This +3 scalemail grants its wearer a +3 resistance bonus on all saving throws. Affected creature becomes more fragile, getting -2 penalty to AC. In essence, at the Bladesmith there are a few dialogue choices. This belt of Dexterity +4 grants its wearer a +2 competence bonus on Stealth and Trickery skill checks. They also double bonuses to AC, attack rolls and Reflex saving throw from Haste spell cast upon the wearer. 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. Depending on the HD of the killed enemy, the summoned demon could be a Babau, a Marilith or a Balor. Whenever the wielder of this +5 flaming dwarven urgrosh lands a hit on a new enemy for the first time, the enemy suffers a -2 penalty on all saves for 4 rounds. These cards can be activated to predict the future. This +4 half-plate grants its wearer a + 5 bonus on Reflex saving throws. Bonuses of the same type usually don't stack. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. 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 ring grants its wearer a +6 deflection bonus to AC. This cloak of resistance +2 grants the wearer immunity to fire. When all the charges are expended, the rod becomes useless. Whenever an enemy lands a critical hit against the wearer or companion, the enemy must pass a Fortitude saving throw (DC 30) or be blinded and slowed as per slow spell for 1d4 rounds. 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. Saving throws and opposed rolls are not affected, nor are spells without random variables. 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. This rod grants its wielder the ability to make up to six spells they cast per day quickened as though using the Quicken Spell feat. 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. Whenever this +2 light crossbow confirms a critical hit, if wielded by an oracle, the target must pass a Will saving throw (DC 22) or suffer from the same effect as the oracle's curse gave on level 1, without any of its benefits. In addition, whenever the wearer of this amulet attacks with a weapon for the first time in a round while invisible, the target must pass a Will saving throw (DC 30) or become panicked for 2 rounds. Bugged as of 9/29/21. This cloak grants its wearer a +5 competence bonus on Trickery checks and the ability to cast expeditious retreat three times per day as a 1st level wizard. A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. Whenever the wielder of this ammunition 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. This rod grants its wielder the ability to make up to three spells they cast per day infused with the primal magical essence. It also deals an extra 2d6 points of damage against such foes. If the wearer is Lawful Good, this bonus is increased to +5. This +3 light shield emanates a cursed aura: whenever an ally adjacent to this shield's wielder is attacked, the enemy must pass a Will saving throw (DC 21) against this curse or suffer a -3 attack penalty on the next attack roll. A glaive popular among Baphomet's warriors. This +1 dagger adds +1 to the DC for all saving throws against spells from the evocation school the wielder casts. It deals an extra 2d6 points of damage against all creatures of evil alignment. This cloak gives its wearer a +3 resistance bonus on all saving throws. These targets are excluded from the effects of your spell. This token grants its wearer a +2 circumstance bonus to Charisma and a +5 circumstance bonus to Persuasion skill checks. Act 1, Defender's Heart (Vissaliy Rathimus), Act 2, Drezen (3 keys room). Whenever the wearer kills two or more enemies with a single spell, it grants the wearer total concealment against ranged attacks for the rest of the battle. Act 3, Drezen (Wilcer Garms); Treasure of the Midnight Isles (Tracking: Island 10 hidden room near entrance). Thirdly, the amulet holds the memory of the time when Aroden was still a mortal archmage, and this memory guides the wearer: all their spells with elemental descriptors (acid, cold, electricity, fire, or sound) deal 2 additional points of damage per dice rolled to all their targets, and their save DCs increase by 2. Whenever the wearer charges using a natural attack, their first attack this round has its base damage dice tripled. This cloth grants its wearer a +4 bonus on saving throws against Necromancy spells and effects, and immunity to fear effects. Whenever the wielder of this +5 keen scythe confirms a critical hit, it deals 4d6 force damage to all enemies in a 15 feet cone area, including the target. This amulet can only be worn by a Bloodrager. This +2 scalemail gives the attacks against its wearer a 10% chance of miss due to concealment. This +1 scale mail grants its wearer a +2 insight bonus to AC against undead. Act 3, Wintersun (in a chest next to a stone shrine, center of the map). In addition, If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +2d6. