6Armiger/ 1Hellknight/ 12Primalist/ 1Scaled Fist. This +1 corrosive heavy flail grants the wielder immunity to difficult terrain. Whenever the wearer of these gloves successfully lands a hit with a melee weapon, an unarmed strike, or a natural weapon, the target takes 1d6 points of acid damage. Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for 1 round. This weapon is a +5 adamantine glaive. If the initial saving throw is failed, the creature can make new saving throws each round to stop the effect. Curse of Undead: All living enemies in 30-feet area must pass a Will saving throw (DC 24) or start slowly turning into the undead. 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. Act 3, Midnight Fane secret room. Please clutter! This helmet grants its wearer a constant effect of the death ward spell. 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. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. This effect stacks up to 3 times and persists for 1d4 rounds. The spell no longer applies precision damage. Drezen (NE, near secret entrance to open final gate, in hidden pile of rubble). Whenever the wielder of this +5 elder flaming falchion confirms a critical hit against an enemy armed with a shield, that enemy suffers a -4 penalty to AC for 3 rounds. This +3 improved speed sai grants its wielder 2 additional attacks per round. 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 breastplate can be worn by druids. This ring grants its wearer a +4 enhancement bonus to Strength and the ability to cast bull strength spell 3 times per day as a 3rd level wizard. 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 robe grants the wearer an additional +1 bonus to AC whenever the wearer is under the effect of a mage armor spell. If this cloak is worn by a character with no levels in duelist class, such character will get the Precise Strike ability. This +3 flaming light crossbow grants its wielder a +2 insight bonus to attack and damage rolls against non-living creatures. This weapon is a +3 flaming frost shock corrosive heavy crossbow. However the wielder suffers -3 penalty to attack. Whenever the wearer of this helmet is under a rage effect, the rage's effect bonuses on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws increase by 1. This cloak enhances lich's Dark Rites ability, granting additional +2 bonus to DC and a +2 profane bonus to AC to lich and his companions while the ability is active. 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. A creature under the influence of shadowblood or suffering from shadowblood addiction takes a -4 penalty on all saving throws against compulsion effects. Whenever the wearer of this ring deals damage to an enemy for the first time, the enemy suffers a -2 penalty on saving throws against hexes for 1 minute. Act 4, Middle City (Thrall Hunter Master fight near Harem of Ardent Dreams). This rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Slightly reduces Abyssal corruption. These gloves increase the save DC of all Enchantment school spells the wearer casts by 2. Act 3, Crusade (east of Heart of Mystery). Calculating for 0 items, just the party at lvl20. Instead of multiclassing with another Archetype, well focus on enhancing this straightforward Build. If youre looking for ways to severely weaken enemies while dealing great damage with Negative Energy and Fire Spells, then this Ember Build Guide is for you. Items listed as Kingmaker might only be available using Trickster's Nature 3, which is currently bugged. This +5 adamantine chainshirt makes its wearer immune to ability score damage. Some quests are time-limited and some can only be completed with certain companions.. Know thy Enemy Information. Extend Spell: An extended spell lasts twice as long as normal. 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. It also deals an extra 2d6 points of damage against such foes. It grants its wearer a +2 enhancement bonus to Wisdom and Charisma, and a +4 sacred bonus on saving throws against compulsion effects and poisons. The enemy also suffers -2 penalty to all saving throws until the end of the combat. These glasses allow their wearer to use the Maddening Gaze ability three times per day. These bracers of armor +4 increase the save DC against all Enchantment school spells they cast by 2. Only one demon can be summoned per fight. This +3 heavy shield grants the wearer a +3 bonus to CMB. This +1 greataxe deals additional 1d6 acid damage. And this is all before the addition of the new Mythic Paths which give you even further 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. This cloth grants its wearer a +4 insight bonus on saving throws against hexes and Necromancy school spells. These gloves grant their wearer a +5 resistance bonus on all saving throws, and the ability to cast prismatic spray spell three times per day as a 13th level wizard. Upon reading it, you