This +4 unholy mace grants its wielder the ability to cast slay living spell once per day. Attacks with it deal additional 1d6 lightning damage. I'm sorry for resurrecting old thread, but I winded up here as I was having trouble with Crag Linnorm in Tenebrous Depths, and despite people here quoting Pathfinder ruleset of +3 weapon beating cold iron requirement, IT DOES NOT APPLY TO THE GAME PATHFINDER KINGMAKER. close. Seleccionar página. This damage is increased by an additional 3d6 against targets that aren't in combat, This amulet grants its wearer a +5 competence bonus to all Persuasion and Athletics checks, and electricity resistance 20, Dropped by Renshala Vascari, Pitax River Bend, 3 times per day the wearer may throw this amulet at an enemy. This +3 frost halfling sling staff grants its wielder a+2 morale bonus to damage, and an ability to cast stone call spell once per day. Whenever the wielder succussfully performs a combat maneuver, Mastery also deals damage to its target as if it landed a hit. When you have a touch spell charged, the weapon's enhancement bonus is +2 better than its actual bonus. Whenever its wielder casts call lightning or call lightning storm spell, it becomes empowered, as if using the Empower Spell feat. It has a total of 16 classes to choose from compared to nine in D&D. +6 competence bonus on Perception checks +2 bonus to ranged attack rolls. This weapon is a +2 animal bane falchion. Increases weapon's critical multiplier by one. Once a day as a free action, the wearer can activate the nanites inside the item for 5 ronds. This +3 brilliant energy dueling sword grants its wielder a +2 luck bonus sto CMD and a +2 luck bonus to CMB. It makes the weapon law-aligned and thus bypass the corresponding damage reduction. It can't reduce any ability score below 7. Dropped by Fionn the frost giant ghost, Six Bears Camp, Amiri's quest. This +5 heavy crossbow deals 2d10 damage on hit. This +5 holy composite longbow grants its wielder blindsense. Greater necrotic weapons are a bane to all living things and deals 2d8 points of negative energy damage on a successful hit. Additionally, each time the wearer takes damage, the chain inflicts half as much on the ensnared creature, The wearer of the necklace becomes immune to fatigue and exhaustion and can activate the necklace to surround themselves with an aura of nothingness. But generally light weapons are better than longsword because of the higher penalty for having a not light weapon … Summon 1d4+1 smilodons once a day for 15 rounds, Chance to cast Hideous Laughter on target on hit, +3 dodge bonus to AC and immunity to nauseated, Stick pile in bandit camp in bottom right corner of Bridge over the Gudrin River, Corpse in top left corner of Candlemere Tower, +5 bonus to Stealth checks and increases sneak attack damage with any weapon by 1d6, Reach +5ft +5 luck bonus to Stealth checks; cast Displacement once a day as a 5th level wizard, Semi-random artisan reward, Nazrielle - Kamelands, +2 bonus to death effects' DCs and saving throws against them, +1d6 positive energy damage, Given by Enneo if you side with him against Jaethal, Chest behind shambling mound, Abandoned Keep (portal in temple of the elk after Varnhold Vanishing), Cast Bestow Curse (curse of weakness) once a day as a 7th level wizard, Semi-random artisan reward, Varrask - Kamelands, +2, Flaming, Destructive, Agile, Anarchic, Chest behind Vordakai, Vordakai's Tomb level 2, Gain stacking +2 bonus to all subsequent damage rolls against enemy on hit, Chest in the Magical Prison, Lonely Barrow, Reward for dealing with the Stag Lord in less than 30 days, Chest in Vordakai's Tomb level 2, golem room, northmost room, Corpse in owlbear area, Swamp Witch's Hut, top right corner, +9 damage on a successful crit; cast Flare twice a day as a 1st level wizard, Semi-random artisan reward, Dragn - South Narlmarches, On the ground in Ancient Cemetery on the way to Vordakai's Tomb, Semi-random artisan reward, Varrask - Kamelands Mastercraft Item, Fail to dispel the Cloak of Sold Souls twice, On the ground in House at the Edge of Time, third key room, Chest behind hidden wall in first floor of Vordakai's Tomb level 1, westmost room, Hidden chest in Everblooming Flower room, Womb of Lamashtu, Cast Waves of Fatigue once a day as a 11th level wizard, Chest in Womb of Lamashtu, top left corner, Cast Righteous Might once a day as a 9th level cleric, Sold by goblin merchant when leaving Lostlarn Keep. This +5 keen agile sai has a chance to stun the opponent on a successful hit and grants its wielder the ability to cast sirocco spell once per day. This weapon is a +5 furious greater frost oversized bastard sword. Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6 points of cold damage on a successful hit. When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal. Immunity to paralysis; Cast shout, greater spell three times per day. Whenever you score a critical hit with this weapon, your opponent becomes stunned for 1d4 rounds. Whenever it lands a critical hit, it has a chance to cast boneshatter spell at the target. The wielder of this weapon gets DR 5/piercing. Against Will-o'-Wisps, the weapon's enhancement bonus is +4 better than its actual bonus. This +5 speed longbow deals additional 1d6 electricity damage, 1d6 fire damage, 1d6 acid damage, and 1d6 sonic damage. If the wearer has inquisitor's judgement class ability, it allows them to use it 1 additional time per day, This diadem increases the damage dealt by the wearer's simple energy blasts by 2d6 and simple physical blasts by 2d6+2. Ability doubles the threat range of a weapon. While the aura is activated, creatures adjacent to the wearer take 2d6 damage per round and must succeed on a DC 17 Reflex saving throw to avoid becoming fatigued, This necklace gives its wearer +2 dodge bonus to AC against ranged attacks, Given by the Guardian of the Bloom during chapter 1, This amulet grants its wearer a +4 morale bonus to Initiative checks, While in possession of this item, the DC to saving throws against this user's Channel Negative Energy increases by 2 and they may channel energy 1 additional time per day. The nanites inside the item provide the wearer with multiple abilities. It grants its wielder a +5 luck bonus on all Stealth skill check, and the ability to cast displacement spell once per day. 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, Manticore corpse inside the portal, Serpent Trail, These gloves grant their wearer +3 competence bonus on all Mobility and Athletics checks, These gloves add +4 to the wearer's caster level when they cast any cure spell, These gloves grant their wearer a +2 equipment bonus to attack rolls made with bombs and their DCs, These gloves grant their wearer a +5 resistance bonus on all saving throws, and the ability to cast Prismatic Spray 3 times a day as a 13th level wizard, These gloves grant their wearer a +5 luck bonsu to Lore (Nature), Lore (Religion), Knowledge (Arnaca) and Knowledge (World) checks, These gloves grant their wearer a +4 bonus to ranged attacks, Chest behind hidden wall in Tenebrous Depths level 6, These gloves grant their wearer a +4 bonus to CMD against disarm attempts. Hidden chest left of Lizardfolk Village walls. I would love to see a table with damage, crit, weight, etc... Clicking on NPCs brings you to Pillars of Eternity 2 NPCs page instead. Use Smite Evil 2 more times per day (paladin only). These bracers grant their wearer a +1 bonus to Illusion spells' DC, and a +2 bonus to saving throws against Illusion spells, These bracers empower the wearer to use any bow with a +1 competence bonus on attack rolls, This cloak grants its wearer a +4 deflection bonus to AC, a +4 resistance bonus on all saving throws, a +4 enhancement bonus to Persuasion checks and +1 bonus to AC against evil creatures. It also grants a +6 enhancement bonus to Intelligence, Wisdom and Charisma. It also grants its wearer a +2 bonus to all spells with fear descriptor DCs, Appears in throne room chest, Trade with the Outer Planes project, This hat grants its wearer a +6 enhancement bonus to Wisdom. This +5 flaming greatsword deals additional 2d6 divine damage on hit. They gain -3 profane penalty to Strength, Dexterity and Constitution, but +2 profane bonus to Intelligence, Wisdom and Charisma, Sold by goblin merchant when leaving Lostlarn Keep Sold by goblin merchant in Rushlight Fields, This necklace gives its wearer DR 10/Good, Dropped by Misbegotten Troll, House at the Edge of Time, Whenever the wearer of this amulet casts a spell with fire, electricity, cold or acid descriptor, that spell deals +1 damage per die, Semi-random artisan reward, Mim Wobblegander - Silverstep, This locket grants its wearer a +4 enhancement bonus to Dexterity and allows them to cast Blessing of Luck and Resolve twice a day as a 3rd level cleric, This locket makes all 0 level arcane spells cast by the wearer become Empowered, Extended, Reach and Maximized, This amulet grants its wearer a +6 enhancement bonus to Constitution and a +5 deflection bonus to AC, This pendant grants its wearer a +10 bonus to movement speed. Dropped by Darven. On a successful critical hit it has a chance to stun the enemy. 