Items listed on this page are taken directly from game files.
Table of Contents
Unique Item List
Weapons
Name | Type | Desc | Location |
---|---|---|---|
Finnean the Talking Weapon | Any | This is a +1 cold iron ghost touch weapon. | Ancientries and Wonders Shop |
Finnean the Talking Weapon (upgrade) | Any | This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage. | |
Ashwood Pole Bardiche | Bardiche | This is an intermediate step of relic creation. | |
Bloody Crescent | Bardiche | Whenever the wielder of this +5 unholy bardiche lands five killing blows, they can target an enemy. The chosen enemy suffers a -4 penalty to AC for 1 minute. After the ability is used, kill counter is reset to zero. | |
Bow Breaker | Bardiche | This +5 holy bardiche grants its wearer a +2 circumstance bonus on attack and damage rolls against enemies with ranged weapons. | |
Bug Crusher | Bardiche | 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. | Crusader’s Camp (Wilcer Garms) |
Champion of Graves | Bardiche | This +5 bardiche deals additional 3d6 negative energy damage. | |
Dead Bough | Bardiche | Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch. | |
Death’s Consonant | Bardiche | This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength. | |
Decimation | Bardiche | Whenever this +1 cold iron bardiche confirms a critical hit, it deals an additional 1 damage to Constitution. | |
Finger of the Heiress | Bardiche | This +3 weapon was made for a commander who didn’t like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round. | |
Flame’s Cleansing | Bardiche | Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. | |
Flame’s Hatred | Bardiche | Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. | |
Flame’s Will | Bardiche | Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy, it marks it with “Obedience”. Such mark can only be on 1 target at a time. If the bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for 2 rounds. | |
Nemarius’s Bardiche | Bardiche | This is an intermediate step of relic creation. | |
Rod of Razors | Bardiche | This weapon is a +5 keen adamantine halberd. As a standard action, up to five times per day, Rod can fire razors, dealing 20d6 slashing damage to all creatures in a 30-foot cone (DC 27 Reflex half). | |
The Dissector | Bardiche | This +3 bardiche deals additional 2d6 slashing damage on hit against bleeding or helpless enemies. | Drezen (Blacksmith) |
Bastard Sword +5 | Bastard Sword | This +5 adamantine bastard sword grants its wielder the ability to cast harm spell 3 times per day as an 11th level cleric. | |
Bastard Sword of Hope | Bastard Sword | Whenever the wielder of this +2 mithral bastard sword confirms a critical hit with it, it restores 1d8+5 hp to the wielder. It can be wielded only by lawful good, lawful neutral or neutral good characters. | |
Corpse Piler | Bastard Sword | This +5 living bane bastard sword has its base damage increased to 1d20 instead of 1d10. | |
Frostbite | Bastard Sword | 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. | |
Howling Doom | Bastard Sword | Whenever the wielder of this +5 furious bastard sword lands a killing blow, it casts Greater Shout as a 18th level wizard immediately afterwards. | |
Martyr’s Blade | Bastard Sword | This weapon is a +5 axiomatic holy vicious bastard sword. | |
Oppressor | Bastard Sword | This +4 bastard sword grants its wielder a +6 enhancement bonus to Charisma, and a +2 luck bonus on Will saving throws. | Chilly Creek |
Unstoppable Khanda | Bastard Sword | The Khanda is a +4 Bastard Sword that gives its wielder a +4 bonus on Persuasion checks, DR 5/piercing, and a +8 bonus on saving throws against mind-affecting effects. Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. Poison deals 1d2 wisdom damage and dazes a target for 1 round. | |
Battleaxe of Rovagug | Battleaxe | This is an intermediate step of relic creation. | |
Earth’s Wrath | Battleaxe | This +3 battleaxe grants its wielder the ability to cast inspiring recovery two times per day as a 11th level cleric. | |
Executioner of Evil | Battleaxe | While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. | relic (unholy symbol of rovagug) |
Fracturing Battleaxe | Battleaxe | Whenever this +2 battleaxe lands a hit, the target must pass a Fortitude saving throw (DC 17) or suffer 1d3 Constitution ability damage. | Drezen |
Frost Blade | Battleaxe | This weapon is a +3 Freezing battleaxe. | |
Grave Singer | Battleaxe | Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified or entangled, they suffer the weapon’s damage and immediately remove such effect. This weapon also has an 18–20 critical threat range. | relic (unholy symbol of rovagug) |
Ice Breaker | Battleaxe | Whenever this +1 cold iron battle axe confirms a critical hit, all creatures in 10 feet area have to make a successful Reflex saving throw or suffer 3d6 cold damage. | Pitaxian Wine Cellar (Wight), Pitaxian Wine Cellar |
Rusty Dawn | Battleaxe | Whenever the wielder of this +4 corrosive burst battleaxe confirms a critical hit, it deals ×4 damage instead of the normal ×3, and weakens the enemy, making it suffer a -3 penalty to Strength and Constitution scores for 2 rounds. 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. | |
Scorpion’s Kiss | Battleaxe | While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy’s attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage. | relic (unholy symbol of rovagug) |
Serrator | Battleaxe | This wounding battleaxe deals 1 point of bleed damage when it hits a creature. Multiple bleeding effects stack. Bleed will continue until the target receives magic healing or leaves combat. A critical hit does not multiply the bleed damage. | |
The Bliz | Battleaxe | Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. All enemies within a 10 feet range must pass a Reflex saving throw (DC 23) or suffer 1d6 holy damage for 1d4 rounds. | |
Touch of Flaw | Battleaxe | Whenever this +3 battle axe lands a hit on an enemy, the enemy must pass a Reflex saving throw (DC 20) or suffer -1 penalty to attack rolls until the end of the combat. This penalty stacks up to -5. | Drezen (Blacksmith) |
Unbending Valor | Battleaxe | This +4 cold iron battleaxe grants the wielder immunity to fear and emotion effects. | |
Brutal Decay | Club | Whenever the wielder of this +4 corrosive burst club confirms a hit against an enemy, the target becomes covered in acid, suffering 1d6 acid damage per round for 1d4 rounds. If the wielder confirms a critical hit, the enemy instead suffers 1d10 acid damage per round for 2d3 rounds. Multiple applications of this effect don’t stack, the stronger effect replaces the weaker one. | |
Club of Hunger | Club | This is an intermediate step of relic creation. | |
Club with Nails | Club | This +1 club has nails that deal additional 1d3 piercing damage per hit. | Market Square (Cambion Fighter) |
Craving Maw | Club | This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. This effect lasts 1d3 rounds. | relic (Voracious jumble) |
Grim Finale | Club | Whenever this +2 necrotic club confirms a critical hit, it casts vampiric touch spell on its target. Whenever the wielder unequips this weapon, it casts finger of death on them. | |
The Ancient Root | Club | Whenever the wielder of this +3 greater corrosive club kills an enemy, it summons a huge Earth Elemental for 2d3 rounds. | Drezen (Blacksmith) |
Unending Distortion | Club | Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn’t wield any 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. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round. | relic (Voracious jumble) |
Unslumbering Predator | Club | While wielding this +2 speed weapon you can never be flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes are moving, constantly searching for prey. | relic (Voracious jumble) |
Aldinach’s Retribution | Dagger | This +5 speed elder caustic dagger allows its wearer to cast poison breath spell 3 times per day as a 20th level druid. | |