make one target creature stunned for 1 round, with no saving throw, no matter how powerful it is. Once the book is read, the magic disappears from the pages and it becomes a normal book. If the wearer fails a check to disarm a trap, it is automatically rerolled. Whenever it lands a hit, the target suffers a stacking -1 penalty to AC until the end of combat. Whenever the wearer of these gloves confirms a critical hit, the target must make a Fortitude save or take 1d6 bleed damage. This scale barding grants its wearer medium fortification. These gloves also make any weapons wielded by the wearer anarchic. Voices of Hollow: Every turn the target is randomly affected with one of the following: 50% chance they behave normally, but suffer 2d6 sonic damage, 50% chance they attack the nearest creature. This robe grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). 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). This ring grants its wearer a +4 deflection bonus to AC. Wenduag Build Pathfinder Wrath of the Righteous Guide In this Wenduag Build Guide, Im going to break down the best Archetypes to multiclass with, Attributes, Skills, Feats, Mythic Path and Equipment you should take for Wenduag to make her Melee Build as lethal as possible. This +2 vermin bane shortsword grants its wielder the ability to cast summon nature's ally II spell once per day as a 5th level druid. Whenever the wearer casts a spell with fire descriptor, its saving throw DC is increased by 2. MORE: Pathfinder: Wrath of the Righteous - How To Recruit All Companions. This rod grants its wielder the ability to make up to six spells they cast per day infused with the primal magical essence. Which is why, if you're having trouble choosing between the 25 (!) These bracers grant their wearer an armor bonus of +6, just as though they were wearing armor. The wearer of this ring becomes staggered for the first round of every combat. Act 4, Dire Mansion near the middle city gate to the upper city. This bonus does not stack with other natural armor enhancement bonuses. Whenever the wearer of these knee pads confirms a critical hit with a natural weapon, that enemy must pass a Fortitude saving throw (DC 33) or become vulnerable to slashing and acid damage for 3 rounds. Act 2, Crusader Camp, Field Medic tent (Vissaliy). 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). This +1 composite longbow grants its wielder the ability to cast aspect of the falcon spell three times per day as a 1st level druid, for 1 minute each time. Only Monk of good alignment can wear it. This +3 corrosive agile rapier grants its wielder acid resistance 20 and the ability to cast spit venom spell once per day as a 7th level cleric. Each time this +2 warhammer lands a hit, the enemy must pass a Reflex saving throw (DC 15) or suffer additional 1d8 piercing damage. New York, It grants the wearer a DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. This ring grants the monsters summoned by its wearer a +2 enhancement bonus for their weapons. This ring grants both its wearer and the monsters summoned by them cold resistance 30 and vulnerability to fire. This +2 dueling sword refuses to attack the ones its wearer swore to protect, imposing a -5 penalty to attacks rolls against friendly targets. This cloak of resistance +5 grants its wearer a +12 competence bonus on Lore (Religion) and Knowledge (Arcane) skill checks. When you get "the talk", Daeran will ask, "do you love me" (duh). This lockpicker's kit grants its owner a +3 bonus on all Trickery skill checks. Each round it tries to pass Will saving throw (DC 20) against the effect, if the save was successful, the damage is halved. This +4 leather armor grants its wearer a +10 competence bonus on Perception checks and a +3 bonus to maximum Dexterity. This +3 falcata has a critical range of 18-20. If the target has all three slots equipped, they gain a +3 circumstance bonus to attack and damage rolls for 1 hour. This cloak of resistance +1 also grants its wearer a +3 competence bonus to Stealth skill checks. These bracers allow their wearer to cast healing spells without provoking attacks of opportunity. Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or become nauseated for one round. This +5 evil outsider bane kama grants its wearer a +12 competence bonus on Lore (Religion) skill checks. This very adaptive oil can copy the effect of Bane Everything. All rights reserved. This effect can stack up to 4 points. Reflection arrow is a ranged attack that deals 1d4 + half the wielder's Strength bonus piercing damage. All party members in 30-feet area get a +2 bonus to caster level checks made to overcome spell resistance. Act 4, Colyphyr Mines (Scorcher of Souls. This +2 kama grants its wielder a +2 dodge bonus to AC. If the wielder of this +2 axiomatic gnome hooked hammer has any Lawful alignment, the first hit during a round they land on a creature with any Chaotic alignment deals additional 1d6 holy damage. 