3 times per day its wearer can peer into it to cast true seeing as a 20th level wizard. This +3 quarterstaff grants its wielder the ability to cast waves of fatigue spell three times per day, and ray of enfeeblement spell at will. Pathfinder Kingmaker Builds – Linzi the Bard. All electricity spells cast by the wearer inflict an additional 1 damage per die. Deals 2 damage to a random ability score on hit. I am 16 years old or older AND I agree to receive exciting news and other information from Owlcat Games. If its wielder is good, and its target is evil, it deals additional 3d6 divine damage instead. Rouges excel in stealth and provide with trap detection and pickling abilities. Poison deals 1d2 Widsom damage and dazed a target for 1 round. This weapon is a +5 agile shock scimitar. This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. Whenever the wielder unequip this weapon, it cast finger of death on them. This weapon is a +5 keen adamantine halberd. Incinerating weapon is sheathed in fire that deals an extra 2d6 points of fire damage on a successful hit. Creatures that take damage from negative energy receive a Will save DC 15 to halve the damage. This +4 flaming warhammer holds three small fire elementals that can be summoned once per day. While in this form, your natural weapons get a +5 enhancement bonus, Made from all 16 Rune-covered Ancient Leather Scraps Storyteller Relic, Merchant in Brineheart if you side with Darven, Dropped by Ferocious Devourer, Abandoned Keep (portal in temple of the elk after Varnhold Vanishing), Fire resistance 10; cast Rage 2 times a day as a 5th level wizard, Chest in middle right of Candlemere Tower, Shield bash for 1d8+Str damage. It also grants its wielder the ability to cast invisibility spell at will. Whenever the wielder of this weapon successfully lands a hit, the target must succeed at a Fortitude saving throw (DC 15) or be injected with acid that deals 2d4 damage every round for 3 rounds. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells. Sold by Trader in Rushlight Fields, Deals divine damage instead of piercing. Whenever this +5 unholy starknife lands a critical hit, it has a chance to cast either slay living, confusion or crushing despair spell on the target. A bane weapon excels against certain foes. This weapon is a +5 dragonbane longspear. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. This allows the option of experiencing alternate campaigns like the hero of Varnhold, or heading into Tenebrous Depths to test all sorts of parties.. Related: Pathfinder Kingmaker … This +5 longsword grants its wielder a +2 inherent bonus to AC, all saving throws, attack rolls and skill checks. This wounding battleaxe deals 1 point of bleed damage when it hits a creature. Subscribe. The wyvern draws power from the owner of the figurine, and its HD is equal to the summoner's character level, with a maximum of 16 HD, This figurine is capable of summoning a mighty wyvern once a day for 10 minutes. Guiding Beacon Quest. It has an improved critical range 19-20 (does not stack with other effects that enhance the critical range). Its damage is increased by 1d6 against orcs and goblins, and by 2d6 against giants. strong enough to destroy any thing from the First World and Golarion as if Groetus was guiding your hand. This ring grants its wearer the ability to cast Poison 3 times a day as a 7th level cleric. Pathfinder Kingmaker: Amiri Build Guide Second row damage dealer Deteriorative weapons a bane to all living things and deals 3d6 points of negative energy damage on a successful hit. Max Dexterity bonus of +15. Whenever this +5 holy starknife lands a hit, it dazzles the target for 1d4 rounds, and has a chance to cast blindness spell (Fortitude save, DC21) on it. Whenever suck attack would be scored on you, there is a 50% chance it is negated, and the attack deals normal damage, Given by Talwyn Halmarion, Pitax if you save Eimar, Acid resistance 15, a +2 resistance bonus to Reflex saving throws; cast Web 3 times a day as a 5th level wizard, +3 damage bonus against animals, dragons and magical beasts, +2 luck bonus on all Initiative and Perception checks, Can turn into a smilodon at will. Failing this check kills the wearer immediately and summons a hostile Thanadaemon.
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