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Such mark can only be on 1 target at a time. 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. The wearer of this hat becomes too handsome for her own benefit. Whenever an ally in a 30 feet radius is knocked unconscious or dead, they get two extra attacks per round for two rounds. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. This +4 haramaki grants its wearer a +4 sacred bonus on all saving throws. Whenever an enemy lands a hit on the wearer of this +2 mithral full plate mail, the attacker has to pass a Reflex saving throw (DC 18) or suffer 1d3 damage to Strength. This belt grants its wearer a +4 enhancement bonus to Strength. LESSER Reach Metamagic Rod should be at Blackwing Library. On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard. This +2 shortsword is glowing with an invisible flame. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. It also grants a +2 insight bonus to AC against anomalies. When you are hit by an enemy's attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage. Cold Aura: All creatures within 5 feet of this creature take 2d6 points of cold damage at the beginning of its turn. This book grants a +1 insight bonus on Perception and Stealth skill checks, Lost Chapel; Drezen Barracks (first floor) after capturing Drezen, This book grants a +1 shield bonus to AC against Demons. All curses, poisons, diseases and mind-affecting spells have their save DC increased by 2 both for enemies and companions.. This +3 bardiche deals additional 2d6 slashing damage on hit against bleeding or helpless enemies. Option 1 +2 enhancement bonus to wisdom, summoned elementals gain 50 additional hitpoints. These bracers also grant their wearer spell resistance 32. Whenever the wearer of these gloves 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 affected enemy drives him even crazier, paralyzing for one round. 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 Whenever the wielder of this +5 cruel bleed handaxe lands a hit against an enemy under any movement-impairing effect, the enemy suffers a -2 penalty on all saves for 1 round. This is a +3 quarterstaff. 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. This +5 mithral chainmail grants its wearer +7 insight bonus on Persuasion skill checks made to intimidate. 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. On the round following a direct hit, the target takes an additional 1d6 points of damage. This amulet grants its wearer a +1 competence bonus on Knowledge (World) skill checks. While this Item is active, all critical hits made by you or against you are automatically confirmed. This belt grants its wearer +6 enhancement bonuses to Dexterity and Constitution. This +5 chainshirt barding grants its wearer fast healing 20. This +2 thundering keen scimitar grants its wielder a +1 bonus to caster level when casting Transmutation school spells. It also grants a +2 sacred bonus on damage rolls with the off-hand weapon when dual wielding. It would also make it easier to exchange one for the other using ToyBox if necessary. Additionally for a standard action the wearer can use Dark Nova ability, it deals 20 damage to the all his companions and they get Chosen of the Dark Nova effect, while all enemies in a 30 feet area receive Pray of The Chosen. Each time this +3 speed sai lands a hit on a summoned creature, it deals additional 12 piercing damage. Gloves of Dueling in Colyphyr Mines drop from Kestoglyr. This ring grants the wearer +12 competence bonus to Knowledge: Arcane skill checks, and +5 bonus on checks to craft potions or scrolls. Handaxe of Rovagug - Pathfinder: Kingmaker Wiki However, whenever the wearer lands a first hit in a melee against a new enemy, the target must pass a Fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. Act 1, Defender's Heart (Joran Vhane shop). These knee pads grant their wearer a +2 insight bonus on attack and damage rolls made with natural weapons against animals, magical beasts and monstrous humanoids. This ammunition deals additional 2 sonic damage. Lesser rods can be used with spells of 3rd level or lower. This dwarven tankard allows its owner summon Azata under a Haste effect once per day. 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. It also allows its wielder to cast banishment spell twice per day as a 20th level cleric. The wearer suffers -2 penalty to attack rolls and Constitution score. Rovagug in Korvosa. 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. This +3 furyborn keen warhammer has a doubled critical threat range. The target can make additional saving throws each next round to break the spell. Greater rods can be used with spells of 9th level or lower. 