Arcane Protector | Dagger | This +1 dagger grants its wielder a +3 dodge bonus to AC and immunity to nauseated condition. | |
Attrition Dagger | Dagger | Once a round, when this +1 dagger lands a hit on an enemy, it deals them 1 Constitution ability damage. This power can’t lower the target’s Constitution ability score below 5. | Defender’s Heart (Joran Vhane), Defender’s Heart |
Chaos Shard | Dagger | This +2 dagger has a chance to confuse enemy on a hit. | |
Cruel Fate | Dagger | 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. | |
Dagger +4 | Dagger | This +4 dagger grants its wielder a +5 bonus to Stealth skill checks and increases sneak attack damage with any weapon by 1d6 damage. | |
Decaying Dagger | Dagger | This +2 dagger grants the wielder an ability to use the Curse of Undead ability 3 times per day. Curse of Undead: All living enemies in 30-feet area must pass a Will saving throw (DC 24) or start slowly turning into the undead. Each turn the affected creature takes 1d4 Constitution damage. Positive energy and cure spells hurt it, like it was undead. | Drezen (Tsai) |
Deceiver | Dagger | This +3 agile dagger has its reach increased by 5 feet. It grants its wielder a +5 luck bonus on all Stealth skill checks, and the ability to cast displacement spell once per day as a 5th level wizard. | |
Deep Rip | Dagger | Each time the wielder of this +5 dagger lands a hit with it after hitting the same target with the Soft Cut dagger, the enemy suffers additional 2d6 + STR modifier slashing damage. If this weapons deals damage against a prone or paralyzed creature first time in a round, it deals double the weapon damage. | |
Dormition | Dagger | This +5 undead bane dagger grants its wielder a +2 bonus to death effects’ DCs and saving throws against them, and deals additional 1d6 positive energy damage. | |
Edge of Force | Dagger | Whenever the wielder of this +2 cold iron dagger casts a spell with force descriptor, it deals additionally 2 force damage per dice rolled. | |
Edict | Dagger | Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target’s Will score for 1 minute. | |
Frailty | Dagger | This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day as a 7th level wizard. | |
Gift of Blood | Dagger | This is a +3 cold iron dagger that was used in weird rituals and is still thirsty for blood. While the wielder of the dagger is in combat, each time someone dies, the dagger increases its potency. The wielder can use its power to make any spell empowered, as though using the Empower Spell feat. Each usage spends one potency. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Hasty Eradicator | Dagger | This +2 dagger allows the wielder to make two additional attacks during a full attack action. This effect doesn’t stack with the effect of the haste spell. | Hellknights Outpost |
Lethal Conductor | Dagger | This +5 shock dagger grants its wielder a +5 competence bonus on Use Magic Device skill checks and a +4 competence bonus on touch attack rolls. | |
Lightning Duelist | Dagger | This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. Attacks with it deal additional 1d6 lightning damage. | |
Merciful Fate | Dagger | This +5 living bane dagger deals additional 4d6 piercing damage to bleeding enemies on a successful hit. In addition, whenever the wielder delivers a Coup de Grace, they gain a +2 morale bonus on attack and damage rolls for 1 round. | |
Purple Stone Knife | Dagger | This +1 dagger adds +1 to the DC for all saving throws against spells from the evocation school the wielder casts. | Market Square |
Retriever’s Claw | Dagger | This +2 cold iron dagger has an increased critical multiplier of ×3. | Leper’s Smile |
Scorpion Sting | Dagger | This is a +5 caustic dagger. | |
Shiny Dagger | Dagger | Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for 1 round. | Gray Garrison |
Soft Cut | Dagger | This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. However, when dual-wielded along with the Deep Rip dagger, Soft Cut activates its additional power. | |
Troublemaker | Dagger | This weapon is a +2 flaming anarchic agile dagger. | |
Your Phylactery | Dagger | This item grants its wearer Deadly Magic ability. If the wearer already has Deadly Magic, it grants them two additional uses. In addition, once per day, whenever the wearer’s health falls below 0, it is restored to a maximum. Can only be equipped by a Lich. | |
Noxious Stalker | Dart | This +3 corrosive dart allows its wielder to poison enemies on a hit, making them slowed and sickened for 3 rounds if they fail a Fortitude saving throw (DC 22). On a successful saving throw, the enemy becomes immune to this poison. | |
Poisonous Dart | Dart | Whenever this +1 dart confirms a critical hit on an enemy, the target must make a successful Fortitude saving throw (DC 13) or be poisoned. The poison deals 1d3 Constitution damage per round for 3 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction. | Defender’s Heart (Woljif) |
Ruse | Dart | Whenever the wielder of this +2 dart confirms a critical hit with it, the enemy becomes flat-footed for 1 round. | Crusader’s Camp (Wilcer Garms) |
Whistling Killer | Dart | This +4 thundering dart deals sonic damage instead of piercing damage. On a critical hit, it deals 1d6 sonic damage per two caster levels of the wielder to all enemies in 15 feet area. | |
Atrocities | Double Axe | This weapon is a +3 furious double axe. If the wielder has the barbarian rage class ability, it allows them to use it for 4 additional rounds per day. | |
Fang of Malice | Double Axe | Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she doesn’t suffer from its usual -2 penalty to AC. | Wintersun |
Faterender | Double Axe | This weapon is a +5/+5 double axe. Whenever its first blade lands a hit, it marks the target for an execution. Whenever the second blade hits a marked target, it removes the mark and deals additional 1d10 + wielder’s Strength modifier damage. | |
Screaming Reaper | Double Axe | Whenever the wielder of this +4 vicious double axe lands a killing blow on an enemy, all enemies in a 15 feet area suffer 4d6 sonic damage and become frightened for 1 round. Successful Will saving throw (DC 27) halves the damage and negates fear. | |
Screaming Reaper | Double Axe | Whenever the wielder of this +4 vicious double axe lands a killing blow on an enemy, all enemies in a 15 feet area suffer 4d6 sonic damage and become frightened for 1 round. Successful Will saving throw (DC 27) halves the damage and negates fear. | |
Sequence of Murder | Double Axe | Whenever this +3 double axe lands a hit with its head, if the next attack with the tail also lands a hit, it deals additional 1d12 slashing damage. | |
Slaughtering Silence | Double Axe | Whenever the wielder of this +5 nullifying double axe lands a critical hit, the enemy must must pass a Will saving throw (DC 30) or become unable to cast spells for 2 rounds. | |
Tempest | Double Axe | This +1 cold iron orc double axe deals additional 1 cold damage with one end and 1 sonic damage with the other. | Pitaxian Wine Cellar |
Havoc Harbinger | Double Sword | This +5 keen anarchic double sword has its critical range increased to 18-20. It also allows its wielder to automatically confirm critical hits against enemies of neutral alignments. | |
The Debilitator | Double Sword | Whenever the wielder of this +3 mithral double sword lands a hit on an enemy, the target must pass a Reflex saving throw (DC 23) or suffer ability damage: one blade deals 1d3 damage to Strength, while the other deals 1d3 damage to Constitution. This effect can’t lower an ability below 7. | Drezen (Gesmerha) |
The Debilitator | Double Sword | Whenever the wielder of this +3 mithral double sword lands a hit on an enemy, the target must pass a Reflex saving throw (DC 23) or suffer ability damage: one blade deals 1d3 damage to Strength, while the other deals 1d3 damage to Constitution. This effect can’t lower an ability below 7. | Drezen (Gesmerha) |
Twin Crystals | Double Sword | This +5 agile keen two-bladed sword deals force damage instead of physical damage. | |