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). Thundering Claw of the Bear God is a +4 Shock Thundering Scimitar. The secret is that her hexes aren't limited the way most abilities are. This cursed mask grants its wearer a +20 insight bonus on all saving throws as well as a 50% miss chance as in total concealment which isn't revealed by true seeing. On a successful hit it makes the target bleed for 1d6 damage per turn. Wrath of the Righteous is not Kingmaker where most everything was good enough with some elbow grease; we have to min max to keep up with the enemy numbers. If the owner is good alignment, it will summon 1d2+1 nabasu demons. Happy Traveler's Shirt is reward from Jeocot (act 4) after you meet him at the tavern and help him choose a name for his book (I said his book is basically guide to suicide). This headband grants its wearer a +6 enhancement bonus to Intelligence. If anyone reads this book, she permanently gains a +2 inherent bonus to her Charisma score. This +4 chainmail barding grants its wearer DR 6/piercing. In addition, the flask leaves an acid trail in the area of impact, making everyone who passes through it suffer 6d6 acid damage on a failed Fortitude saving throw (DC 24). 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). The party clears out a cold iron mine. This sacred weapon provides spell resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her. This amulet grants its wearer immunity against blindness and gaze attacks. Whenever it confirms a critical hit, it has a chance to blind the target. This +4 kukri deals additional 2 damage to helpless targets. 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. These provide you with Attribute and defense buffs, which can be activated prior to the start of an encounter. Pathfinder wrath of the righteous This +1 cold iron starknife deals an additional 1d3 damage to evil creatures. It can only be worn by true neutral (on both axes) characters. Whenever the wearer of this cloak has no enemies or allies around in a 10 feet area, they get a +3 bonus to damage rolls on their ranged attacks and a +2 bonus on all saving throws. Whenever the wearer of this +4 banded armor is hit, the wearer gets a fast healing 1 (stacks up to 10) until the end of the combat. This amulet grants a +4 morale bonus to the wearer's Initiative checks. This belt grants its wearer +2 enhancement bonuses to Strength, Dexterity, and Constitution. This +1 greatclub grants its wielder a +1 bonus on attack rolls against undead creatures. This robe grants its wearer a +2 resistance bonus on Will saving throws, negative energy resistance 10 and the ability to cast phantasmal killer spell once per day as a 8th level wizard. You gain a +2 bonus on saving throws against ground-based effects for 1 hour. Its enhancement bonus to AC increases to +2 against the attacks of orcs, giants and goblinoids. This ring grants its wearer a +2 luck bonus on all saving throws. Whenever the wearer of these gloves confirms a critical hit with any bow, the enemy starts losing mind, thus suffering -1 damage to Intelligence, Wisdom or Charisma. Both its AC and saving throw bonuses increase by 2 against spells, abilities and attacks by good or lawful outsiders. This red cloak of resistance +3 makes anyone look good. The effect stacks to a maximum of 4. Whenever the wielder of this +5 corrosive burst sacrificial sickle lands a first hit on an new enemy, the enemy suffers a condition which deals 2d6 acid damage whenever that enemy casts a spell or uses a spell-like ability. This +2 leather armor grants its wearer fire resistance 10 and an ability to cast remove disease spell once per day as a 5th level cleric. This ring grants its wearer a +10 enhancement bonus on Stealth skill checks. Coming back from the dead is an ordeal. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. The shield acts as a +1 weapon when used to bash. This +5 holy composite longbow grants its wielder blindsense. Act 4, Lower City (Perception 36, to the left of the portal to the nexus). 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. However, its still decent as shes able to take advantage of a lot of other Feats, regardless of multiclassing, to compensate for this. Multiple applications of this effect do not stack. All the latest gaming news, game reviews and trailers. Some quests are time-limited and some can only be completed with certain companions.. Mercy (Quest) Information. Defender's Heart (Vissaliy Rathimus), Shield Maze (Corrupted Mongrel Brute), Reliable Redoubt. If you spend too much time resting away from the current home base your corruption level will go up, eventually resulting in penalties. Bonuses of the same type usually don't stack. If an enemy is damaged by an instant damage spell cast with this rod, they must pass a Reflex saving throw (DC 13) or become slowed for 1d4 rounds, as per slow spell. This belt grants its wearer a +2 enhancement bonus to Dexterity. Whenever you receive damage from any source while under this effect, you gain 1 mind bomb charge. This +1 quarterstaff adds +1 to the DC for all Will saving throws against spells the wielder casts. The barbtongued wyvern's bite is just as deadly as its sting. Act 3, Drezen (Arcane Weaver); Extirpators' Camp. This condition is identical to paralysis, except this condition can be applied to creatures who are usually immune to paralysis. Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy, it marks it with "Obedience". Its enhancement bonus to AC increases to +4 against the attacks of orcs, giants and goblinoids. 76 - 85: owner gains a +4 insight bonus on Knowledge (Arcane) and Knowledge (World) skill checks for 1 hour. This +4 thundering dart deals sonic damage instead of piercing damage. This circlet grants its wearer a +2 luck bonus on all saving throws. Regular rods can be used with spells of 6th level or lower. Each time the wielder of this weapon lands a hit with it, the enemy has to pass a Will saving throw (DC 13) or become affected with the equivalent of the dominate person spell effect for 1 round. This +2 scalemail gives the attacks against its wearer a 10% chance of miss due to concealment. 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. 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 +4 hide armor grants its wearer additional 2d6 damage on charge. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Act 1, Defender's Heart (Joran Vhane shop). This amulet grants its wearer a +5 morale bonus to all Persuasion skill checks. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as a caster level checks made to overcome spell resistance (if needed). Whenever the wearer casts a spell with electricity descriptor, its saving throw DC is increased by 2. Bonuses of the same type usually don't stack. This ammunition deals additional 1d8 bludgeoning damage. This +1 heavy mace deals an additional 1d3 fire damage on a hit. While wielding this ring with a sign of Baphomet, you can summon 2 CR 14 Half-Fiendish Minotaurs 3 times per day and they will fight on your side for 10 minutes. Whenever this +4 bleed falchion confirms a critical hit on an already bleeding enemy whose Hit Points are below 80 - it instantly kills the enemy. Slow and haste spells cast by the wearer have their duration increased by a half as if affected by an Extend Spell feat. Acid bombs launched from this mace deal 3d6+5 acid damage on a direct hit. The wearer of this cloak thinks she is invisible, but that's an illusion. This +1 dwarven urgrosh grants its wielder a +1 bonus on attack rolls against magical beasts. Whenever this +3 keen heavy crossbow confirms a critical hit, it also deals its regular damage to up to 3 additional enemies adjacent to the target. Each time someone comes looking for the Crescent of the Abyss, the stakes seem to get higher. 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 hat grants its wearer a +4 enhancement bonus to Intelligence, Charisma and Wisdom ability scores, and DR 5/melee. While wielding this +5 thundering burst spear, all creatures summoned by the wielder deal additional 1d6 sonic damage. The Path of the Golden Dragon, which is just as epic as it sounds, is one of the obscure Mythic Paths that players only knew existed after they had explored the game. The wearer of these goggles is under constant confusion effect. Bonuses of the same type usually don't stack. This is a +5 brilliant energy heartseeker weapon. Act 1, Defender's Heart (Gemyl Hawkes); Act 4, Battlebliss Arena (Arena Healer). This cloak grants its wearer a +1 resistance bonus on all saving throws. This royal headdress grants its wearer a +6 enhancement bonus to Charisma, Intelligence and Wisdom, and a +2 resistance bonus to saving throws against Compulsion effects. This +3 mithral full plate grants the wearer additional Spell Resistance 23. It can be worn only by a monk of Lawful Evil alignment. This potion can protect you from fire by absorbing first 36 fire damage. Yet, his own fate doesn't seem to worry Regill Derenge, This ammunition deals additional 2d8 unholy damage on hit. This +1 speed dwarven waraxe deals additional 9 damage on a successful critical hit and grants its wielder the ability to cast flare spell twice per day as a 1st level wizard. Poison deals 1d2 wisdom damage and dazes a target for 1 round. This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day as a 3rd level wizard. Act 1, Defender's Heart (Storyteller upgrade), Act 2, Citadel Drezen (have to ask Joran in Act 1 about Radiance). Quicken Spell: Casting a quickened spell is a swift action. Whenever this +3 corrosive longsword lands a hit on an enemy, it deals additional 2d6 corrosive damage to all enemies in 30 feet area. Whenever the