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. Whenever the wielder of this +4 icy burst throwing axe hits the enemy for the first time in a round, the enemy must pass a Fortitude saving throw (DC 27) or suffer a -3 penalty to damage rolls and become slowed for 1 round. This +4 mithral chainshirt grants its wearer a +4 bonus on Reflex saving throws and a +10 competence bonus on Mobility checks. This cloak grants Dragon 2 additional spell slots for the 9th level spells. Whenever this +1 bardiche lands a hit on a medium or smaller creature, the target must pass a Fortitude saving throw (DC 17) or suffer additional weapon damage. Whenever the wielder of this +3 holy quarterstaff confirms a critical hit, all allies in 15 feet radius get a +2 morale bonus to attack rolls for 1 round. Whenever they cast a slow or haste spell, it is quickened, as though using the Quicken Spell feat. This robe grants the wearer an additional +1 bonus to AC whenever the wearer is under the effect of a mage armor spell. 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. This headband of Wisdom +2 also grants its wearer a +2 enhancement bonus to Charisma score. These gloves grant their wearer additional 1d8 bludgeoning damage on hit with unarmed attacks and a +10 competence bonus on Athletics skill checks. All trademarks are property of their respective owners in the US and other countries. These gloves grant their wearer a +4 bonus to CMD against disarm attempts. Bonuses of the same type usually don't stack. This +3 heavy shield grants the wearer a +3 bonus to CMB. This +5 heavy shield grants its wielder immunity to slashing and piercing damage while the wielder is at full health. Act 2, Martyr Zacharius's Cemetery, Rift in the NW of the map. You can throw a flask as a splash weapon with a range of 30 feet. Once the book is read, the magic disappears from the pages and it becomes a normal book. Whenever the wearer of this robe suffers elemental damage (such as acid, fire, cold, electricity or sonic), for the next round any spell cast by the wearer, if it deals the same kind of elemental damage, deals +2 damage per dice of damage suffered. This ring grants its wearer a +2 luck bonus on all saving throws. This +5 holy bardiche grants its wearer a +2 circumstance bonus on attack and damage rolls against enemies with ranged weapons. I got the item "Swiftfoot Boots" in one of the islands of the Treasure of the Midnight Isles. It persists for 1 day. 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. In addition, this belt increases the critical range of the wearer's weapon by 1. Regular rods can be used with spells of 6th level or lower. Can only be equipped by a player character. The bearer also gains immunity to fear effects and a +5 morale bonus on saves against all mind-affecting effects for the same duration. On a successful saving throw, the enemy becomes immune to this poison. When you have 500 champions and in round 1 65 are nuked, you have 435 left in round 2, when the teleporting type V demoness kills another 112, leaving you with 323. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. It grants the wearer a DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. This +5 ultrasound heartseeker heavy crossbow grants its wearer a +2 bonus to DC on Evocation school spells. Act 5, Dragon Burial Ground (kill Lathimas). The wearer of this bracers is under constant protection from anyone who is getting too touchy. The owner of this quiver can use it to shoot 20 units of ammunition per day. You can throw a flask of acid as a splash weapon with a range increment of 10 feet. (Tender Cutter loot); If the wearer of these gloves has an Arcane Pool class feature, it is increased by 5 points. This ring grants the wearer a +5 competence bonus on all Use Magic Device skill checks and increases the save DC against all spells of the Illusion school the wearer casts by 2. Greater rods can be used with spells of 9th level or lower. Act 4, Upper City, Mage's Tower (Storyteller shop). These bracers are adorned with fragments of a boar's tusks. This headband grants the wearer +2 enhancement bonus to Charisma ability score. Successful Will saving throw (DC 27) halves the damage and negates fear. The wielder can use its power to make any spell empowered, as though using the Empower Spell feat. Each time a creature takes a dose of shadowblood, it must succeed at a DC 20 Fortitude save or become addicted. These goggles grant their wearer a +2 inherent bonus to caster level, and increase the save DC by 2 for all mind-affecting spells the wearer casts. For 1d4 rounds, all subsequent hits against that target deal 1d3 positive energy damage. Thirdly, the ring grants its wearer the ability to heal all living creatures within 30 feet for 20d6 hit points seven times per day. Holy: A holy weapon is imbued with holy power. This amulet grants its wearer a +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. This cloak grants the wearer a +6 bonus on Fortitude saving throws, a +5 competence bonus on Lore (Nature) skill checks, and cold resistance 10. This cloak grants its wearer a +4 resistance bonus on all saving throws and a +4 competence bonus to CMD. A successful saving throw halves the damage and negates being knocked prone. Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to fire. 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. I think these were removed or aren't actually in the game. Though the enemy becomes immune to bleeding, they suffer -2 penalty to Reflex saving throw. On a success all allies in a 15 feet area are healed for the amount of Hit Points equal to the number of ranks the wielder has in Lore (Religion). The effects of multiple applications of this ability do not stack. This bleed doesn't stack with itself, but stacks with bleed effects from other sources. This is a +5 breastplate made of singing steel. Three times per day you can try to dominate outsiders, this creature has to pass a will saving throw (DC 22) or will be under the dominating effect till the end of the fight. You gain a +2 racial bonus on saves against poison for 1 hour. Whenever the wearer makes a sneak attack, it deals additional 1d6 bludgeoning damage. 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. Whenever this +1 dart confirms a critical hit on an enemy, the target must make a successful Fortitude saving throw (DC 13) or be poisoned. All enemies in a 50 feet cone must pass a Will saving throw (DC 32) or suffer 2d4 ability damage to Intelligence (doesn't affect creatures with Intelligence lower than 3) and become confused for for 1d4 rounds. 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 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. If the demon was already summoned, every subsequent kill heals it for 1d8+5 HP and gives it a stacking +1 bonus on attack rolls. If the owner has a dragon subtype, they become just stunned for the same duration instead. Bonuses of the same type usually don't stack. This effect lasts the number of rounds equal to the character's level. On Golarion. 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. If the target has only one out of three slots equipped, they gain a +1 circumstance bonus to attack and damage rolls as well as +2 additional attacks per round for 1 hour. Once per day you can activate this book. 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. This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. This helmet grants its wearer a +1 insight bonus to AC. Saving throws and opposed rolls are not affected, nor are spells without random variables. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Multiple applications of this effect don't stack. In addition, whenever the wearer deals lethal damage to an enemy, a random one of the following creatures is summoned to fight at their side for 1 minute: 1) Bloodlusting Skeleton 2) Mummy 3) Spellscribed Mummy 4) Nightshade Nightcrawler Only 1 such creature can be present at the same time. Bonuses of the same type usually don't stack. For 5 rounds you gain 25 temporary hit points, but each of these rounds you receive 1d8 damage. Whenever the wielder successfully disarms a trap, they get a +4 bonus on damage rolls for 5 minutes. This +5 halfplate grants its wearer immunity against bombs. Saving throws and opposed rolls are not affected, nor are spells without random variables. This damaged coat can now be worn only as a cloak and only by a non-evil aligned creature. If the demon is already summoned, casting a new spell of level 6 or higher will heal it for 2d6 hit points. Let me know if I got anything wrong. When this effect ends, you must make a successful Fortitude saving throw (DC 25) or become stunned for 1 round. If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. Act 5, Gravestone Rock, puzzle (Blue, Yellow, Green, Red to open door, then Red, Green, Yellow, Blue to swap chests). Every creature within 5 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or be stunned for 1d3 rounds. I believe someone on discord used toybox to confirm Menace is not actually there so I've removed it for now. The condition lasts for 4 rounds. Asmodeus Option 3 +5, axiomatic, whenever the wielder lands a hit against a new enemy, it marks it with Obedience. You become immune to fire damage, but gain weakness to cold and holy damage. This item will only be visible to you, admins, and anyone marked as a creator. Secondly, spells and spell-like abilities that target the wearer are turned back upon the original caster. In the hand of an evil-aligned mythic creature it becomes a Bane Living Avenger. Additionally, it increases the DC for all saving throws against spells from the Enchantment school the wearer casts by 2. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. This book allows you to summon a demon or angel once per day. Given at the start of the final dungeon if you never accept Nocticula's profane gift (possibly requires no demonic gifts?). Wrath of the Righteous Wiki It can be wielded only by lawful good, lawful neutral or neutral good characters. The Treasure of the Midnight Isles, Chase, Island 5. All allies in 30 feet area receive the effect of the displacement spell for 5 rounds. 