Winter’s Mark | Double Sword | Whenever the wielder of this +5 frost double sword hits a new Medium or smaller enemy for the first time, the enemy suffers additional 2d6 cold damage. Whenever the wielder hits a new Large or bigger enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or be surrounded with a frost aura, making all other enemies in a 15 feet radius become vulnerable to cold damage for 3 rounds. | |
Winter’s Mark | Double Sword | Whenever the wielder of this +5 frost double sword hits a new Medium or smaller enemy for the first time, the enemy suffers additional 2d6 cold damage. Whenever the wielder hits a new Large or bigger enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or be surrounded with a frost aura, making all other enemies in a 15 feet radius become vulnerable to cold damage for 3 rounds. | |
Arcane Enforcer | Dueling Sword | This +3 dueling sword deals additional 1d6 damage. | |
Blood Freezer | Dueling Sword | Whenever the wielder of this +5 bleed icy burst dueling sword confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become unable to attack with weapons for 2 rounds. | |
Bloodhound | Dueling Sword | This +5 speed agile dueling sword has a 18–20 critical range. Each successful hit it lands on an enemy grants its wielder a stacking +2 bonus to all subsequent damage rolls with Bloodhound against this enemy. | |
Herald of Pain | Dueling Sword | Whenever the wielder of this +2 cold iron dueling sword confirms a critical hit with it, the target become sickened for 1d4 rounds. | Drezen |
Lord Protector | Dueling Sword | This +2 dueling sword refuses to attack the ones its wearer swore to protect, imposing a -5 penalty to attacks rolls against friendly targets. | |
Master Fencer’s Sword | Dueling Sword | This +4 anarchic dueling sword allows its wielder to add half their rank in Mobilty skill as a bonus to damage rolls on critical hits and attacks of opportunity. | |
Menace | Dueling Sword | This +3 brilliant energy dueling sword grants its wielder a +2 luck bonus to CMD and a +2 luck bonus to CMB. | |
Royal Gift | Dueling Sword | This weapon is a +3 keen dueling sword. | |
Swordsman’s Passion | Dueling Sword | This weapon is a +2 agile dueling sword. | |
Behemoth Chopper | Dwarven Waraxe | This +5 mithral necrotic dwarven waraxe grants its wielder a +4 morale bonus on attack and damage rolls against huge and bigger enemies. | |
Mighty Advisor | Dwarven Waraxe | This +4 dragon bane dwarven waraxe doubles any insight bonus to attack and damage the wielder might have. | |
Mordant Waraxe | Dwarven Waraxe | This +1 dwarven waraxe deals additional 1d3 acid damage on a hit. | Gray Garrison |
Opportunist’s Dwarven Waraxe | Dwarven Waraxe | This +1 speed dwarven waraxe deals additional 9 damage on a successful critical hit and grants its wielder the ability to cast flare spell twice per day as a 1st level wizard. | |
Relentless Assault | Dwarven Waraxe | While the wielder of this +3 dwarven waraxe is wielding a second weapon in another hand, whenever they confirm a critical hit with it, they also make an additional attack with the second weapon. | Crusader’s Camp (Wilcer Garms) |
Wrath of Ancestor | Dwarven Waraxe | Whenever this +3 thundering dwarven waraxe is wielded by a dwarf, it grants the wielder a +2 inherent bonus to AC and a +1 inherent bonus on attack rolls. | |
Burning Torment | Earth Breaker | This +3 earth breaker was forged in Abyss and can be wielded only by evil or chaotic creatures. Whenever this weapon lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 26) or be consumed in an abyssal flame for 1d4 rounds. This fire deals 1d6 unholy damage and 1 damage to Strength each round. Multiple applications of this effect don’t stack. | |
Clawfall | Earth Breaker | This +5 undead bane earthbreaker has x4 critical multiplier instead of x3. Its wielder can cast the horrid wilting spell 3 times per day as a 15 level wizard. | |
Comforter | Earth Breaker | Each time this +3 earth breaker lands a hit, it heals the wielder by 1d3 and grants 1d6 temporary hit points. | |
Divine Dismissal | Earth Breaker | This +4 holy earthbreaker allows its wielder to cast greater dispel magic at will as a wizard of level equal to the wielder’s character level. | |
Harbinger | Earth Breaker | This +4 giant bane earth breaker grants the wielder a +3 insight bonus to AC against the undead’s attacks. | |
Obliteration | Earth Breaker | Whenever this +5 vicious earth breaker lands a hit on an enemy, it applies a stacking -2 AC penalty to the target. This penalty disappears once the battle ends. | |
Powerful Pummel | Earth Breaker | 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. | Drezen (Blacksmith) |
Rumble | Earth Breaker | 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. | Traveling Skeletal Salesman (exotic) (Skeletal Salesman) |
Smasher | Earth Breaker | 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. | Defender’s Heart (Joran Vhane) |
Terrifying Tremble | Earth Breaker | Whenever the wielder of this +5 ultrasound earthbreaker lands a killing blow, he deals sonic damage equal to his ranks in Athletics skill to all adjacent enemies. Successful Reflex save (DC 30) halves the damage. | |
Bane of the Living | Elven Curved Blade | This +5 elven curve blade is a bane weapon against creature of every type except undead and constructs. Whenever it confirms a critical hit, it has a chance to cast harm spell (DC 22) on the target. | |
Blinding Beauty | Elven Curved Blade | This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. Whenever the wielder of this blade lands their first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round. | |
Clarity | Elven Curved Blade | This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls. | |
Devitalizer | Elven Curved Blade | This +5 cruel elder corrosive burst elven curve blade grants its wearer a +2 circumstance bonus on attack and damage rolls against exhausted enemies. | |
Final Glance | Elven Curved Blade | This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. Whenever the wielder of this blade lands the first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round. | |
Insomniac Blade | Elven Curved Blade | Whenever this +3 keen elven curve blade confirms a critical hit, the enemy must pass a Will saving throw (DC 22) or be fatigued for 1d3 rounds. After a confirmed critical hit, the wielder gets +1 bonus to all saving throws until the end of the combat. The effects of multiple applications of this ability stack. | |
Saviour | Elven Curved Blade | Each time this +5 mithral elven curve blade land a hit, it heals the wielder for 1 HP. | |
Second Chance | Elven Curved Blade | Whenever this +3 keen elven curve blade misses an attack, the next attack made with it gains a +3 bonus on the attack roll. Multiple applications of this bonus stack until the weapon lands a hit. | |
Blinding Light | Estoc | This +5 estoc has a ×3 critical multiplier. Whenever it confirms a critical hit, it has a chance to blind the target. | |
Crippling Kiss | Estoc | Whenever this +3 keen estoc confirms a critical hit on an enemy, the target suffers a stacking -2 penalty on attack rolls, saving throws, and skill checks until the end of the combat. | Greengates |
Destroyer of Planes | Estoc | This +5 agile brilliant energy estoc grants its wielder a +2 bonus to DC on Evocation school spells. | |
Estoc of Purity | Estoc | This +1 cold iron estoc deals an additional 1d3 positive energy damage on a hit. | Defender’s Heart (Woljif) |
Forsaken Edge | Estoc | This weapon is a +2 unholy estoc. | |
Hairsplitter | Estoc | This weapon is a +1 agile estoc. | |
Lifestopper | Estoc | This +4 keen speed estoc grants its wielder the ability to cast waves of fatigue spell once per day as a 11th level wizard. | |
Night Flash | Estoc | This +5 speed shock estoc grants its wielder a +5 bonus on Initiative rolls. | |
Nimble Edge | Estoc | Whenever this +1 speed estoc confirms a critical hit on an enemy, the wielder gets +2 morale bonus to Dexterity, and each attack they make deals additional 1d4 piercing damage, for 2d3 rounds. | Crusader’s Camp (Wilcer Garms) |
