Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. This effect can be activated up to three times per day. Whenever this ammunition hits an enemy, it must pass a Reflex saving throws (DC 17) or will be entangled by unholy vine for 1d4 rounds. 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. These bracers grant the wearer a +3 luck bonus to AC and a +3 luck bonus on Reflex, Will, and Fortitude saving throws. Greater rods can be used with spells of 9th level or lower. Saving throws and opposed rolls are not affected, nor are spells without random variables. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. Bonuses of the same type usually don't stack. Whenever the wearer casts a spell with fire descriptor, its saving throw DC is increased by 2. These knee pads let their wearer deal additional 1d6 bludgeoning damage on critical hits made with natural weapons. 86 - 95: owner is affected with the effect of confusion spell for 1d4 rounds in the beginning of the next combat. This shirt makes all the wearer's fire spells deal additional 4d6 of fire damage while making them suffer a -2 penalty to AC. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. Whenever this +4 nullifying punching dagger lands a hit on a flat-footed or helpless target, the target loses all spell resistance for 1d4 rounds. In addition, this armor grants its wearer immunity to fire and acid. This book grants a +1 competence bonus to attacks and damage on all natural attacks. General of Hell's armies, Moloch endlessly trains his infernal legions to be the greatest martial force in the multiverse, 2 and ultimately defeat the hosts of Heaven and goodness throughout the Great Beyond. The owner of this quiver can use it to shoot 10 units of holy ammunition. Look for SarenraeLifeSourceScalemailItem & SarenraeObliteratingLightScalemailItem. This book grants a +1 morale bonus to AC against dragons. 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 the wielder of this +2 mithral greatsword lands a hit with it, the enemy must pass a Fortitude saving throw (DC 15) or be blinded 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 (This one currently shows up as null when moused over in crusade mode.). If they both already have the Back to Back feat, they gain an additional +2 bonus to AC. This is a ring of protection +2. If the wearer is of good alignment, shield gains holy quality for all attacks with this shield. You become immune to all damage for 3 rounds. The enemy also suffers -2 penalty to all saving throws until the end of the combat. This ring grants the wearer a +5 competence bonus on Mobility checks and +2 competence bonus on attack rolls with throwing axes, darts, and javelins. These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor, and a +3 competence bonus on all Knowledge: arcana checks. These gloves grant their wearer and his animal companion a +3 insight bonus on attack and damage rolls for the duration of the Animal Focus ability. This rod grants you the ability to modify up to six spells per day so that the in addition to their main effect they affect the target with a dominate person spell. Saving throws and opposed rolls are not affected, nor are spells without random variables. Bonuses of the same type usually don't stack. These boots grant the wearer a +10 competence bonus on Athletics skill checks and a +5 competence bonus on Mobility skill checks. Once per day, you can scribe this rune on the ground to create a 50 feet area which lasts for the number of minutes equal to your character level and makes all affected creatures immune to movement-impairing and ground effects. It grants the wearer the ability to take control over an enemy for 3 rounds once per day. This diadem increases the damage dealt by the kineticist's simple energy blasts by 1d6 points and by kineticist simple physical blasts by 1d6+1. It also grants a +3 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Option 3 +3, +3 bonus to saving throws against fear and nauseated condition. A dire curse lies on the sword, but your mythical powers have weakened it and made the weapon safe for its user more or less. 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. If the wearer is of lawful alignment, it grants a +2 bonus on attack rolls against chaotic enemies. Inevitable Excess DLC, Threshold, Blacksmith; Sarzaksys (Chapter 4) - Fleshmarket. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. It also magnifies the wearer's momentum granting her a +2 bonus on the bull rush and overrun maneuvers. This penalty stacks up to -5. Additionally, all attacks against the wearer gain a 20% miss chance due to concealment. This ring grants the wearer +4 bonus to Initiative rolls. This belt grants its wearer +4 enhancement bonuses to Dexterity and Constitution. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. The wearer of this robe gains immunity to critical hits, but suffers a -6 penalty to Constitution.
Monster Families - Archives of Nethys: Pathfinder RPG Database I assume they correspond to the order Ive listed the options, but not entirely sure. These gloves grant its wearer a +4 competence bonus on saving throws against poison and curse effects. This belt once worn by a notorious Gorilla King. Finnean; it turns out it's a bit buggy and also that I made a mistake. Whenever the wielder of this +2 light hammer confirms a critical hit with it, all the members of their party are affected with the equivalent of the haste spell effect for 1d3 rounds. 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. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Island in the middle right accessible via Dimension Door). Scan this QR code to download the app now. Any creature who starts its round inside this aura is affected with the cause fear spell (DC = 25 + the wearer's Charisma modifier). Whenever the wearer of this ring is 10 feet from the companion who wears the same ring, they both gain the effect of Back to Back feat. 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 +3 adamantine battleaxe gives its wielder a +3 competence bonus to attack rolls on the attacks of opportunity. These bracers grant the wearer a +3 enhancement bonus on attack and damage rolls whenever the wearer is polymorphed. This cape grants its wearer a +1 bonus to Enchantment school spells' DC. Bonuses of the same type usually don't stack. Each time this +4 corrosive heavy mace lands a hit, it gives the target vulnerability to acid. It deals an extra 2d6 points of damage against all creatures of evil alignment. If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: ray of enfeeblement, scare, ray of exhaustion, fear, and waves of fatigue. This +2 half-plate grants its wearer a +2 enhancement bonus to Constitution. Grave Singer Tips & Builds. (Captain of the Drowned loot). Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. The diseases and curses afflicting the wretched creature were so strong that Inevitable Excess DLC, Threshold, Arcane Weaver. Act 3, Drezen (Arcane Weaver); Act 4, Colyphyr Mines Upper level (Kestoglyr); Whenever the wearer of these gloves casts a level 7 (or higher) spell, they get 20 temporary Hit Points for 1 minute. In addition, this cloak grants a +10 competence bonus on Stealth skill checks. 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. It also imbues the wearer with the powers of the Spawn of Rovagug allowing to use the Corruption of the Rough Beast ability three times per day. These goggles grant its wearer a +5 competence bonus on Perception checks. Act 1, Defender's Heart (Gemyl Hawkes), Wintersun. This is a +3 radiant heavy flail. 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. Whenever an enemy hits the wielder of this +2 light shield with any touch attack (melee or ranged), that enemy suffers 2d6 force damage. 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. If the weapon's critical multiplier is x3, add an extra 2d10 points of holy damage instead, and if the multiplier is x4, add an extra 3d10 points of holy damage. The wearer also gets a +8 circumstance bonus to AC for the first round of every combat. The periapt of placebos is a common magic item among alchemists and plague doctors alike, many of whom erroneously believe it renders them immune to the dangerous conditions in which they work.