Once the book is read, the magic disappears from the pages and it becomes a normal book. Bonuses of the same type usually don't stack. Whenever this +2 battleaxe lands a hit, the target must pass a Fortitude saving throw (DC 17) or suffer 1d3 Constitution ability damage. The games are similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. 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. 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 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. They also grant a +1 bonus to caster level checks made to overcome spell resistance. If anyone reads this book, she permanently gains a +2 inherent bonus to her Strength score. This bonus does not stack with other natural armor enhancement bonuses. 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. It persists until the combat is over. Bonuses of the same type usually don't stack. A direct hit deals 1d6 points of fire damage. 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. 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. These tattered and ragged garments extend the duration of a shifter's transformation, allowing then to shift into their aspects' minor forms for 5 additional minutes per day. Act 4, House of Silken Shadows, need to keep the secret of the Nahyndrian Crystals from Shamira. I have looked far and wide how to actually START this relic quest for Gravesinger but I cannot find an answer. Bonuses of the same type usually don't stack. Act 4, Lower City, Rotten Guttery (Chivarro fight loot); Upper City (Merciless Tyrant), Whenever the wearer of these bracers confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or suffer from a random condition from the following list and become immune to another random condition from the same list for 2 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. Bane Living: A bane weapon excels against certain foes. If the wearer of this ring has the bardic performance ability, it grants them an additional round of its use per day. Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. I believe someone on discord used toybox to confirm Menace is not actually there so I've removed it for now. 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. It also stuns flying enemies for 1 round on a critical hit. Also gives +2 enhancement bonus to Charisma (not in description). This weapon also adds +2 to the DC for all saving throws against spells with sonic descriptor the wielder casts. Affected creature becomes more fragile, getting -2 penalty to AC. This +5 cruel elder corrosive burst elven curve blade grants its wearer a +2 circumstance bonus on attack and damage rolls against exhausted enemies. Whenever the wearer of this helm is under the effect of invisibility, they gain DR 10/-. If you are hit, this bonus resets. Likewise, some of the act 5 relics can be obtained in act 4, but cannot be restored until act 5. Whenever the wielder successfully disarms a trap, they get a +4 bonus on damage rolls for 5 minutes. I'll ask around. This unique bomb was created by Alichino. This book grants a +1 caster level on spells from Enchantment school. These bracers also grant their wearer spell resistance 32. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. 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. This robe grants its wearer an aura which makes all enemies in a 30 feet radius suffer a -4 penalty on saving throws against fear, compulsion and charm effects. The wearer of this mask gets a +10 competence bonus on Intimidation and Mobility skill checks. Whenever the wielder of this +5 bleed longbow confirms a critical hit, the enemy suffers 1d6 direct damage for every 5 feet that enemy travels for 2 rounds, involuntary movement included. Whenever this +1 cold iron shortsword lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 12) or become sickened for 1 round. If the wielder is a Lich, spell cast from this wand ignore any spell resistance the target might have and also require two successful consecutive saving throws instead of one. Extend Spell: An extended spell lasts twice as long as normal. Unique Items - Pathfinder: Wrath of the Righteous You can throw a flask as a splash weapon with a range of 30 feet. Bonuses of the same type usually don't stack. You also gain hardness 10 (works identical to DR 10/-, except it stacks with any other DR you might have). This amulet grants its wearer a +10 competence bonus on Knowledge (World) and Knowledge (Arcana) skill checks. Bonuses of the same type usually don't stack. You cannot equip them. The wearer's movement doesn't provoke attacks of opportunity. While the roots are active the wearer gains a +4 bonus to CMD against trip, bull rush, overrun and grapple combat maneuvers. While under the effect, the creature is immune to all mind-affecting effects, death effects, disease, paralysis, poison, sleep effects, and stunning; not subject to nonlethal damage, ability drain, or energy drain, immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. 76 - 85: owner gains a +4 insight bonus on Knowledge (Arcane) and Knowledge (World) skill checks for 1 hour. Once per minute as a standard action its wielder can summon a pack of vicious demons to aid them in battle. On a critical hit, it deals 1d6 sonic damage per two caster levels of the wielder to all enemies in 15 feet area. When the wearer of these gloves makes a sneak attack, it deals additional 1d6 damage. 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. Act 3, Hellknights Outpost (Accept bribe from Angler of Vices). Defender's Heart (Vissaliy Rathimus), Shield Maze (Corrupted Mongrel Brute), Reliable Redoubt. 2 more unnamed but pretty unique & decent weapons that could be added o the list: Also The Debilitator double sword is mentioned 2 times. The wielder of this +4 flail is under a constant effect of the cloak of dreams spell, as if it was cast by a 15th level wizard. If a marked creature dies, a Will-o-Wisp (CR 8) appears for 10 minutes or until a new Will-o-Wisp will be created, this Will-o-Wisp will try to heal and support your characters. This expensive ring serves little purpose in combat, but is ideal for social events. While the necklace grants no genuine protections, the strength of belief it imparts nonetheless grants its wearer a +2 morale bonus to all saving throws against diseases and poisons. Whenever the wearer of this amulet uses a hex, the DC of the saving throw against it is increased by 1. 2. Successful Will saving throw (DC 27) halves the damage and negates fear. Force Shield: This shield is supported by some generator in this dungeon. These spiked gauntlets grant the wearer's animal companion (as well as Azata's dragon or Lich's skeletal champion) a +6 bonus to Strength ability score. Act 1, Blackwing Library (DC 20 Perception). Moloch This cloak grants its wearer a +3 resistance bonus on all saving throws. Under its effect, all your fire spells deal additional 2d6 unholy damage. If this cloak is worn by a duelist, she gets a +4 competence bonus to attack rolls while parrying. Whenever this +3 icy burst kama confirms a critical hit, all enemies in 15 feet range have to pass a Reflex saving throw (DC 25) or suffer 2d6 cold damage and be slowed for 1d4 rounds. Your email address will not be published. Act 3, Relic Decree (Crest of the Fallen Knight). This +1 full plate mail grants its wearer the effect of moderate fortification. 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. This sai has a critical range of 18-20 instead of 20. This cursed scroll is inscribed in bloody runes on elven skin. Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. Act 5, Dragon Burial Ground (kill Lathimas). Greater rods can be used with spells of 9th level or lower. 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. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. In addition, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any source, it suffers a -3 penalty on all saves for 2 rounds. If the weapon's critical multiplier is x3, add an extra 2d10 points of holy damage instead, and if the multiplier is x4, add an extra 3d10 points of holy damage. It also increases the DC of spells from Witch spell list and Hexes by one. 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. Bonuses of the same type usually don't stack. IIRC it's to the east of the road Act 3, Midnight Fane, Rift in Playful Darkness' Bone Pile. This +5 axiomatic elder icy burst trident allows its wearer to cast tsunami once per day as a 18th level wizard. 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. Xhamen-Dor If the saving throw was a success, the enemy becomes shaken for 5 rounds instead. The type of the summoned creature depends on the caster's character level. These gloves allow their wearer to stun enemies for 1 round on confirmed critical hits with ranged weapons. They also get a +2 bonus to caster level checks made to overcome spell resistance. Airship event during Chapter 4 (any captain); Choice: Search the ruins for any signs of treasure; Followed by DC 39 check (Religion works but Trickery or Intimidate should as well); Events before the choice: harpies, hurricane, Dragon cultists.