wielder of this +5 holy evil outsider bane longsword lands a killing blow, all allies in a 30 feet area around the wielder gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks for 3 rounds. Whenever the wearer of this Belt of Physical Perfection +4 makes an attack roll to confirm a critical hit, it automatically succeeds. It strangles the wearer, inflicting a -5 penalty to Mobility skill checks. The owner of this quiver can use it to shoot 20 units of sonic speed ammunition per day. In addition, allies revived by the skald's Song of the Fallen gain a +2 morale bonus to attack and damage until the end of combat. This +5 axiomatic light crossbow ends the barbarian's Rage on hit. Whenever the wearer of this cloak of resistance +2 is under a Rage effect, they gain a +2 attack bonus on attack rolls against wounded enemies. Whenever the wielder of this +3 longspear becomes affected by a bardic performance, its enhancement bonus increases to +5, and it grants its wielder a +2 dodge bonus to AC. 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. This hat grants its wearer a +5 bonus to Maximum Hit Points. Whenever the wearer of this ring is hit by an enemy, the wearer of the second ring gains bane against this enemy for 1 round. 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. Any enemy that enters this aura must pass a Reflex saving throw (DC 13) or become slowed for 1d4 rounds. This has a storybook event where you can select a Mythic Path dialogue option. This quiver provides a limitless supply of lawful, cold iron ammunition that gives a +2 bonus to both attack and damage against fey. Demon is a Mythic Path in Pathfinder: Wrath of the Righteous. 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. The door is a floor panel in the main hall. Whenever the wearer of this belt of Strength and Dexterity +4 charges an enemy, they gain a +4 morale bonus on attack and damage rolls against this enemy for 1 round. This wand of odd miracles has 3 charges that are restored on the rest. In essence, at the Bladesmith there are a few dialogue choices. However, that means that the whole party misses out on some interesting dialogue options and personal secrets. This +2 banded mail grants its wearer +3 morale bonus to AC against the attacks of monsters with Giant subtype. These gloves have claws that deal 1d8 slashing damage on an unarmed attack. 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 heavy crossbow has a critical range reduced to 20. Act 4, Wirlong Black Mask, Fleshmarkets, looted from corpse (Lich or Demon only). Companions assist the player by joining his/her party and have their own backstories and unique characteristics. Includes 3 items: Whenever such attack would be scored on the wearer, with a 50% chance it is negated, and the attack only deals normal damage. Pathfinder: Wrath of the Righteous - Season Pass This figurine of a cat is engraved with a name that doesn't fit its appearance. Each hit with any of these weapons deals additional 3d6 unholy damage on hit. The first time youll visit the Gray Garrison in Pathfinder: Wrath of the Righteous is during the prologue. 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. 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. Weapons in Pathfinder: Wrath of the Righteous are a piece of equipment that is used to inflict damage against hostile characters such as Enemies and Bosses.There are 56 different Weapon Types in Pathfinder: Wrath of the Righteous.You can get the weapons through quest reward, enemy loot, or purchase from NPCs. The chosen enemy suffers a -4 penalty to AC for 1 minute. Whenever the wielder of this blade lands the first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round. Pathfinder Wrath of the Righteous Wiki Whenever this +1 glaive lands a hit on a new enemy for the first time, the target receives 1d6 negative damage, and all other enemies in a 15 feet radius must pass a Will saving throw (DC 17) or become frightened for one round. Act 3, Artisan's Tower; Act 5, Ineluctable Prison (Ashen Lady). Act 3, Gift from Daeran (Romance unnecessary, but he must like you). This helmet grants its wearer a +5 competence bonus on Perception skill checks. This ring continually grants the wearer the ability to avoid damage as if the player had evasion ability. Whenever the wielder of this +4 buckler becomes a target of a spell that deals elemental damage (even if such effect was prevented by spell or elemental resistance), he gains immunity to the corresponding element for 1 round. Whenever the wearer of this +4 hide armor casts a spell with fire, electricity, cold or acid descriptor, that spell deals +1 point of damage per die rolled. It is forged at a lower temperature to preserve its delicate properties. These bracers grant their wearer an armor bonus of +4, just as though they were wearing armor. Jason Rodriguez writes for various websites under the Enthusiast Gaming umbrella -- Destructoid, Flixist, Daily Esports, PlayStation Enthusiast, and PC Invasion. Items These gloves adds +4 to the wearer's caster level when they cast any cure spell. 