Whenever this +2 necrotic earthbreaker confirms a critical hit on an enemy, the enemy must pass a Fortitude saving throw (DC 16) or suffer 2 Strength ability damage. Whenever the wearer of this helm suffers from negative energy or fire damage, for the next 3 rounds they gain a +2 morale bonus on attack and damage rolls, and their attacks are treated as good-aligned for the purpose of overcoming DR. In addition, whenever the wearer of these gloves confirms a critical hit, the enemy suffers a -2 penalty on saving throws against mind-affecting conditions for 2 rounds. Whenever the wielder of this +2 adamantine earth breaker confirms a critical hit with it, all creatures in a 10 feet range, except for the wielder, have to pass a Reflex saving throw (DC 17) or become prone and unable to stand up for 1d3 rounds. If the wearer is of neutral alignment, the wearer can use both of abilities. 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. Whenever this +3 earthbreaker confirms a critical hit, all creatures in a 10 feet range have to pass a Fortitude saving throw (DC 23) or be pushed away for 10 feet and become prone for 1 round. Reach Metamagic Rod: Skeletal Saleman, Act III. This +1 cold iron kukri deals an additional +2 damage against undead creatures. Lesser rods can be used with spells of 3rd level or lower. If anyone reads this book, she permanently gains a +2 inherent bonus to her Intelligence score. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. This +2 buckler grants its wielder a +4 morale bonus AC against the attacks of Vermins. 358, P.C 112, Ruwi, Sultanate of Oman. Option 1 +5, Vicious, whenever the wielder lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. This cloak grants its wearer a +2 resistance bonus on all saving throws. She's just a straight up psychopath. They also grant a +1 bonus to caster level checks made to overcome spell resistance. All the wearers bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. This amulet of natural armor +8 grants its wearer immunity to fire and acid. Whenever the wielder of this +5 cruel bleed dagger lands a first hit against a new enemy, that enemy must pass a Fortitude saving throw (DC 30) or become vulnerable to Piercing damage for 2 rounds. Corruption of the Rough Beast applies one of the following effects to all enemies within 100 feet radius for 1d6+1 rounds: confusion, song of discord spell effect, rage, feeblemind, phantasmal putrefaction, domination. Whenever the wielder of this +1 buckler receives a critical hit, they are affected with the effect of a mirror image spell that produces 2 mirror images that last 2 rounds. Whenever an enemy confirms a critical hit against the wearer of this +1 padded armor, they must pass a Fortitude saving throw (DC 16) or become unable to attack with a weapon for one round. They also gain a +2 circumstance bonus on attack rolls against this target. Bonuses of the same type usually don't stack. Act 3, Skeletal Salesman (Personal Protective Equipment). This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. Bonuses of the same type usually don't stack. The affected enemy emanates a 15-foot aura of frost for the same duration. For 1 hour, the user gains a +2 alchemical bonus on saving throws against mind-affecting effects and fatigue. This +3 light shield grants its wielder immunity to critical hits. Whenever an enemy confirms a critical hit, lands a sneak attack or attack of opportunity against the wearer, the enemy must pass a Will saving throw (DC 27) or become devastated by hitting such beauty. Appearance 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. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. Whenever the wielder of this +3 unholy light crossbow lands a hit, the enemy must pass a Will saving throw (DC 20) or their armor is sundered for 1d3 rounds. A "two swords" crusade event, if you chose to give both swords to Nenio, results in you receiving the following weapon: Added thanks. Core Of The Riddle Solution []. Bonuses of the same type usually don't stack. Maddening Gaze: As a swift action, you can look in a certain direction. Saving throws and opposed rolls are not affected, nor are spells without random variables. Such mark can only be on 1 target at a time. Lesser rods can be used with spells of 3rd level or lower. This effect is renewed each time someone dies. This rod can be used with spells of 6th level or lower. 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. This torch, while equipped, grants the owner's bow a limning effect. Defender's Heart (Joran Vhane shop), Shield Maze (Neophyte Fighter), Crusader's Camp. This robe grants the wearer a +1 bonus to all saving throws against fear effects. The owner of this bolt can shoot it to deal 50 points of damage that can't be ignored or reduced. 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. Whenever the wearer of these knee pads lands a killing blow with a natural weapon, they gain a +2 bonus on their next attack roll, and this attack deals damage to all adjacent enemies on a successful hit. These bracers grant their wearer a +1 morale bonus on damage rolls against demons. These knee pads allow their wearer to deal additional 2d6 unholy damage on hit on attacks with natural weapons. 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. Bonuses of the same type usually don't stack. This robe grants its wearer a +4 bonus to attack rolls with ray attacks, +1 point of damage per die rolled to fire, acid, force, cold, electricity spells and a +4 bonus on caster level checks to overcome spell resistance. Whenever a creature hits them with a melee attack, that creature suffers 1d6 piercing damage. This shirt increases the wearer's base speed by 10 feet. They get a +4 bonus to AC against touch attacks, but also suffers a -4 penalty on their own touch attack rolls. It is forged at a lower temperature to preserve its delicate properties. Act 4, Upper City, Bridge to House of Silken Shadows. After that you receive 10d10 negative energy damage (a successful DC 35 Fortitude saving throw halves the damage). Act 3 - First Retriever - Padded Armor/Shirt, Act 3 - Unholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe, Act 