Artificial Predator | Falcata | Whenever the wielder of this +4 cruel bleed falcata is engaged in melee with a single enemy and there are no other enemies in a 15 feet range, the enemy gets a -2 penalty on attack rolls and saving throws. | |
Ceremonial Falcata | Falcata | This +2 falcata grants its wearer a +5 morale bonus on all Persuasion checks. Whenever the wielder uses Dazzling Display, all affected enemies suffer 1d8 sonic damage. | Crusader’s Camp (Wilcer Garms) |
Decapitator | Falcata | This weapon is a +2 keen furious falcata. | |
Disemboweler | Falcata | This +5 vicious sacrificial falcata allows its wearer to deal additional 3d6 slashing damage against Medium and smaller enemies on hit. | |
Fervent Edge | Falcata | This +3 furious brass falcata grants its wielder the ability to cast righteous might spell once per day as a 9th level cleric. | |
Lion’s Claw | Falcata | This +3 falcata has a critical range of 18–20. | |
Nightmare | Falcata | This +3 unholy falcata was corrupted by demons. It feeds on fear. Whenever it lands a hit on a shaken or frightened enemy, the target must pass a Fortitude saving throw (DC 22) or become prone for 1 round and suffer 1d12 negative energy damage. | |
Pain Channeler | Falcata | This +1 falcata grants its wearer a +2 bonus on attack rolls for all touch attacks. | Defender’s Heart (Joran Vhane) |
Beastrender | Falchion | This weapon is a +2 animal bane falchion. | |
Defender’s Nemesis | Falchion | Whenever the wielder of this +5 elder flaming falchion confirms a critical hit against an enemy armed with a shield, that enemy suffers a -4 penalty to AC for 3 rounds. | |
Fury’s Legacy | Falchion | This weapon is a +2 furious falchion. | |
Holy Blare | Falchion | Whenever this +2 holy falchion confirms a critical hit, all evil creatures in the 15-feet area must pass a Will saving throw (DC 20) or be confused for 1d4 rounds and suffer 1d4 holy damage each round. | Traveling Skeletal Salesman (exotic) |
Jinx | Falchion | Whenever this +2 cold iron falchion lands a hit on a creature that is under any Hex effect, it deals additional weapon damage. | Crusader’s Camp (Wilcer Garms), Crusader’s Camp |
Odium | Falchion | This +5 unholy anarchic falchion gives its wielder a +6 enhancement bonus to natural armor, but reduces their Charisma score to 1. | |
Rumbling Falchion | Falchion | This +5 thundering falchion grants its wearer a +5 competence bonus to CMB. Whenever the wielder of this falchion succeeds at Sunder Armor maneuver, they get a +1 circumstance bonus to AC for 1 round. In addition, whenever the wielder attempts a Cleave action, they don’t get the regular -2 penalty to AC. | |
Tormentor | Falchion | Each time this +5 falchion lands a hit, it applies a stacking -1 penalty to all of the target’s saving throws, and an additional stacking -2 penalty to saving throws against curse. | |
Touch of Mercy | Falchion | 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. | Kill Xanthir Vang, open locked chest |
Bearer of Sorrow | Fauchard | This +4 cruel vicious fauchard grants its wielder one extra attack for every fifth hit. | |
Dark Bidding | Fauchard | This +3 necrotic fauchard grants its wielder the ability to cast animate dead spell once per day as for 8 rounds. | |
Mastery | Fauchard | This +5 fauchard grants its wielder continuous effect of freedom of movement spell, immunity to trip and bull rush combat maneuvers, and a +5 enhancement bonus to CMB. Whenever the wielder successfully performs a combat maneuver, Mastery also deals damage to its target as if it landed a hit. | |
Mighty Blow of Good | Fauchard | This weapon is a +2 evil outsider bane fauchard. If the wielder of this weapon has a good alignment, this fauchard grants them a +3 bonus on damage rolls against non-good creatures and becomes good-aligned. | Drezen (Exotic Weapons Provider) |
Rushlight | Fauchard | Whenever the wielder of this +5 radiant nullifying fauchard successfully charges an enemy, they gain spell resistance equal to 11 + their character level for 3 rounds. | |
Serpent Prince | Fauchard | This +3 corrosive fauchard has a higher critical hit multiplier. | |
Craving Maw | Flail | This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. This effect lasts 1d3 rounds. | relic (Voracious jumble) |
Deathbed Servant | Flail | The wielder of this +4 flail is under a constant effect of the cloak of dreams spell, as if it was cast by a 15th level wizard. | |
Demon’s Terror | Flail | This +2 speed radiant flail grants its wielder a +4 attack bonus on a first attack against a new demon. | Greengates |
Flail of False Hope | Flail | Whenever the wielder of this +2 mithral flail confirms a critical hit with it, it restores 1d6 hp to the wielder. It can be wielded only by chaotic evil, chaotic neutral or neutral evil characters. | |
Flail of Hunger | Flail | This is an intermediate step of relic creation. | |
Flail of Lightburst | Flail | Whenever this +1 flail confirms a critical hit, it deals additional 1d6 positive energy damage. | Gray Garrison |
Mithral Flail +2 | Flail | This +2 flail deals silver damage. | Drezen (One-Eyed Devil) |
Tyrant | Flail | Each time this +5 flail lands a hit, it applies a stacking -1 penalty to target’s AC, all saving throws and CMD. | |
Unending Distortion | Flail | Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn’t wield any 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. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round. | relic (Voracious jumble) |
Unslumbering Predator | Flail | While wielding this +2 speed weapon you can never be flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes are moving, constantly searching for prey. | relic (Voracious jumble) |
Aizerghaul | Glaive | Whenever the wielder of this +5 adamantine anarchic unholy bleed glaive lands a hit against a good-aligned creature or a devil, that creature must pass a Fortitude saving throw (DC 38) or become unable to heal or receive healing for 1d3 rounds. | |
Banshee’s Heart | Glaive | Whenever this +3 thundering glaive confirms a critical hit, all creatures in a 15 feet radius must pass a Fortitude saving throw (DC 17) or suffer 2d8+4 sonic damage and become prone for 1 round. A successful saving throw halves the damage and negates being knocked prone. | |
Dark Horn | Glaive | A glaive popular among Baphomet’s warriors. Touching the handle is enough to sense the latent evil within this weapon. | Market Square |
Death Pact | Glaive | This +5 unholy glaive deals additional 6d6 unholy damage on a succesful charge. If this charge results in a killing blow, it summons one CR 19 gallu to fight alongside you for 1 minute. | |
Deterrence | Glaive | This +3 unholy glaive grants the wielder a +5 competence bonus on Persuasion skill checks when used to intimidate. | |
Incorruptible Petal | Glaive | This +5 holy glaive deals an additional 2d6 sonic damage. It also grants its wielder the ability to cast heroic invocation once per day as a 17th level wizard. | |
Marching Terror | Glaive | Whenever this +1 glaive lands a hit on a new enemy for the first time, the target receives 1d6 negative damage, and all other enemies in a 15 feet radius must pass a Will saving throw (DC 17) or become frightened for one round. | Shield Maze |
Soulshear | Glaive | Whenever the wielder of this +3 adamantine glaive kills the target with it, it summons a demon till the end of the fight. Only one demon can be summoned per fight. If the demon was already summoned, every subsequent kill heals it for 1d8+5 HP and gives it a stacking +1 bonus on attack rolls. Depending on the HD of the killed enemy, the summoned demon could be a Babau, a Marilith or a Balor. This weapon cannot be wielded by lawful good characters. | Citadel Drezen |
Soulshear | Glaive | This +3 adamantine glaive grants you +2 additional daily uses of Lay on Hands, Fervor and Channel Energy class abilities, if you possess them (applied after a rest). | Citadel Drezen |
