If you think we have used your content without permission, Please go to the Abuse Page to contact us and we will be taking it seriously. Pathfinder: Wrath of the Righteous Army Once promoted to commander of the Fifth Crusade by Queen Galfrey in Act 2 of Pathfinder: WotR, you have the monumental task of leading the crusader. 6250gp,+3, Adamantine,On kill summon demon 1x per fight. The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of . This effect lasts 1d3 rounds. Option 2 +3, radiant. Option 1 -5 penalty to mobility skill checks, electricity resistance 30. 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. Option 2 +2, this weapon glows with an invisible flame. The affected creature suffers 1d4 unholy damage for each scorch. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. While in this state you share an unbreakable bond, while under this effect all members get an additional attack of opportunity per round. Option 1 These glasses allow their wearer to use the Maddening Gaze ability three times per day. It would also make it easier to exchange one for the other using ToyBox if necessary. Option 2 mental perfection +4, whenever the wearer casts a 9th level spell, all enemies in a 30 feet radius must pass a will saving throw (DC 30) or become unable to cast any spells for 1 round. Option 1 +2, this shortspear absorbs water from the target on each hit. 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. 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. The enemy also suffers -2 penalty to all saving throws until the end of combat. 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. Option 1 Whenever you cast a grease spell, all creatures within the affected area must pass a reflex saving throw or suffer 5d6 acid damage. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds. Pathfinder Wrath of the Righteous Best Rings Below we've arranged all the Pathfinder Wrath of the Righteous Best Rings. Play crusade 60 days straight until you have 1-2 fortresses left. Option 1 +2, +2 scared bonus to fortitude saving throws. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. 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. I assume they correspond to the order Ive listed the options, but not entirely sure. The wearer can choose to suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. 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. Not sure if you care about those, wanted to chime in that the Option 2 for the Ring for the Phylactery of Stevanius actually takes a standard action to activate. Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. Option 1 +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. 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. On a critical hit it hits so hard that enemy would need to pass a fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. This bonus can stack up to +5. Option 2 +3, unholy, whenever the wielder lands a hit, the enemy must pass a will saving throw (DC 20) or their armor is sundered for 1d3 rounds. Huge or Gargantuan size. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. They also gain a +2 circumstance bonus on attack rolls against this target. Name Type Desc Option 2 +3, whenever you cast the same spell three times in a row, your next spell becomes empowered, as though using the empower spell feat, and maximized, as though using the maximize spell feat. 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 1- +3, grants ferocity as per the universal monster rule. If you think Ive missed a relic, or have extra information youd like me to add, then please let me know. Option 2 +3, +2 morale bonus to dexterity. Option 2 Whenever the wearer of these gloves lands a sneak attack against an enemy, the enemy becomes vulnerable to fire for 1 round and suffers additional 2d6 fire damage. 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. 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. Option 2 Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. Option 2 +4, uses intelligence modifier as a damage bonus, you also use your intelligence bonus for attacks instead of strength (Not clear if both intelligence and strength both grant a damage bonus.). Option 2 +3, unholy, whenever the wielder lands a hit, the enemy must pass a will saving throw (DC 20) or their armor is sundered for 1d3 rounds. Option 2 +2 enhancement bonus to strength. Such mark can only be on 1 target at a time. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. Option 2 +4, whenever the wearer is hit, gain fast healing 1 (stacks up to 10) until the end of combat. Each time you cast a spell on an enemy, it must pass a reflex saving throw (DC 20) or be entangled in a web for 1d4 rounds, trying to break free each round. There is no hard timer. You have total concealment against the outsider under this effect. Option 1 +2, wielder does +1 bonus damage per dice rolledfor spells with cold descriptor. 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. It should be noted that some of the relics aren't rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. If you are hit, this bonus resets. 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. A new CRPG based on the Pathfinder TTRPG and sequel to Pathfinder Kingmaker! 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. Whenever you or your party members attack using the rapid shot feat, they dont suffer a -2 penalty to attack but gain a +2 bonus to damage instead. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as caster level checks to overcome spell resistance (if needed). Head downstairs and interact with the sarcophagus. In addition, all party members of the wearer gain a +3 insight bonus to all saving throws against confusion, insanity and domination spells. Option 1 -5 penalty to mobility skill checks, electricity resistance 30. A successful saving throw negates the blindness and halves the damage. Look for SarenraeLifeSourceScalemailItem & SarenraeObliteratingLightScalemailItem. Option 2 You can cover yourself in an invisible corrupted fire. Ancient Elvish Texts. A successful saving throw negates the blindness and halves the damage. N/A. Option 1 +2, wielder does +1 bonus damage per dice rolledfor spells with cold descriptor. The first two will have additional quests "Ranhild's Day" and "Unconquered Spirit" for you. Act 3 First Retriever Padded Armor/Shirt, Act 3 Unholy Symbol of Rovagug Handaxe/Battle Axe/Great Axe, Act 3 Chillboars Hide and Tusks Shortspear/Spiked Light Shield, Act 3 Phylactery of Stevanius Ring/Scythe, Act 3 Crest of the Fallen Knight Belt/Chainmail/Shortsword, Act 3 Faultless Daybreak Heavy Flail/Light Shield/Scalemail, Act 3 Stone of Ghostly Pathways Circlet/Ring/Sai, Act 3 Wicked Dope Banded Armor/Quarterstaff, Act 3 Branch of the Last Ash (Sakoris Map) Bardiche/Heavy Pick, Act 3 Attractive Impulse Gloves/Light Crossbow/Metamagic Rod, Act 5 Mask of the Facestealer Belt/Mask, Act 5 Burning Brand Bardiche/Sling Staff/Trident, Act 5 Remains of the Colourless One Arrows/Breast Plate/Spectacles, Act 5 Voice of the Cursed Bard Lyre/Amulet, Pathfinder Wrath of the Righteous Unique Items and Locations, Pathfinder Wrath of the Righteous Unique Armors and Locations, Pathfinder Wrath of the Righteous Unique Weapons and Locations, Pathfinder Wrath of the Righteous Unique Accessories: Necklaces and Rings, Pathfinder Wrath of the Righteous Mythic Abilities, Spells and Feats, All Spells in Pathfinder Wrath of the Righteous, College Kings Walkthrough & Complete Guide (All Scenes), Plan B: Terraform Planning For City Growth, PUBG Vikendi Map (Bear Cave, Bunkers, Lab Camps), Soul Knight All Gift Codes (March 2023) Free Gems & Items, Star Stable Codes for Star Coins, Star Rider & Clothes (March 2023). However, whenever the wearer lands a first hit in 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. 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. Bardiche/Heavy Pick (both options come with same enchantments) . 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. Find this claw in Leper's Smile and the Storyteller will direct you to Terendelev's Lair, where the Golden Dragon Mythic Path is unlocked. Option 2 +2 enhancement bonus to charisma. Option 2 You bound a part of your soul to the ring. 20 units per day. Ring Crossbow of Judgement (Enemy Near Nameless Ruins) Tyranny of Mind (From Enemy in the Northeast (All Elemental fight)) Crest of Mallander Linds, the Fallen Knight (Level 4 demon encounter) Magician's Ring (Top Right Corner of the Map middle encounter) Belt of Giant Strength/Chillroar's Hide and . Option 2 +2 enhancement bonus to strength. If an attack of opportunity was a critical hit, the enemy is staggered. However, whenever the wearer lands a first hit in 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. Option 1 These glasses allow their wearer to use the Maddening Gaze ability three times per day. This young woman has forged her faith from . Option 2 +3, mithral, 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. 20 or more HD. 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. Option 1 Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions around you for 2 minutes. If demon already summoned, heals for 1d8+5 and +1. (Anyone else feel like this weapon could be crazy insane on a trickster into legend build? Option 2 +2, this weapon glows with an invisible flame. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its constitution score. Option 2 +4 physical perfection, whenever the wearer kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. Option 1 This rod grants you the ability to modify up to 6 spells per day so that in addition to their main effect they affect the target with a dominate person spell. Option 3 +3, vicious, whenever the wielder of lands a hit on an enemy who doesnt wield a weapon, it must pass a fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. 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 1 Bugged. This effect lasts 1d3 rounds. The game should show the installed mods at the main menu. Multiple applications of this effect dont stack. The affected creature suffers 1d4 unholy damage for each scorch. It should be noted that some of the relics aren't rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. 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. Act 3 - First Retriever - Padded Armor/Shirt. Is it possible to add the names of the completed items to the list? Option 1 This shirt makes all the wearers fire spells deal additional 4d6 fire damage while making them suffer a -2 penalty to AC. Core Of The Riddle Solution [], ContentsIvory Sanctum Buttons Puzzle SolutionsMinotaur: The Buttons & ClueMain Chamber: Buttons and ClueNorthern Exit Ivory Sanctum Buttons Puzzle Solutions Minotaur: The Buttons & Clue You have to first slay the [], Obscure details of exactly how certain feats work or function when using multiple characters.