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. It also allows its wielder to count neutral enemies as evil upon using Smite Evil ability. Whenever this +3 unholy scythe deals damage to an undead creature, the target has to pass a Will saving throw (DC 23) or be affected with a dominate spell effect for 1d4 rounds. However, after 4 rounds of combat the summoned creature loses its mind and starts attacking random targets. Whenever the wearer of this Headband of Mental Perfection +4 casts a 9th level spell, all enemies in a 30-foot radius must pass a Will saving throw (DC 30) or become unable to cast any spells for 1 round. Lesser rods can be used with spells of 3rd level or lower. Act 2, Drezen, Citadel (Trickery 24); Act 3, Drezen (Arsinoe). Stainless Skin: The primary subject of stainless skin gains a +4 natural armor bonus to AC and +4 bonus to AC against touch attacks. This weapon is a +6 cold iron longsword. Whenever this +3 agile starknife lands a hit, the target must pass a Will saving throw (DC 24) or become cursed. 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. Act 1, Market Square, House cellar in the North. Didn't happen on my previous runs, he probably gave them to me this time because my MC is an inquisitor. The wearer can fully embrace the power of these braces, allowing them to turn all their energy attacks into electrical. This is a +3 brilliant energy heartseeker weapon. I went through all the relic restoration options to find out It also grants the wielder a +3 bonus on caster level checks made to overcome a creature's spell resistance. 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. These bracers grant their wearer a +5 deflection bonus to AC, a +5 natural armor enhancement bonus to AC, a +5 resistance bonus on all saving throws, and a +6 enhancement bonuses to all ability scores. This +5 full plate mail grants its wearer immunity against fear and compulsion effects. Defender's Heart (Vissaliy Rathimus), Arendae Party House. Option 1 +3, adamantite, grants +2 additional daily uses of lay on hands, fervor, and channel energy class abilities, if you possess them (applied after rest). This tiara grants its wearer a +8 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). This penalty stacks up to -5. This cursed mask grants its wearer a +20 insight bonus on all saving throws, DR 5/-, fast healing 2 and a +10 insight bonus on concentration checks. This effect stacks. If anyone reads this book, she permanently gains a +2 inherent bonus to her Strength score. 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. Successful Reflex save (DC 30) halves the damage and negates staggered condition. These boots also grant their wearer a +4 enhancement bonus to Dexterity ability score. This amulet grants its wearer a +6 enhancement bonus to Constitution and the ability to cast cure serious wounds spell as a 5th level cleric twice per day. Act 3, DLC3, Island 3. Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. 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. Each hit any of these weapons deals additional 3d6 unholy damage. WebUnholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe. 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. This +1 handaxe deals an additional +1 sonic damage on a hit. Option 1 The owner can activate this item once per day. The wielder takes a -3 penalty to their Charisma ability score. This amulet grants its wearer a +10 competence bonus on Knowledge (World) and Knowledge (Arcana) skill checks. This robe grants is wearer a +3 bonus on saving throws against mind affecting spells. Instead it deals (1d6 + 1 per two caster levels) points of damage. This ring improves its wearer's summoning abilities. Shock ammunition deals additional 1d6 electric damage on hit. Once the book is read, the magic disappears from the pages and it becomes a normal book. This effect doesn't affect the initiator even if she equips other quivers or weapons. The book you found reveals only part of its secrets, at least at this moment. These bracers grant their wearer an armor bonus of +1, just as though they were wearing armor. 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. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. Using this quiver grants chances to weaken the target for 1d6 rounds as if it was under Curse of Weakness spell. Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). It would also make it easier to exchange one for the other using ToyBox if necessary. Option 1 This amulet makes the wearers voice stronger and allows it to maintain its power for longer periods of time. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures.
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