3 - Chillboar's 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. Whenever this +3 agile starknife lands a hit, the target must pass a Will saving throw (DC 24) or become cursed. It also allows its wielder to automatically confirm critical hits against enemies of neutral alignments. Bonuses of the same type usually don't stack. Option 3 +4, keen, whenever the wielder lands a sneak attack with this sai against a new living enemy that enemy is infested with tiny spiders. These gloves also make any weapons wielded by the wearer anarchic. While holding this +2 quarterstaff, the wielder gains DR 5/- against the attacks of swarms. All enemies in a 30 feet cone, except the target, have to pass a Will saving throw (DC 16) or be affected with the Voices of Hollow effect for 1d4 rounds. Act 3, Drezen (Wilcer Garms); Treasure of the Midnight Isles (Tracking: Island 10 hidden room near entrance). These bracers grant their wearer an armor bonus of +4, just as though they were wearing armor. Whenever the wearer of this +5 leather barding suffers 30 or more damage in a single hit, he gets the effect of winds of vengeance spell for 1 minute. These targets are excluded from the effects of your spell. Whenever this +5 light hammer lands a hit against a target, it deals additional force damage depending on whether the target has an amulet and/or rings equipped. Act 5, Enigma, south, requires Strength test DC 24. It also allows the wearer to cast a sacred nimbus spell three times per day as a 9th level Cleric Precise Strike: A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding a quarter of her level as a bonus to her damage rolls. This ring grants the wearer an ability to summon either axiomites or soul eaters, randomly selected, once per day, as if they were summoned by a summon monster VIII spell (caster level 15, DC 22). Whenever this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional 4d6 holy damage. This ring of protection +3 grants the wearer an ability to avoid magical and unusual attacks with great willpower. Succesfull Fortitude saving throw (DC 28) halves the damage. This belt once worn by a notorious Gorilla King. Frost ammunition deals additional 2d6 cold damage on hit. This fire deals 1d6 unholy damage and 1 damage to Strength each round. Act 3, Drezen (Tsai shop, Lich path only). On a critical hit it creates fire sparks that stick to allies' weapons, granting them flaming enchantment for 1d3 round, as well as granting the wielder and allies fire resistance 20 for the same duration. Each usage spends one potency. Once per day the owner of this silver mirror can spend a standard action to look into it and gain a +4 bonus to Charisma ability score for 1 hour. Whenever the wearer of this mask hits an enemy with a bite attack for the first time in a round, they immediately make another bite attack with the full attack bonus. This amulet of natural armor +1 additionally grants the wearer a +4 morale bonus on saving throws against poison. This +1 falcata grants its wearer a +2 bonus on attack rolls for all touch attacks. Act 4, Lower City (Perception 36, to the left of the portal to the nexus). Whenever this effect occurs, the wielder must pass an Athletics check (DC 37) or the axe will be stuck, making melee attacks unavailable for the next round. Whenever the wearer of this cloak lands a killing blow, they are affected by Greater Invisibility spell as it was cast by 15th level wizard. When such creatures attack the wearer with magic, for the next two rounds, the wearer gains a +2 profane bonus to attack and damage rolls, and caster level checks made to overcome spell resistance. This belt grants its wearer a +4 enhancement bonus to Dexterity and Constitution. Act 2, Drezen, Citadel (Trickery 24); Act 3, Drezen (Arsinoe). Whenever the wielder confirms a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1 extra attack with a maximum attack bonus for 1 round. Whenever the wearer of this shirt kills an enemy with a fire spell, they gain immunity to ability score damage and their mental abilities scores are increased by +6 for 3 rounds. This +5 vicious oversized greatsword deals additional 6d6 slashing damage to enemies below 30% of their maximum Hit Points. Lann: We should promote some veterans instead. This cloak grants its wearer a +8 enhancement bonus to Charisma and the ability to cast energy drain spell once per day as a 13th level wizard. Greater rods can be used with spells of 9th level or lower. Whenever the wielder of this +3 corrosive spear is flat-footed and is hit by an enemy for the first time, they make an attack against that enemy. This +2 heavy shield grants its wielder acid resistance 15 and fire resistance 15. You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. This ring grants its wearer a +1 bonus per die rolled on all Cure and Healing spells as well as Channel Positive Energy used to heal living. This +5 living bane dagger deals additional 4d6 piercing damage to bleeding enemies on a successful hit. 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. This +5 leather armor grants its wearer resistance to electricity 30. You need to go down the athletics check slope then hard perception check. 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. Kingmaker; The Treasure of the Midnight Isles. This headband grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Act 4 Lower City of Alushinyrra (Rotten Guttery portal; 40DC Trickery door in northeast section of map, inspect it first). Whenever the wielder of this +3 flaming burst longsword kills an enemy, its corpse explodes, dealing 2d6 fire damage to all enemies in a 15 feet area. This +3 unholy quarterstaff adds +1 to the DC for all saving throws against spells from the necromancy school the wielder casts. Whenever this +1 bardiche lands a hit on a medium or smaller creature, the target must pass a Fortitude saving throw (DC 17) or suffer additional weapon damage. Limning effect: When a liming weapon is wielded, a pale glow outlines it. Act 1, Silken Thread Atelier (Kervil the Sparkling Fist). It also grants one additional attack of opportunity per round.

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