Soulshear | Glaive | While you are wielding this +3 adamantine glaive, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. | Citadel Drezen |
Zealous Might | Glaive | Whenever the wielder of this +4 holy glaive has their maximum amount of hit points, their first successful attack every round deals additional 2d6 damage to all enemies adjacent to the target. | |
Blinding Wrath | Greataxe | Whenever this +5 anarchic greataxe confirms a critical hit, it also deals its normal weapon damage to all creatures in melee range, including the wielder and their allies. | |
Blocker | Greataxe | Whenever this +1 cold iron greataxe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 10) or become prone for 1 round. | |
Capital Punishment | Greataxe | This weapon is a +5 axiomatic keen greataxe. | |
Destroyer | Greataxe | This +5 anarchic unholy vicious greataxe has a ×4 critical multiplier. | |
Dragon’s Essence | Greataxe | This +5 dragon bane greataxe grants its wielder the ability to cast dragonkind III spell once per day as a 16th level wizard. | |
Executioner of Evil | Greataxe | While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. | relic (unholy symbol of rovagug) |
Extinguisher | Greataxe | This +2 greataxe works as a +6 weapon against Will-o’-Wisps. | |
Fang of Malice | Greataxe | A simple but robust Kellid greatsword. A drop of blood glistens on the scratched black blade. There is an engraving on the iron handle: “I am the Weapon. I wound all.” 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. | Wintersun |
Frost Touch | Greataxe | This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day as a 3rd level wizard. | |
Gore Feaster | Greataxe | Whenever the wielder of this +5 furious bleed greataxe lands a killing blow, he gains fast healing 10 for 3 rounds. | |
Grave Singer | Greataxe | Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified or entangled, they suffer the weapon’s damage and immediately remove such effect. This weapon also has an 18–20 critical threat range. | relic (unholy symbol of rovagug) |
Greataxe of Rovagug | Greataxe | This is an intermediate step of relic creation. | |
Heat of Battle | Greataxe | This weapon is a +3 flaming greataxe. | |
Lava Forged Axe | Greataxe | This +5 bleed greataxe deals additional 2d8 damage. It grants its wielder ability to cast summon huge fire elemental spell once per day for 11 rounds. | |
Lethal Squall | Greataxe | Each time this +2 thundering greataxe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 20), or the next attack against this enemy deals an additional 5 slashing damage. | Drezen |
Mayhem | Greataxe | This +1 anarchic greateaxe is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. This anarchic greateaxe cannot be equipped by anyone of lawful alignment. | |
Retribution | Greataxe | This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day as a 14th level cleric. | |
Scorpion’s Kiss | Greataxe | While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy’s attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage. | relic (unholy symbol of rovagug) |
Second Execution | Greataxe | This weapon is a +1 undead bane greataxe. | |
Tempest | Greataxe | This +3 speed shock greataxe grants its wielder the ability to cast remove paralysis spell twice per day as a 3rd level cleric. | Pitaxian Wine Cellar |
Trollreaper | Greataxe | This +1 greataxe deals additional 1d6 acid damage. | |
Vanquisher | Greataxe | This +5 greataxe has a critical range of 19–20, and deals additional 10 damage on every hit. | |
Bloodthirst | Greatclub | This +5 greatclub deals additional 2d6 negative energy damage on a hit, and has a chance to cast vampiric touch on a critical hit. It can only be used by evil characters. | |
Butcher of Undead | Greatclub | This +1 greatclub grants its wielder a +1 bonus on attack rolls against undead creatures. | Defender’s Heart (Joran Vhane) |
Double Jeopardy | Greatclub | Whenever the wielder of this +2 greatclub lands a hit against a new target with it for the first time, the next successful attack against the same target deals additional 2d6 damage. | Crusader’s Camp (Wilcer Garms) |
Durance | Greatclub | This +3 greatclub grants the wielder immunity to shaken and sickened conditions. | |
Greatclub of Sacred Cinders | Greatclub | Whenever the wielder of this +5 incinerating disruption greatclub lands a hit on an undead enemy, the enemy suffers from holy flame for 3 rounds. Holy flame deals 1d6 holy damage per round, applies a -2 penalty on all saves and also applies -20 penalty on saves against disruption effect. In addition, this greatclub grants its wielder a +12 competence bonus on Lore (Religion) skill checks. | |
Nature’s Choler | Greatclub | Whenever this +3 corrosive greatclub confirms a critical hit or kills an enemy, enemies in 15-feet area must pass a Fortitude saving throw (DC 25) or will suffer 2d6 piercing damage as little bugs are awakened and leave this rotten greatclub. | Ashen Grotto |
Ruthless Assault | Greatclub | Whenever the wielder of this +5 anarchic greatclub successfully charges an enemy, all other adjacent creatures suffer 2d6 bludgeoning damage and the main target must pass a Reflex saving throw (DC 28) or become stunned for 1 round. | |
Spinebreaker | Greatclub | This +3 unholy greatclub grants its wielder immunity to boneshaker and boneshatter spells. It has an improved critical range 19–20 (does not stack with other effects that enhance the critical range). Whenever it confirms a critical hit, it has a chance to cast boneshatter spell at the target. | |
The Crusher | Greatclub | This +2 large greatclub appears surprisingly light in your hand. Its size penalty for Medium creatures is reduced to -2. | |
Blood Red Cleaver | Greatsword | This +5 vicious oversized greatsword deals additional 6d6 slashing damage to enemies below 30% of their maximum Hit Points. | |
Endless War | Greatsword | This weapon is a +5 vicious greatsword. | |
Exterminator | Greatsword | This +3 living bane greatsword grants it wielder a +5 bonus on saving throws against Necromancy school spells but reduces their maximum HP by 20 while equipped. | |
Fang of Malice | Greatsword | Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she doesn’t suffer from its usual -2 penalty to AC. | Wintersun |
Fatal Beacon | Greatsword | Whenever the wielder of this +3 holy greatsword confirms a critical hit, the enemy loses the ability to make attacks of opportunity for 1 round and suffers a -5 penalty to Athletics skill checks and a -2 penalty to Reflex saving throws. Multiple applications of this effect do not stack. | Drezen (Gesmerha) |
Fly Swatter | Greatsword | This +1 greatsword grants its wielder a +4 bonus on all saving throws against poison, and deals an additional 1d8 damage against vermin. | |
Lustrous Blade | Greatsword | 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. | |
Numerian Greatsword | Greatsword | This +3 greatsword is merged with Numerian technology. Once per day the wielder can activate one of five enhancements for a number of rounds equal to half the wielder’s level. Fiber Muscles: The primary subject of fiber muscles gains a +4 enhancement bonus to Dexterity and Strength scores, and a +4 enhancement bonus to Mobility skill checks. Augmented Heart: The primary subject of augmented heart gains a +6 enhancement bonus to Constitution score and fortification 25. Force Shield: This shield is supported by some generator in this dungeon. It grants the wearer a +4 shield bonus to AC. Magic missiles and similar abilities can bypass it. Stainless Skin: The primary subject of stainless skin gains a +4 natural armor bonus to AC and +4 bonus to AC against touch attacks. Upgraded Neural System: The primary subject of the upgraded neural system gains a +4 enhancement bonus to Intelligence score. DC of saving throws against spells and abilities they use is increased by 2. | Blackwater |
Remnant | Greatsword | This +5 flaming greatsword deals additional 2d6 divine damage on hit. If its wielder is good, and its target is evil, it deals additional 3d6 divine damage instead. | |
