flesh, dealing 1d6 damage per two wielder's levels. This +2 mithral heavy shield grants its wielder DR 5/magic. The creature is staggered and loses 1 hit point each round. This old grimoire grants its owner 3 slots for 1 level spells, 2 slots for 2 level spells, and 2 slots for 3 level spells for the wearer's spellcasting class with the highest caster level. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. However the wearer is under the slow spell effect. 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 +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. These bracers also grant their wearer spell resistance 32. Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10 feet radius. Every day the wearer finds a random scroll in its pocket. This ring grants its wearer a +2 competence bonus on Trickery and Stealth skill checks. Whenever an enemy confirms a critical hit, lands a sneak attack or attack of opportunity against the wearer, the enemy must pass a Will saving throw (DC 27) or become devastated by hitting such beauty. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Act 4, Lower City (Perception 36, to the left of the portal to the nexus). This effect lasts the number of rounds equal to the character's level. Whenever this +2 holy falchion confirms a critical hit, all evil creatures in the 15-feet area must pass a Will saving throw (DC 20) or be confused for 1d4 rounds and suffer 1d4 holy damage each round. If a character makes a successful Will saving throw against an attack that normally deals half damage on a successful save, instead they take no damage. This hat can only be worn by non-good characters. The rod has 5 charges. Act 1, Defender's Heart (Joran Vhane shop). Act 3, Ivory Sanctum, center room with Baphomet statue (check wall with buttons to find hidden locked compartment; Perception 34, Trickery 31). When this +4 frost heavy mace lands a hit, it gives the target vulnerability to cold. Commentdocument.getElementById("comment").setAttribute( "id", "ab461a08887e4e4d18f2d6da516ec0bd" );document.getElementById("c08a1a06c7").setAttribute( "id", "comment" ); Save my name, email, and website in this browser for the next time I comment. Each usage spends one potency. This +2 hide barding grants its wearer cold resistance 10 and a +2 competence bonus on saving throws against movement-impairing effects. It grants the wearer a +5 morale bonus on Persuasion skill checks. Whenever the wielder of this blade lands their first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round. Act 2, Crusader Camp, Field Medic tent (Vissaliy). 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. Whenever the wielder of this +4 holy scimitar confirms a critical hit, they make a Lore (Religion) check (DC 40). This power can't lower the target's Constitution ability score below 5. This +3 padded armor grants the wearer a +5 competence bonus on Mobility checks, a +3 bonus to CMB, and a +3 bonus to CMD. This +4 heavy shield grants its wielder immunity to cold and a +1 bonus to AC against Medium and smaller creatures. These goggles grant their wearer a +1 insight bonus on attack and damage rolls against outsiders, as well as +10 competence bonus on Persuasion skill checks. On the round following a direct hit, the target takes an additional 1d6 points of damage. Your email address will not be published. Saving throws and opposed rolls are not affected, nor are spells without random variables. These boots grant the wearer a +10 competence bonus on Athletics skill checks and a +5 competence bonus on Mobility skill checks. Act 5, Daeran companion quest good ending. These bracers are of Numerian technology. Scroll of Angelic Knowledge - You gain a +2 bonus to all Knowledge and Lore skill checks for 1 hour. This +5 light shield grants its wearer a +15 competence bonus on Lore (Nature) skill checks and a +3 competence bonus to AC against unarmed and natural attacks. The relic of Baphomet's fire have been fixed with the gloves. 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. Act 3, Drezen, Tavern (Fye the Tavern Keeper). This shirt increases the wearer's base speed by 10 feet. This belt grants its wearer a +4 enhancement bonus to Strength and a +8 enhancement bonus to Constitution ability scores. Dark Aura - All enemies in a 30 feet area have a -2 penalty to Initiative, all companions gain a +2 profane bonus to attack of opportunities and critical hit confirmation. 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. All critical hits against this creature deal additional 3d6 piercing damage. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. This +3 studded leather grants the wearer DR 3/-. Whenever the wearer of this belt lands a killing blow, they gain a +2 bonus to Dexterity and Constitution scores for 3 rounds. You need to sign in or create an account to do that. There is a 10% chance that the creatures will break free from the control and start attacking the owner. In addition, this ring grants its wearer the effect of moderate fortification. For 3 rounds you become immune to acid. While under this effect, any failed save by the enemy makes it suffer 3d6 fire damage. This web also deals 1d6+3 bludgeoning damage each round. A direct hit deals 10d6 points of acid damage. 