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. Bonuses of the same type usually don't stack. 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. This cloak grants its wearer 50% of Fortification (providing a 50% chance to negate a critical hit or a sneak attack extra damage) and immunity to confusion, fear, paralysis and insanity. PC Gamer is supported by its audience. This +3 speed shock greataxe grants its wielder the ability to cast remove paralysis spell twice per day as a 3rd level cleric. This weapon is a +2 adamantine furious longsword. Weapons with a high enough enhancement bonus (the + after their name) ignore DR too. This belt makes 1st level spells cast by its wearer Empowered and Extended. This amulet grants its wearer a +5 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. This helmet grants its wearer a +4 enhancement bonus to Dexterity, a +3 natural armor bonus to AC, and a +4 bonus to saving throws against death effects. Whenever this +1 sickle lands a hit on an enemy, the target must pass a Reflex saving throw (DC11) or become staggered for 1 round. DC of saving throws against spells and abilities they use is increased by 2. These boots grant their wearer DR 5/bludgeoning. This cape increases by 3 the DC of all Divination school spells cast by the wearer. That means you can sling a slumber hex at every enemy in every fight. This helmet grants its wielder immunity to critical hits and a +4 bonus on attack rolls made to confirm critical hits. 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. Act 5, Skeletal Salesman (Personal Protection Equipment). Island in the middle right accessible via Dimension Door). Composite energy blasts instead deal an additional 2d6 damage, while composite physical blasts deal an additional 2d6+2 damage. This +5 evil outsider bane handaxe has its critical threat range increased to 18-20. Act 3, Drezen (Tsai shop, Lich path only). 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. This +3 chainmail grants its wearer acid resistance 15, a +2 resistance bonus to Reflex saving throws and the ability to cast web spell three times per day as a 5th level wizard. This +1 cold iron kukri deals an additional +2 damage against undead creatures. In addition, all party members of the wearer gain a +3 insight bonus on saving throws against confusion, insanity and domination spells. These gloves grant the wearer a +5 competence bonus to Knowledge (World), a +5 competence bonus to Persuasion skill checks and a +2 enhancement bonus to Charisma. Each time this +5 mithral elven curve blade land a hit, it heals the wielder for 1 HP. This +1 leather armor provides its wearer a +2 bonus on attack rolls with bombs and similar weapons. This book grants a +1 insight bonus on a Lore, Religion and a Lore, Nature skill checks. 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. This rod grants its wielder the ability to change the elemental damage of up to three spells they cast per day to cold damage. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia's first radio show about videogames, Zed Games (opens in new tab). 10 Scroll Savant/2 Vivisectionist/ 8Arcane Trickster, 7STR/18 DEX/ 12 CON/22 INT/9 WIS/ 13 CHA. Jharsygax provides randomly additional 1d4 cold, fire, acid or electricity damage on a successful hit with a weapon. +2 circumstance bonus to Strength +2 circumstance bonus to Dexterity +2 circumstance bonus to Constitution +2 circumstance bonus to Intelligence +2 circumstance bonus to Wisdom +2 circumstance bonus to Charisma +1 circumstance bonus to all saving throws +1 circumstance bonus to weapon damage rolls +2 circumstance bonus to all skills checks +5 feet circumstance bonus to movement speed +1 circumstance bonus to AC +1 circumstance bonus to DCs of all spells and usable abilities. Only one such demon can be present on the battlefield. This +2 full plate grants its wearer +2 bonus on saving throws against all spells of Necromancy school. Chaotic creatures in the area of a rune of Jandelay must pass a Will saving throw (DC 28) or gain 2 negative levels for as long as they remain in the area. This +1 cold iron orc double axe deals additional 1 cold damage with one end and 1 sonic damage with the other. This +3 leather armor grants its wearer fire resistance 10 and acid resistance 10. Additionally, the wearer's first attack every round deals additional 1d4 divine damage. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. Affected enemy is immune to this effect for 3 rounds. Whenever the wearer casts a spell with acid descriptor, that spell deals +1 point of damage per die rolled. Unequipping this amulet is only possible after casting remove curse on the wearer and passing a DC 25 caster level check. If youre looking for a way to deal massive Ranged Damage with a single attack, then this Delamere Build Guide is for you! Act 1, Market Square, NW outside Desna Temple. The whitish locks of hair on his head mark the time until his inevitable death. This ring grants the wearer a +1 luck bonus on all saving throws against fire based effects. Once per round whenever this +1 cold iron scimitar lands a hit on an enemy, the target must pass Fortitude saving throw (DC10) or become stunned for 1 round. This +1 padded armor grants its wearer +3 resistance bonus on Fortitude saving throws. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. This amulet grants its wearer a +4 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. It gives the wielder a -2 penalty on attack rolls made with it. This +2 dagger allows the wielder to make two additional attacks during a full attack action. All enemies in 15 feet area must pass a Reflex saving throw (DC 35) or be paralyzed for 1d3 rounds. All summon spells of 6th level and lower are maximized, as though using the Maximize Spell feat. The wearer of this ring can, after resting while wearing it, activate up to 4 abilities from the list below. Gloves of Dueling in Colyphyr Mines drop from Kestoglyr. These gloves grant their wearer the ability to ignite inner fire within themselves. Whenever the wielder of this +4 vicious double axe lands a killing blow on an enemy, all enemies in a 15 feet area suffer 4d6 sonic damage and become frightened for 1 round. Whenever the wearer of these gloves casts a cantrip or a 1st level spell, that spell deals 1 additional point of damage per die rolled. This +5 hide armor grants its wearer immunity to fire and a +4 bonus to saving throws against Transmutation school spells. If you play a bard, their ability to cast spells while holding a shield means you may as well go sword-and-board, and if you want to be a magus they've got an archetype called sword saint that's all about magically buffing weapons and 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. 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. Once per day you can charge both weapons in your hands with this flame for 10 minutes. Additionally any healing applied to the shield bearer will also heal all party members for 1d6 + shield bearer`s level. This robe grants is wearer a +3 bonus on saving throws against mind affecting spells. This ring grants the wearer cold resistance 10. If the owner of this dwarven tankard is on the azata Mythic Path, the summoned Azatas are additionally affected by the Heroism spell effect. Adds 1d6 acid damage to a weapon, making it corrosive. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. This +2 halfling sling staff grants its wielder a +2 morale bonus to Dexterity, and a +5 luck bonus on Mobility skill checks. Just prioritize sidequests with hourglasses ahead of anything that advances the chapter's storyline. Whenever the wielder of this +5 icy burst bastard sword lands an attack of opportunity, the enemy must pass a Reflex saving throw (DC 30) or become entrapped in ice paralyzing it for 1 round. Crafting in Pathfinder: Wrath of the Righteous features the in game system that enables players to create various Magical Items through fusing acquired raw Materials.Currently, crafting is an exclusive Feat unique to producing Magical Items, specifically Scrolls and Potions.To begin crafting, players must first acquire the two respective feats, namely, the Brew This amulet of natural armor +1 additionally grants the wearer a +4 morale bonus on saving throws against poison. The Pathfinder franchise was exclusively a tabletop game until it went digital via Kingmaker in 2017, and this impressive initial release was recently followed up by the equally impressive sequel, Whenever the wielder of this +4 anarchic tongi successfully charges at an enemy, the enemy loses its Dexterity bonus to AC for 1 round. This headband grants its wearer a +4 enhancement bonus to Charisma and Wisdom ability scores. Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. It also increases by 1 the DC of all Divination school spells cast by the wearer. Bonuses of the same type usually don't stack. If you have an outflank feature, the damage bonus increases to +4. Bonuses of the same type usually don't stack. It doesn't seem to have any magic, but it looks formidable. These bracers grant its wearer a +1 bonus to Illusion school spells' DC, and a +2 bonus to saving throws against illusion school spells. Midnight Bolt Information. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. Act 3, Appears in Stash after Ivory Sanctum (Certain paths only: Arcane Trickster, Trickster, Azata?). This +3 full barding grants its wearer a +4 natural armor enhancement bonus to AC and a +3 bonus to CMB against large and bigger enemies. 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