Stonekeeper | Greatsword | This +2 corrosive greatsword grants its wielder the ability to cast spike stones spell twice per day as a 7th level druid. | |
Swift Blow | Greatsword | This +4 shock greatsword grants its wielder the ability to cast umbral strike spell once per day as a 13th level wizard. | |
Beacon | Handaxe | Each time this +2 frost hand axe lands a hit, the enemy has to pass a Reflex saving throw (DC 13) or get blinded for 1d3 rounds. | |
Crushing Cold | Handaxe | Whenever this +3 adamantine frost handaxe confirms a critical hit, it casts cone of cold spell as 11th level Wizard | Drezen |
Executioner of Evil | Handaxe | While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. | relic (unholy symbol of rovagug) |
Grave Singer | Handaxe | Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified or entangled, they suffer the weapon’s damage and immediately remove such effect. This weapon also has an 18–20 critical threat range. | relic (unholy symbol of rovagug) |
Handaxe of Rovagug | Handaxe | This is an intermediate step of relic creation. | |
Peacemaker | Handaxe | This +5 evil outsider bane handaxe has its critical threat range increased to 18-20. In addition, whenever the wielder of this handaxe lands a critical hit, the enemy is denied its Dexterity bonus to AC for 3 rounds. | |
Roaring Handaxe | Handaxe | This +1 handaxe deals an additional +1 sonic damage on a hit. | Defender’s Heart (Joran Vhane) |
Scorpion’s Kiss | Handaxe | While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy’s attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage. | relic (unholy symbol of rovagug) |
Slaver’s Fury | Handaxe | Whenever the wielder of this +5 cruel bleed handaxe lands a hit against an enemy under any movement-impairing effect, the enemy suffers a -2 penalty on all saves for 1 round. | |
Stonecutter | Handaxe | This +5 adamantine constuct bane handaxe grants its wielder DR 5/bludgeoning. | |
Ankle Breaker | Heavy Crossbow | This +1 crossbow has a chance to slow the enemy on hit. | |
Crossbow of Judgement | Heavy Crossbow | This +2 heavy crossbow has a critical range reduced to 20. Whenever it threatens a critical hit against an evil or chaotic creature, it is automatically confirmed. | |
Detainer | Heavy Crossbow | Whenever this +2 heavy crossbow lands a hit, the target must pass a Fortitude saving throw (DC16) or be knocked back 15 feet and become slowed down for 1 round. | Defender’s Heart (Joran Vhane) |
Elemental Squall | Heavy Crossbow | This weapon is a +3 flaming frost shock corrosive heavy crossbow. | |
Eye of the Tornado | Heavy Crossbow | This +3 shock heavy crossbow grants its wielder a +2 luck bonus to Initiative, and the ability to cast summon medium air elemental spell once per day for 7 rounds. | |
Heartbreaker | Heavy Crossbow | This +5 ultrasound heartseeker heavy crossbow grants its wearer a +2 bonus to DC on Evocation school spells. | |
Heavy Crossbow of Degradation | Heavy Crossbow | Whenever this +2 thundering burst heavy crossbow confirms a critical hit, all enemies in a 15 feet area must pass a Reflex saving throw (DC 20) or suffer 1 damage to Intelligence score per round for 1d6 rounds. | Areelu’s Laboratory |
Mythslayer | Heavy Crossbow | This +5 heavy crossbow deals 2d10 damage on hit. If its target has one of the following qualities: Huge or Gargantuan size; dragon subtype; giant subtype; 20 or more HD, it inflicts a single -2 penalty to wielder’s attack rolls, but adds 1d10 to damage for each of the qualities the target has. | |
Ricocheting Heavy Crossbow | Heavy Crossbow | Whenever this +3 keen heavy crossbow confirms a critical hit, it also deals its regular damage to up to 3 additional enemies adjacent to the target. | Wintersun |
Rolling Thunder | Heavy Crossbow | Whenever the wielder of this +5 thundering heavy crossbow makes a ranged attack with it, the crossbow creates a sonic wave in a 5 feet radius around the target. All enemies caught in the wave suffer 4d6 sonic damage. Succesful Fortitude saving throw (DC 28) halves the damage. | |
Rude Stopper | Heavy Crossbow | Whenever the wielder of this +5 heavy crossbow lands a hit, the enemy must pass a Will saving throw (DC 30) or become unable to cast spells or attack for 1 round. Affected enemy is immune to this effect for 3 rounds. | |
Eternal Winter | Heavy Flail | Whenever the wielder of this +5 greater frost heavy flail confirms a second critical hit against the same enemy, the enemy must pass a Fortitude saving throw (DC 35) or become instantly shattered. | |
Heavy Flail of the Faultless Daybreak | Heavy Flail | This is an intermediate step of relic creation. | |
Heavy Flail of Weakness | Heavy Flail | Whenever the wielder of this +1 cold iron heavy flail confirms a critical hit with it, the target suffers a -1 penalty on attack rolls for 1 round. | Defender’s Heart After Attack |
Hope Crusher | Heavy Flail | Whenever the wielder of this +3 speed heavy flail damages an opponent with this weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +8). This extra enhancement bonus goes away upon switching the target, if the opponent dies or when the battle ends. | |
Merry-Go-Round | Heavy Flail | Whenever this +1 heavy flail misses an attack, the next attack its wielder makes, no matter if it hits or misses, deals additional 1d6 bludgeoning damage. | Defender’s Heart (Joran Vhane) |
Overthrow | Heavy Flail | If the wielder of this +5 speed flail has the Trip feat, each round the first successful hit it lands also attempts to trip the target. | |
Pure Savagery | Heavy Flail | This +3 cruel heavy flail deals 1d12 damage instead of 1d10 and has piercing/bludgeoning damage instead of bludgeoning. It also grants its wielder a +4 competence bonus on Persuasion skill checks made to intimidate. | Drezen (Gesmerha) |
Sanguineous Sundown | Heavy Flail | This is a +3 radiant heavy flail. Each time the wielder confirms a critical hit, an enemy is affected with a Burst With Light effect. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Each round it tries to pass Will saving throw (DC 20) against the effect, if the save was successful, the damage is halved. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. | relic (faultless daybreak) |
The End | Heavy Flail | This +5 anarchic vicious heavy flail deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. | |
Triumphant Noontide | Heavy Flail | This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of holy damage instead, and if the multiplier is ×4, add an extra 3d10 points of holy damage. | relic (faultless daybreak) |
Tyranny of Mind | Heavy Flail | This +2 heavy flail can be safely wielded only by non-good characters. Each time the wielder of this weapon lands a hit with it, the enemy has to pass a Will saving throw (DC 13) or become affected with the equivalent of the dominate person spell effect for 1 round. If a good character wields this weapon, they become permanently confused, even after they unequip it. This effect can be removed by remove curse spell (DC 15). | |
Vanguard | Heavy Flail | This +1 corrosive heavy flail grants the wielder immunity to difficult terrain. | |
Alkaline Mace | Heavy Mace | This +2 corrosive heavy mace allows its wielder to throw an acid bomb three times per day. Acid bombs launched from this mace deal 3d6+5 acid damage on a direct hit. | |
Authority | Heavy Mace | This unholy heavy mace +5 grants its wielder fire immunity and a +5 bonus on Persuasion skill checks. On a successful hit, the targest must succeed on a DC 21 Fortitude check or be set on fire for 1d4 rounds (2d6 fire damage) and become nauseated for 1 round. | |
Defiler | Heavy Mace | This +4 unholy heavy mace increases the amount of damage Channel Negative Energy does to living creatures or heals undead creatures by 2d6. | |
Eradicator | Heavy Mace | This +4 unholy mace grants its wielder the ability to cast slay living spell once per day as a 11th level cleric. | |
Executioner | Heavy Mace | This weapon is a +2 human bane morningstar. | |