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 is a +3 radiant heavy flail. Is it possible to add the names of the completed items to the list? Inevitable Excess DLC, Threshold, Blacksmith, Half-Measure Tavern (Fye, Chapter 5). Inevitable Excess DLC, Threshold, Arcane Weaver, Act 5, Mutasafen's Laboratory (Angel only?). Grave Singer Tips & Builds. This +3 full plate armor grants its wearer a +3 enhancement bonus to Charisma ability score and a +4 enhancement bonus to CMD. Act 4, Upper City, Abandoned Mansion (Woljif must be. Act 2, Leper's Smile (before fighting queen). 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. Successful Will saving throw (DC 27) halves the damage and negates fear. For 1 minute you gain a +8 bonus to all ability scores and become immune to mind-affecting effects. This +2 studded leather armor grants its wearer an +2 insight bonus to AC against the attacks of plants and vermins. This ring of protection +3 grants the wearer an ability to avoid magical and unusual attacks with great willpower. This is a +3 radiant composite longbow. This robe grants the wearer a +1 bonus to all saving throws against fear effects. Open door by disabling all levers except the two with the red symbol above them. Upon reading it, your whole party gains a character level (if you have already gained some experience towards the next level, it carries over). This ring grants its wearer a +2 luck bonus on all saving throws. This +5 padded armor grants its wearer acid and sonic resistance 30. Act 4, Upper City, Bridge to House of Silken Shadows. Act 3, Temple of the Good Hunt (Trickery 28). 16. 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. Capital Advisor: Let's get new logistics officers from the homeland! Act 3, Artisan's Tower; Act 5, Ineluctable Prison (Ashen Lady). This amulet in a form of a snake grants the wearer +2 DC on poison spells, all ray spells deal additional (1d6 + 5 points of acid damage. When equipped together with the Robe of unspeakable truth, they also grant the wearer a +2 competence bonus to Intelligence ability score. In the hand of a paladin or a good-aligned mythic creature it becomes a Holy Avenger. You need to go down the athletics check slope then hard perception check. Once per minute as a standard action its wielder can summon a pack of vicious demons to aid them in battle. It increases by 1 for each enemy in melee range of the wearer, but no higher than 5/-. Whenever you or your party members attack using the Rapid Shot feat, they don't suffer a -2 penalty to attack but gain a +2 bonus to damage instead. This effect lasts for 1 minute, or until you've made 3 saving throws. It also grants the wielder a +12 competence bonus on Knowledge (World) skill checks. This +3 scalemail barding grants its wearer fire resistance 10 and partial concealment against ranged attacks. This weapon is a +2 unholy keen all-bane light crossbow. I haven't found them as loot from anything in the entire DLC. This ring grants its wearer a +4 morale bonus on saving throws against disease, nausea, and sickened effects. This weapon is good on healers, who can have their AI disabled to time heals well, and ignore up to one crippling debuff per encounter. This +3 banded armor grants the wearer ferocity as per the universal monster rule. If the saving throw was a success, the enemy becomes shaken for 5 rounds instead. This ring grants its wearer a +2 deflection bonus to AC. This damage bonus stacks up to 10. (Captain of the Drowned loot). On a successful saving throw, the enemy becomes immune to this poison. This bleed doesn't stack with itself, but stacks with bleed effects from other sources. Option 1 Whenever the wielder of this ammuntion lands a first hit against a new enemy, the enemy must pass a will saving throw (DC 32) or suffer 2d4 ability damage to intelligence (doesnt affect creatures with intelligence lower than 3) and become confused for 3 rounds. Whenever the wielder of this +4 holy glaive has their maximum amount of hit points, their first successful attack every round deals additional 2d6 damage to all enemies adjacent to the target. This +1 shortbow grants its wearer a +1 bonus on attack rolls against chaotic creatures. Once per day you can activate this book. This Headband of Mental Perfection +4 grants its wearer the ability to summon two Labyrinth Demodand Destroyers to fight on their side for 2 minutes twice per day. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. 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. This amulet makes all invisibility spells become quickened, as though using the Quicken Spell feat. This amulet grants its wearer immunity against blindness and gaze attacks. It deals damage as if it were a weapon of three size categories larger (Medium light shield deals 1d8 points of damage). I couldnt find the source for this relic, if you know then please let me know. Scroll of Stomp - You gain a +2 bonus on CMB checks for 1 hour. These boots grant the wearer a permanent effect of the freedom of movement spell. Act 4, Upper City, Rooftop above Savamelekh's Mansion. Whenever an ally in a 20 feet area of the wearer lands a killing blow, this belt of Constitution +4 makes the wearer's next spell extended as though using the Extend Spell feat. 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 This jagged steel ring was made of an armor shard, picked up on a battlefield and crudely bent into the shape of a circle. Coming back from the dead is an ordeal. 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. This cloak grants its wearer immunity to acid. Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. This effect can only occur once per target. These gloves grant their wearer a +4 bonus to CMD against disarm attempts. 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, Act 5, Dragon Burial Ground (kill Lathimas). 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. Whenever the wielder of this +4 ultrasound light pick lands a hit on a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or suffer damage equal to its AC. Inevitable Excess DLC, Threshold, Arcane Weaver; Sarzaksys (Chapter 4) - Fleshmarket. These cards can be activated to predict the future. Whenever this holy dwarven urgrosh lands a hit but doesn't deal any physical damage, the next hit deals force damage instead of the normal piercing or slashing weapon damage. This ring grants its wearer a +1 luck bonus on all saving throws. It also grants a +4 bonus on saving throws against mind-affecting conditions. Option 2 +2 enhancement bonus to strength. This +3 scale mail grants its wearer immunity to flanking and a +3 insight bonus to AC against flying and incorporeal creatures. While under this effect, an enemy thats attacking the wearer must pass a reflex saving throw (DC 17) or suffer 3d4 piercing damage. The wearer of this ring gets a +1 bonus to attack while using Point Blank Shot. 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. Act 3, DLC3, Island 1. This +4 holy earthbreaker allows its wielder to cast greater dispel magic at will as a wizard of level equal to the wielder's character level. This rod increases the damage dealt by the kineticist's simple energy blasts by 1d6 points and by kineticist simple physical blasts by 1d6+1. Handaxe/Battle Axe/Great Axe (same effects across all three weapons). Scroll of Wings of Freedom - You gain a +2 bonus on saving throws against ground effects for 1 hour. In addition, whenever the wielder of this handaxe lands a critical hit, the enemy is denied its Dexterity bonus to AC for 3 rounds. Whenever this effect occurs, the wielder must pass an Athletics check (DC 37) or the axe will be stuck, making melee attacks unavailable for the next round. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. This effect is renewed each time someone dies. This cloak grants its wearer a +3 resistance bonus on all 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. This belt grants its wearer a +2 enhancement bonus to Strength. Greater rods can be used with spells of 9th level or lower. This +5 flaming burst javelin grants its wielder a +5 competence bonus on Mobility checks. You can throw a flask of acid as a splash weapon with a range increment of 10 feet. Whenever the wearer of this ring is being attacked with a ranged weapon, they gain a +2 morale bonus to AC, one extra attack of opportunity, and their speed is increased by 10 feet for 1 round. Act 5 (Deskari loot, certain paths only?). This +3 furyborn keen warhammer has a doubled critical threat range. (Malkari the Strangled loot). While the roots are active the wearer gains a +4 bonus to CMD against trip, bull rush, overrun and grapple combat maneuvers. Act 2, Underground Hideout (Perception 28). This belt grants the wearer a +2 enhancement bonus to Strength score. If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: fireball, controlled fireball, firesnake, hellfire ray, fire storm, and fiery body. If they suffer any electrical damage, the armor becomes infused with electricity: for the next round, the wearers attacks deal additional 1d12 electric damage, and the spells with the electric descriptor they cast become quickened, as though using the Quicken spell feat. However, the wearer gets electricity resistance 30. Whenever this +3 necrotic heavy mace confirms a critical hit while it is under the effect of the Lich's vampiric blade spell, the enemy suffers an ability drain to Strength and the wielder gets +1 bonus to Strength until the end of the encounter. Lost Chapel part of the Legend Mythic quest (accept Areelu's offer to stop purging your power in exchange for artifacts). The owner of this quiver can use it to shoot 30 units of ammunition every day. This ability can be used once per day. This +2 padded armor grants the wielder 10 resistance against fire and electricity. Whenever the wearer casts a spell with cold descriptor, its saving throw DC is increased by 2. When it hits Small or lesser creature with 100 or less Hit Points, the enemy must pass a Fortitude saving throw (DC 26) or be instantly killed. Act 4, Fleshmarkets, (Sarzaksys' Interpreter). Every creature within 5 feet range of the point where the flask lands must pass a Fortitude saving throw (DC 46) or become unconscious due to the smell for 1d3 rounds. This ring of protection +4 grants its wearer the ability to get a +6 dodge bonus to AC against ranged attacks for 5 rounds once per day. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +1. This belt, adorned with a buckle shaped like a stylized shooting star, grants its wearer a pale semblance of the powers once wielded by the immortal warrior wizard himself. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. This belt of Constitution +4 also allows its wearer to regain one used spell per day. If that attack hits, the target must make a successful Fortitude save (DC 30) or become prone. Once per day the wielder can choose to assign Light or Dark aura for this shield. In addition, all party members of the wearer gain a +3 insight bonus on saving throws against confusion, insanity and domination spells. This padded armor grants its wearer a +2 bonus on concentration checks. Extend Spell: An extended spell lasts twice as long as normal. This +4 cruel vicious fauchard grants its wielder one extra attack for every fifth hit. A raised creature has a number of hit points equal to its current HD. Whenever the wielder of this +3 spiked holy heavy shield uses it for a shield bash, it behaves like a holy weapon, dealing an extra 2d6 points of holy damage to the opponent. While this item is active, all creatures summoned by the wearer get one extra attack per round. Regular rods can be used with spells of 6th level or lower. (Kerdrin the Mutineer loot). They also gain a +4 insight bonus on attack rolls, saving throws, and skill checks. This book grants a +1 insight bonus on a Lore, Religion and a Lore, Nature skill checks. Bonuses of the same type usually don't stack. You become immune to all damage for 3 rounds. 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. Whenever the wielder of this +2 mithral flail confirms a critical hit with it, it restores 1d6 hp to the wielder. A successful saving throw halves the damage and negates being knocked prone. 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. Evil characters can't equip it. Whenever the wielder of this +5 nullifying double axe lands a critical hit, the enemy must must pass a Will saving throw (DC 30) or become unable to cast spells for 2 rounds. Looking into it. Whenever the wielder enters combat the weapon shrieks and creaks. Whenever the wearer of this cloak lands a killing blow, they are affected by Greater Invisibility spell as it was cast by 15th level wizard. This ring grants the wearer an ability to summon either axiomites or soul eaters, randomly selected, once per day, as if they were summoned by a summon monster VIII spell (caster level 15, DC 22). It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. 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 wand allows its wielder to cast finger of death spell as a 17th level wizard. This +5 adamantine chainshirt makes its wearer immune to ability score damage. Act 3, Ivory Sanctum, Kill Xanthir Vang, (Trickery 31). This ring grants its wearer a +2 deflection bonus to AC. Drezen (Lost Chapel); Drezen (unnamed inn with Hilor, first floor); Commander's Court (Inevitable Excess). Multiple applications of this effect don't stack. Thee times per day, the wearer of this mask can take a quick action to gain energy resistance 20 for 3 rounds against one of the following energy types: acid, cold, electricity, or fire. This cloak of resistance +2 grants the wearer DR 5/- against all swarms' attacks. It grants the wearer a +3 competence bonus on touch attack rolls. 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. In act 2 Skeletal Salesman (Protection) is selling agile spiked light shield. This belt grants its wearer a +6 enhancement bonus to Strength. In addition, whenever the wielder delivers a Coup de Grace, they gain a +2 morale bonus on attack and damage rolls for 1 round. The ring grants its wearer a number of abilities: Firstly, the wearer can activate one of the following seven effects: Generosity grants the wearer the effect of the frightful aspect spell. Option 1- +3, grants ferocity as per the universal monster rule. 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 +2 buckler grants its wielder a +4 morale bonus AC against the attacks of Vermins. When all the charges are expended, the rod becomes useless. Bonuses of the same type usually don't stack. Act 5, Skeletal Salesman (Personal Protection Equipment). 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. Option 2 +2, 20 sonic resistence, +2 bonus on saving throws against sound based effects, if someone attacks with sonic damage, the wielder has to make a reflex saving throw (DC 19) for sonic damage to echo from this shield, dealing all enemies in a 10 feet area 3d6 sonic damage. 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. It also grants the wearer a +2 bonus on saving throws against spells of the Enchantment school. These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor. This is a +2 quarterstaff. WebThe Unholy Symbol of Rovagug is found after a crusade battle, which can be done at the earliest in act 2, and presumably can be done after that. This belt grants its wearer +2 enhancement bonuses to Strength and Dexterity. Whenever the wielder of this +5 thundering burst sling staff suffers 30 or more damage from an enemy in a single hit, he gets 2 additional attacks with this sling staff per round for 3 rounds. Whenever the wearer is mounted, and they or their mount confirms a critical hit against an enemy, that enemy is afflicted with the exploding head effect for 1d3 rounds. Has same description as the original relic item, no idea what it does if anything. Shock ammunition deals additional 1d6 electric damage on hit. While activated, all enemies in a 10 feet area around the owner must pass a Will saving throw (DC 36) or suffer a -5 penalty on saving throws against mind-affecting spells, -2 penalty on saving throws against enchantment school spells, and become vulnerable to sonic damage for 5 rounds.
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