All Traits in Pathfinder Wrath of the Righteous. Which is especially weird because in Kingmaker Valerie and Amiri were both bastard sword users. These spiders eat through the flesh dealing 1d6 damage per two wielders levels. Padded Armor - Option 1 - +4, -2 to attack rolls and constitution, electricty resistance 30. It should be noted that some of the relics arent rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. You gain +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. Each hit any of these weapons deals additional 3d6 unholy damage. Option 1 +2, whenever the wielder lands a hit with this shortsword the enemy must pass a reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. All rights reserved. Option 2 +3, +2 morale bonus to dexterity. Option 1 +6 enhancement bonus to charisma and intelligence. Option 2 Whenever the enemy confirms a critical hit against the wielder of this shield every enemy in a 30 feet area must pass a fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positve energy damage. Option 2 +2, speed, whenever the wielder of this shortspear uses the cleave or vital strike feat, the next attack against the affected creature deals additional 3d6 sonic damage (This one currently shows up as null when moused over in crusade mode.). 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. Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. Pathfinder Wrath of the Righteous also follows a similar playstyle but will also include a turn-based mode, thus giving players the choice between a real-time with pause or a turn-based CRPG experience. A successful saving throw negates the blindness and halves the damage. Option 2 +3, +2 morale bonus to dexterity. In addition, all party members of the wearer gain a +3 insight bonus to all saving throws against confusion, insanity and domination spells. Option 2 This item grants its wielder the ability to deal 10d10 sonic damage as a standard action to a single target three times per day. These spiders eat through the flesh dealing 1d6 damage per two wielders levels. Though the enemy becomes immune to bleeding, they suffer -2 penalty to reflex saving throws. Option 3 +2, whenever the wielder of this weapon is paralysed, staggered, stunned, petrified, or entangled, they suffer the weapons damage and immediately remove such an effect. Option 1 +2, Radiant, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. Option 2 This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. Option 1 The owner can activate this item once per day. Option 3 Whenever the wearer polymorphs into any creature, they get a +4 enhancement bonus to attack and damage rolls made with limbs. Each hit any of these weapons deals additional 3d6 unholy damage. If you are hit, this bonus resets. Option 1 +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. Option 1 While wearing this belt a monk can spend 1 ki point to enshroud the targets heartand lungs in the fine veil of emerald. The affected creature suffers 1d4 unholy damage for each scorch. 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. Once per day you can charge both weapons in your hands with this flame for 10 minutes. Option 1 While wearing this belt a monk can spend 1 ki point to enshroud the targets heartand lungs in the fine veil of emerald. Hey, friend! Option 1 Whenever the wearer of this ring deals sneak attack damage for the first time in a fight against an enemy, that enemy becomes filled with paranoia. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. Option 3 +2 enhancement bonus to intelligence. As a free action, you can lose HP equal to half your level to grant target creature a +2 bonus to attack rolls, and transform their damage type into force, for 1 round. 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. 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). Option 2 +2 enhancement bonus to strength. Option 1 +2, whenever the wielder lands a hit with this shortsword the enemy must pass a reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. Its difficult to see through them thus the wearer suffers a -2 penalty to attack rolls. In this guide it should be noted that some of the relics arent rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. Option 1 Whenever this shield is under the affect of warpriests sacred shield, each time the wielder bashes using this shield, it deals 1d6 holy damage, an enemy must pass a will saving throw (DC 18) or will be marked. Whenever a creature hits them with a melee attack, that creature suffers 1d6 piercing damage. All critical hits against this creature deal additional 3d6 piercing damage. All enemies in a 50 feet cone 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 1d4 rounds. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. Option 1 This amulet makes the wearers voice stronger and allows it to maintain its power for longer periods of time. This web also deals 1d6+3 bludgeoning damage each round. Look for SarenraeLifeSourceScalemailItem & SarenraeObliteratingLightScalemailItem. . Commentdocument.getElementById("comment").setAttribute( "id", "a0e9b6174767a287ee95c4769db2fa5e" );document.getElementById("c08a1a06c7").setAttribute( "id", "comment" ); Save my name, email, and website in this browser for the next time I comment. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. Option 2 +2, speed, whenever the wielder of this shortspear uses the cleave or vital strike feat, the next attack against the affected creature deals additional 3d6 sonic damage. Option 2 If the companions of the wearer of this ring attack the same target as the wearer, they deal additional 1d6 points of precision damage with each successful melee attack. Whenever you use shield bash, the enemy has to pass a fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than usual until the end of battle. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. He then gives the treasures to you. Option 2 +5, flaming burst, whenever the wielder lands a first hit against a new enemy, the enemy must pass a fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. Option 1 +2, +2 scared bonus to fortitude saving throws. Option 2 These glasses are made of very thick crystal. (Note, when choosing this option it just shows up as an unfinished item when hovering over the tooltip, but it came out as this item.). Option 2 +2, speed, can never become flat footed. Option 1- +3, grants ferocity as per the universal monster rule. Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. Multiple applications of this effect dont stack. 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. As a free action, you can lose HP equal to half your level to grant target creature a +2 bonus to attack rolls, and transform their damage type into force, for 1 round. A successful fortitude saving throw (DC 36) halves the damage. If you think Ive missed a relic, or have extra information youd like me to add, then please let me know. You can find them throughout the game by completing different quests,. In addition, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any soruce, it suffers a -3 penalty on all saves for 2 rounds. Option 2 Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. The modified spell also becomes maximized as though using the maximize spell feat. Option 3 +5, axiomatic, whenever the wielder lands a hit against a new enemy, it marks it with Obedience. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The wearer can choose to suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. I honestly can't think of a single good bastard sword in Wrath. Option 2 Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. Each round it tries to pass a will saving throw (DC 20) against the effect, if the save was successful the damage is halved. Option 1 +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. By clicking View Page, you affirm that you are at least eighteen years old. 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. The enemy also suffers -2 penalty to all saving throws until the end of combat. I assume they correspond to the order Ive listed the options, but not entirely sure. Whenever this wearer is hit by a non-slashing weapon, they must pass a reflex saving throw (DC 20) or become staggered for the first attack in a round, as well as suffer -2 penalty to attack rolls for one round. Act 3 Unholy Symbol of Rovagug Handaxe/Battle Axe/Great Axe, Pathfinder: Wrath of the Righteous Mythic Path Abilities Guide, Pathfinder: Wrath of the Righteous Secret Ending (Ascension Achievement Guide), Pathfinder: Wrath of the Righteous Enigma Puzzle Solution. Option 1 mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. 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. They also gain a +10 competence bonus on lore (nature)skill checks. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. Option 2 This item grants its wielder the ability to deal 10d10 sonic damage as a standard action to a single target three times per day. Pathfinder Adventure Path: Wrath of the Righteous Part 2 - Sword of Valor Book: Paperback 22 - 10 - 2013 Product ID: 1540110615401106 This is a great guide. Option 1 Whenever the wearer of this ring deals sneak attack damage for the first time in a fight against an enemy, that enemy becomes filled with paranoia. There are a few other crossbows that are quite good, but Mythslayer is still the best one among: Rolling Thunder. Option 1 Whenever the wearer is fighting defensively and lands a first attack in this condition, the enemy is pushed 10 feet away and is knocked prone for 1 round. This effect stacks up to 3 times and persists for 1d4 rounds. Option 2 +2, ghost touch, whenever this scythe misses a hit it tears the enemys soul a bit, dealing 1d12 negative energy damage. Option 1 +2, wielder does +1 bonus damage per dice rolledfor spells with cold descriptor. Likewise, some of the act 5 relics can be obtained in act 4, but cannot be restored until act 5. The enemy also suffers -2 penalty to all saving throws until the end of combat. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. When such creatures attack the wearer with magic, for the next rounds, the wearer gains a +2 profane bonus to attack and damage rolls, and caster level checks made to overcome spell resistance. Wrath of the Righteous. I assume they correspond to the order Ive listed the options, but not entirely sure. Club/Flail (same affects across both weapons) Option 1 +3, deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaeonously. Option 2 +4, whenever the wearer is hit, gain fast healing 1 (stacks up to 10) until the end of combat. Option 1 Whenever this shield is under the affect of warpriests sacred shield, each time the wielder bashes using this shield, it deals 1d6 holy damage, an enemy must pass a will saving throw (DC 18) or will be marked. Option 1 +2, whenever you dont have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. The wear also gains a +1 insight bonus to attack rolls against outsiders. They also gain a +2 circumstance bonus on attack rolls against this target. Option 2 +2, Corrosive Burst, +3 bonus to attack rolls when peforming attack of opportunity, critical threat range doubled. Option 3 +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. Option 1 This amulet makes the wearers voice stronger and allows it to maintain its power for longer periods of time. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. These spiders eat through the flesh dealing 1d6 damage per two wielders levels. Option 1 +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. Option 1 +3, extra 1d10 holy damage on critical hit, 2d10 is x3 multiplier, 3d10 if x4 multplier. Option 2 If the companions of the wearer of this ring attack the same target as the wearer, they deal additional 1d6 points of precision damage with each successful melee attack. Option 2 This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. Espaol - Latinoamrica (Spanish - Latin America). Option 2 +2, this weapon glows with an invisible flame. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); All content cited is derived from their respective sources. . Other Pathfinder Wrath of the Righteous Guides: Unique Items List; Cheats (Trainer and Mod) Secret Ending; All Pathfinder WotR Guides; Unique Items List. Option 1 The owner can activate this item once per day. 2 Item Locations. Pathfinder Wrath of the Righteous Seelah Quest Guide. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. Dried up spring When you exit the streets of Dresen, you will meet the Hand of Heaven. Option 3 +2 enhancement bonus to intelligence. Option 1 +3, whenever the wielder lands the first hit in a round against an enemy, that enemys consciousness and love to all life awaken. Option 1 +5, made of crystals and can be worn by a druid.

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