Grasp of Devotion | Heavy Mace | Whenever the wielder of this +5 holy heavy mace lands a killing blow, their next spell becomes extended as though using the Extend Spell feat. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. | |
Heavy Mace of Fire | Heavy Mace | This +1 heavy mace deals an additional 1d3 fire damage on a hit. | Tower of Estrod (Faxon) |
Malevolent Corrosion | Heavy Mace | Each time this +4 corrosive heavy mace lands a hit, it gives the target vulnerability to acid. Multiple applications of this effect do not stack. | |
Malevolent Frostbite | Heavy Mace | When this +4 frost heavy mace lands a hit, it gives the target vulnerability to cold. Multiple applications of this effect do not stack. | |
Malevolent Scream | Heavy Mace | When this +5 thundering heavy mace lands a hit, it gives the target vulnerability to sound. Multiple applications of this effect do not stack. | |
Malevolent Singe | Heavy Mace | Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to fire. Multiple applications of this effect do not stack. | |
Malevolent Storm | Heavy Mace | When this +4 shock heavy mace lands a hit, it gives the target vulnerability to electricity. Multiple applications of this effect do not stack. | |
Mallet of Woe | Heavy Mace | This +3 heavy mace deals 2d6 damage and grants its wielder the continuous effect of freedom of movement spell. | |
Righteous Punishment | Heavy Mace | This +4 heavy mace gains a +4 bonus to attack rolls against the targets affected by Smite Evil or Mark of Justice effects. | |
Sapping Assault | Heavy Mace | Whenever this +3 necrotic heavy mace confirms a critical hit while it is under the effect of the Lich’s vampiric blade spell, the enemy suffers an ability drain to Strength and the wielder gets +1 bonus to Strength until the end of the encounter. This effect can stack up to 4 points. | Drezen |
Skullcrusher | Heavy Mace | Whenever this +2 heavy mace confirms a critical hit, the target needs to succeed at a Fortitude saving throw (DC 17) or become stunned for 1d4 rounds. If the saving throw is successful, the target is staggered for 1 round instead. | |
Sovereign | Heavy Mace | Whenever the wielder of this +5 heavy mace successfully hits a new target for the first time, it grants them a stacking +1 bonus to AC, attack rolls, and all saving throws until the end of the battle. | |
Sun Stroke | Heavy Mace | Whenever this +3 radiant cold iron heavy mace lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become sickened for 1d4 rounds. | Hellknights Outpost |
Terror Bringer | Heavy Mace | This +2 heavy mace grants its wielder the ability to cast boneshaker spell twice per day as a 3rd level wizard. | |
Voice of Hollow | Heavy Mace | Whenever the wielder of this +2 mithral heavy mace confirms a critical hit with it, a loud sound is produced. 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. Voices of Hollow: Every turn the target is randomly affected with one of the following: 50% chance they behave normally, but suffer 2d6 sonic damage, 50% chance they attack the nearest creature. | |
Ashwood Pole Heavy Pick | Heavy Pick | This is an intermediate step of relic creation. | |
Bulky Pick | Heavy Pick | Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy becomes fatigued for 1d3 rounds. | Gray Garrison |
Dead Bough | Heavy Pick | Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch. | |
Death’s Consonant | Heavy Pick | This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength. | |
Demolisher | Heavy Pick | This weapon is a +1 adamantine construct bane heavy pick. | |
Dreadful Onslaught | Heavy Pick | Whenever the wielder of this +5 unholy heavy pick charges at an enemy, the enemy suffers 2d6 bludgeoning damage and must pass a Reflex saving throw (DC 27) or suffer a -2 penalty on all saving throws for 1d3 rounds. | |
Finger of the Heiress | Heavy Pick | This +3 weapon was made for a commander who didn’t like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round. | |
Kneesplitter | Heavy Pick | This weapon is a +2 giant bane heavy pick. | |
Mad Sculptor | Heavy Pick | Whenever the wielder of this +3 bane construct heavy pick is engaged in melee by 2 or more enemies, his attacks with this weapon deal additional 1d6 precision damage. | Drezen (Gesmerha) |
Rabid Underdog | Heavy Pick | This +2 heavy pick allows its wielder to automatically confirm critical hits against Large and bigger creatures. | Citadel Drezen |
Spiteful Mockery | Heavy Pick | This +5 cruel flaming burst heavy pick allows its wielder to cast Prediction of Failure once per day as a 20th level wizard. | |
Crushing Burden | Hooked Hammer | Whenever the wielder of this +5 vicious gnome hooked hammer lands 3 consecutive hits on the same enemy, the enemy must pass a Fortitude saving throw (DC 28) or become fatigued. Whenever the wielder lands 3 consecutive hits on a fatigued enemy, that enemy must pass a Fortitude saving throw (DC 31) or become exhausted. | |
Datura | Hooked Hammer | Each time this +3 gnome hooked hammer lands a hit, the enemy has to pass a Will saving throw (DC 16) or fall asleep. | |
Gnome Hooked Hammer of Discipline | Hooked Hammer | This +1 gnome hooked hammer deals an additional +1 damage to chaotic creatures. | Defender’s Heart (Woljif) |
Honorable Judgement | Hooked Hammer | If the wielder of this +2 axiomatic gnome hooked hammer has any Lawful alignment, the first hit during a round they land on a creature with any Chaotic alignment deals additional 1d6 holy damage. | Lost Chapel |
Rebound | Hooked Hammer | Whenever this +3 cold iron gnome hooked hammer head lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 23) or become stunned for one round. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage. | |
Rebound | Hooked Hammer | Whenever this +3 cold iron gnome hooked hammer head lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 23) or become stunned for one round. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage. | |
Wrecking Devil | Hooked Hammer | Whenever the wielder of this +5 axiomatic nullifyng gnome hooked hammer confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or suffer a -3 penalty to AC for 3 rounds. | |
Quick Death | Javelin | This +2 javelin deals an additional 5 damage on a first hit against a new target. | Drezen Prison |
Sky Scorcher | Javelin | This +5 flaming burst javelin grants its wielder a +5 competence bonus on Mobility checks. It also stuns flying enemies for 1 round on a critical hit. | |
Defense by Offense | Kama | This +2 mithral kama grants the wielder +1 dodge bonus to AC. | Citadel Drezen |
Edge of Expulsion | Kama | This +5 evil outsider bane kama grants its wearer a +12 competence bonus on Lore (Religion) skill checks. It also allows its wielder to cast banishment spell twice per day as a 20th level cleric. | |
Heart of Iceberg | Kama | Whenever this +3 icy burst kama confirms a critical hit, all enemies in 15 feet range have to pass a Reflex saving throw (DC 25) or suffer 2d6 cold damage and be slowed for 1d4 rounds. | |
Maimer | Kama | Whenever the wielder of this +5 kama lands a first sneak attack in a round against an enemy, the enemy must pass a Will saving throw (DC 27) or suffer a –3 penalty on all attack rolls, saving throws and skill checks for 1d3 rounds. | |
Monastic Kama | Kama | This +2 kama grants its wielder a +2 dodge bonus to AC. | |
Monastic Kama | Kama | This +3 kama has a chance to blind the opponent on a successful hit and grants its wielder the ability to cast molten orb spell twice per day as a 5th level wizard. | |
Persecutor | Kama | This +2 shock kama grants its wielder the ability to cast thundering drums spell once per day as a 7th level bard. | |
Talon of the Wise | Kama | This weapon is a +2 agile kama. | |
Abrupt End | Kukri | The wielder of this +4 shocking burst kukri gets a +2 insight bonus to attack rolls against enemies armed with shields and a +2 bonus to damage rolls against enemies armed with two-handed weapons. | |
Astringent Pacifier | Kukri | Whenever the wielder of this +5 caustic sacrificial kukri lands a killing blow, all enemies in a 15 feet radius must pass a Will saving throw (DC 32) or become panicked for 3 rounds. It also grants a +15 competence bonus on Intimidation skill checks. | |
