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Option 2 +2, Corrosive Burst, +3 bonus to attack rolls when peforming attack of opportunity, critical threat range doubled. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. Whenever the wielder of this +5 ultrasound earthbreaker lands a killing blow, he deals sonic damage equal to his ranks in Athletics skill to all adjacent enemies. For 1 hour, the user gains a +2 alchemical bonus on saving throws against mind-affecting effects and fatigue. This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. It also imbues the wearer with the powers of the Spawn of Rovagug allowing to use the Corruption of the Rough Beast ability three times per day. 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. Act 4, House of Silken Shadows, need to keep the secret of the Nahyndrian Crystals from Shamira. The owner of this bolt can shoot it to deal 50 points of damage that can't be ignored or reduced. This gauntlet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Imprisoned since the Age of Creation, the god Rovagug (pronounced ROH-vah-gug) [1] seeks only to destroy creation and the other gods. Believed to be imprisoned in a state of torpor somewhere deep within Golarion, his increasingly restless stirrings are taken by many to be the cause of volcanic activity and earthquakes. [2] [3] This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. Scroll of Demonic Resistance - You gain a +5 electricity resistance for 1 hour. Zogmugot Act 3, Midnight Fane, Rift in Playful Darkness' Bone Pile. Once per day the owner of this silver mirror can spend a standard action to look into it and gain a +4 bonus to Charisma ability score for 1 hour. Whenever the wielder of this +4 shocking burst starknife lands a sneak attack on an enemy, the enemy loses 5 spell resistance for 1 round. These gloves grant their wearer a +4 bonus to CMD against disarm attempts. This robe grants is wearer a +3 bonus on saving throws against mind affecting spells. The owner of this quiver can use it to shoot 20 units of cursed ammunition. Whenever you cast a grease spell, all creatures within the affected area must pass a Reflex saving throw or suffer 5d6 acid damage. 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. Every enemy that enters a 10 feet area around the wearer must pass a Fortitude saving throw (DC 37) or suffer 4d6 cold damage, lose 10 base speed and receive a -4 penalty to Dexterity score as well as a -3 penalty on Reflex saving throws for 3 rounds. This lockpicker's kit grants its owner a +1 bonus on all Trickery skill checks. This +5 halfplate grants its wearer immunity against bombs. Save DC = 10 + half character level + Charisma modifier. Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. This belt grants its wearer +4 enhancement bonuses to Strength and Dexterity. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. Act 4, Upper City, Bridge to House of Silken Shadows. A simple but robust Kellid greatsword. Act 3, Ivory Sanctum, center room with Baphomet statue (check wall with buttons to find hidden locked compartment; Perception 34, Trickery 31). Whenever the wearer of this robe uses a divine power to summon a creature, they can choose to give these creatures' attacks either Holy or Unholy special quality. This power can't lower the target's Constitution ability score below 5. Only one creature can be marked per encounter. This cloak grants its wearer a +10 enhancement bonus to all Stealth skill checks, and immunity to blindness and dazzling. This amulet grants its wearer an immunity to Necromancy school spells while in Demonic Rage. 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. Maddening Gaze: As a swift action, you can look in a certain direction. This unique bomb was created by Alichino. These bracers of armor +4 increase the save DC against all Enchantment school spells they cast by 2. Whenever this +1 heavy crossbow makes its first attack during a round, it shoots two bolts at once. Act 4, Upper City, locked box in top left. unholy symbol of rovagug location In addition, all party members of the wearer gain a +3 insight bonus on saving throws against confusion, insanity and domination spells. It also grants a +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Whenever this +2 scythe lands a hit on the enemy, it deals an additional 1d3 negative energy damage, and the target must pass a Reflex saving throw (DC 15) or suffer an additional 1 negative energy damage each round for 1d4 rounds. Whenever the wielder of this +3 holy greatsword confirms a critical hit, the enemy loses the ability to make attacks of opportunity for 1 round and suffers a -5 penalty to Athletics skill checks and a -2 penalty to Reflex saving throws. This belt of Constitution +4 also allows its wearer to regain one used spell per day. This amulet grants its wearer a +4 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. I went through all the relic restoration options to find out Wintersun (Challenge Marhevok using Demon option). This +1 dwarven waraxe deals additional 1d3 acid damage on a hit. This wand of odd miracles has 3 charges that are restored on the rest. Bonuses of the same type usually don't stack. Option 1 +4, -2 to attack rolls and constitution, electricty resistance 30. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). Holy: A holy weapon is imbued with holy power. On a successful saving throw, the enemy becomes immune to this poison. When in combat, an Aeon wearing this cloak distorts time and space in 30 feet area. Whenever this +3 corrosive greatclub confirms a critical hit or kills an enemy, enemies in 15-feet area must pass a Fortitude saving throw (DC 25) or will suffer 2d6 piercing damage as little bugs are awakened and leave this rotten greatclub. Whenever the wielder hits a marked enemy, all other marked enemies suffer 2d6 damage. Whenever the wearer of this belt of Dexterity +6 confirms a critical hit, for the next 3 rounds the wearer gets +2 circumstance bonus to attack and damage rolls. 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. You can choose one creature at a time to concentrate on a pulsating beat of its heart. 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. This +3 heavy shield grants the wearer a +3 bonus to CMB. It also magnifies the wearer's momentum granting her a +2 bonus on the bull rush and overrun maneuvers. The wearer suffers -2 penalty to attack rolls and Constitution score. Whenever this +3 double axe lands a hit with its head, if the next attack with the tail also lands a hit, it deals additional 1d12 slashing damage. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. This weapon is a +4 cold iron longsword. I agree with you. Whenever the wielder of this +3 bane construct heavy pick is engaged in melee by 2 or more enemies, his attacks with this weapon deal additional 1d6 precision damage. This ring grants the wearer cold resistance 10. In addition, it grants a +15 competence bonus on Lore (Nature) skill checks. If the owner is evil alignment, it will summon 1d2+1 monadic devas. 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. It also deals an extra 2d6 points of damage against such foes. This condition is identical to paralysis, except this condition can be applied to creatures who are usually immune to paralysis. These boots of Dexterity +8 grant its wearer a + 10 bonus on Mobility and Athletics skill checks. Arm: -1 penalty on all attack rolls. The cursed target suffers a -8 penalty to Strength and Constitution. This +5 leather armor grants its wearer a +15 competence bonus on Trickery skill checks. If you know the specific location of any, edit it in or leave a comment! Positive energy and cure spells hurt it, like it was undead. Bonuses of the same type usually don't stack. It also deals an extra 2d6 points of damage against such foes. 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. Option 2 +2, ghost touch, whenever this scythe misses a hit it tears the enemys soul a bit, dealing 1d12 negative energy damage. This +5 flaming burst javelin grants its wielder a +5 competence bonus on Mobility checks. Whenever this +1 cold iron longsword is used to attack a demon, it gains a +2 enhancement bonus to the attack roll and deals extra 1d10 of slashing damage on hit. 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. Any positive energy damage dealt to the wearer is halved. This +3 light shield grants its wielder immunity to critical hits. Where do you get the Unholy Symbol of Rovagug? This belt grants its wearer +2 enhancement bonuses to Dexterity and Constitution. Whenever the wielder of this +2 mithral bastard sword confirms a critical hit with it, it restores 1d8+5 hp to the wielder. Whenever this +5 speed scythe hits a non-incorporeal enemy, it deals 2d6 additional precision damage. Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10-foot radius. Please see the. This helmet grants its wearer a +5 bonus on saving throws against the spells of the Illusion school and a +2 insight bonus to AC. Act 4, Battlebliss Arena (Sosiel's quest, non-bad ending). Act 1, Blackwing Library (DC 20 Perception). This belt of Dexterity +4 also grants its wearer a +4 competence bonus on Reflex saving throws.