Blizzard Touch | Kukri | Whenever this +3 shock frost kukri confirms a critical hit on an enemy, the target must pass a Fortitude saving throw (DC 25) or become prone for 1d4 rounds. | |
Cold Blood | Kukri | This weapon is a +4 freezing Kukri. | |
Fiery Blood | Kukri | This weapon is a +4 incinerating Kukri. | |
Gift of Death | Kukri | This weapon is a +2 unholy kukri. | |
Grace of Peace | Kukri | This +1 cold iron kukri deals an additional +2 damage against undead creatures. | Tower of Estrod |
Mother’s Care | Kukri | This weapon is a +2 frost keen kukri. | |
Mother’s Warmth | Kukri | This weapon is a +2 flaming keen kukri. | |
Swift Injustice | Kukri | This +4 kukri deals additional 2 damage to helpless targets. | |
Weasel’s Bite | Kukri | This +5 kukri has a ×3 critical multiplier. Whenever a creature is hit by it for the first time during a combat, it deals an additional 6d6 damage. | |
Weasel’s Claw | Kukri | This +5 kukri has a ×3 critical multiplier. Whenever a creature is hit by it for the first time during a combat, it deals an additional 6d6 damage. | |
Devouring Lust | Light Crossbow | 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. | relic (Attrative Impulse) |
Escapist’s Crossbow | Light Crossbow | This +3 speed shock light crossbow grants its wielder the ability to cast dimension door spell once per day as a 8th level wizard. | |
Explosive Fervor | Light Crossbow | Whenever the wielder of this +5 holy flaming burst light crossbow hits an enemy, all enemies in a 5 feet radius suffer 3d6 holy damage. Successful Reflex saving throw (DC 30) halves the damage. In addition, swarms cannot make a Reflex save against this effect and always suffer full damage. | |
Firestarter | Light Crossbow | This +3 flaming light crossbow grants its wielder a +2 insight bonus to attack and damage rolls against non-living creatures. It also grants a +4 bonus on initiative rolls. | Drezen (Tsai) |
Greater Sting | Light Crossbow | This +2 corrosive light crossbow deals an extra 1d6 points of acid damage on a successful hit and has critical hit multiplier ×3. | |
Lawbringer | Light Crossbow | This +5 axiomatic light crossbow ends the barbarian’s Rage on hit. | |
Life Deliverer | Light Crossbow | This +4 undead bane light crossbow allows its wielder to cast healing spells as though they had the Reach Spell feat. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. | |
Light Crossbow of Force | Light Crossbow | Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10 feet radius. | Defender’s Heart (Joran Vhane) |
Light Crossbow of Oracle’s Misery | Light Crossbow | Whenever this +2 light crossbow confirms a critical hit, if wielded by an oracle, the target must pass a Will saving throw (DC 22) or suffer from the same effect as the oracle’s curse gave on level 1, without any of its benefits. This effect can be removed with the remove curse spell. | Topaz Solutions (Mimic), Topaz Solutions |
Light Crossbow of the Attractive Impulse | Light Crossbow | This is an intermediate step of relic creation. | |
Passion’s Sweet Poison | Light Crossbow | Whenever the wielder of this +3 light crossbow lands the first hit in a round against an enemy, that enemy’s consciousness and love to all life awaken. The enemy starts doubting that violence is an answer and thus will suffer -1d4 penalty on attack rolls for one round. | relic (Attrative Impulse) |
Planar Hunter | Light Crossbow | +3 outsider bane brilliant energy light crossbow | |
Shadowkiss | Light Crossbow | This weapon is a +5 unholy bane all light crossbow. | |
Eviscerating Doom | Light Hammer | Whenever this +3 frost light hammer confirms a critical hit, it deals 1d6 Strength ability score damage to the target. | Drezen (Wilcer Garms) |
Glaring Thunder | Light Hammer | Whenever the wielder of this +4 shocking burst light hammer confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or lose all its DR, if it had any, for 2 rounds. On a successful saving throw the enemy becomes staggered for 1 round. | |
Hammer Of Masterpiece | Light Hammer | 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. If the target has all three slots equipped it suffers additional 3d10 force damage, if the target has two out of three slots equipped it suffers additional 2d10 force damage, if the target has only one slot equipped it suffers additional 1d20 force damage. The wielder of this light hammer can three times per day use the weapon’s ability to support themself or allies. If the target has all three slots equipped, they gain a +3 circumstance bonus to attack and damage rolls for 1 hour. If the target has two out of three slots equipped, they gain a +2 circumstance bonus to attack and damage rolls for 1 hour, as well as a +1 additional attack per round for 1 hour. If the target has only one out of three slots equipped, they gain a +1 circumstance bonus to attack and damage rolls as well as +2 additional attacks per round for 1 hour. However, equipping or removing amulets or rings also removes the bonus. | |
Light Hammer of Righteousness | Light Hammer | This +1 light hammer deals an additional +1 holy damage on a hit. | Defender’s Heart (Joran Vhane) |
Menace Storm | Light Hammer | This +2 thundering light hammer grants the wielder sonic resistance 10. | |
Momentum | Light Hammer | 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. | |
Torpor | Light Hammer | This +1 light hammer has a 19–20/×3 critical range. On a successful critical hit it has a chance to stun the enemy. | |
Eluding Swing | Light Mace | Whenever this +3 ghost touch light mace confirms a critical hit, the wielder is affected with the effect of a greater invisibility spell for 1d4 rounds. | |
Finger Freezer | Light Mace | This +5 freezing light mace is emanating an aura that makes enemies in a 10 feet radius suffer a -2 penalty to attack and damage rolls with ranged weapons. | |
Headcracker | Light Mace | Whenever the wielder of this +2 mithral light mace lands the first hit against a new target with it, the enemy has to pass a Fortitude saving throw (DC 15) or become stunned for 1d3 rounds. | |
Highwayman’s Argument | Light Mace | This +4 light mace grants its wielder a +5 morale bonus to Persuasion skill checks when used to intimidate. It deals additional 2d6 damage against frightened targets and 1d6 damage against shaken targets (these effects do not stack with each other). | |
Light Mace of Severe Strike | Light Mace | Whenever this +1 light mace confirms a critical hit, it deals additional 1d8 damage. | Defender’s Heart (Joran Vhane) |
Luminous Encouragement | Light Mace | Whenever this +2 light mace confirms a critical hit on an enemy, the enemy suffers an additional 3d4 positive energy damage; if the enemy is killed the wielder gets +2 bonus to attack rolls for the next 2 rounds. | Drezen (Blacksmith) |
Malice | Light Mace | This +5 vicious mithral light mace has 19–20/×2 critical range and deals bludgeoning, slashing and piercing damage. | |
Violent Mischief | Light Mace | Whenever this +4 light mace deals sneak attack damage, it’s increased by 1d6. | |
Lissom | Light Pick | This +4 agile light pick grants the wielder a +5 competence bonus on all Athletics skill checks. | |
Unavoidable Drill | Light Pick | Whenever the wielder of this +3 keen light pick attacks any enemy with DR, the DR is decreased by 1 until the end of the combat. | |
Vibrant Dissolver | Light Pick | Whenever the wielder of this +4 ultrasound light pick lands a hit on a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or suffer damage equal to its AC. | |
Deadeye | Longbow | Whenever the wielder of this +4 axiomatic composite longbow lands the first hit in a round against an enemy more than 30 feet away, the enemy suffers a -2 penalty to AC for 2 rounds. | |
Delamere’s Bow | Longbow | Whenever this +2 holy composite longbow lands a hit, the enemy must pass a Fortitude saving throw (DC 22) or become entangled for 1 round. | Temple of Good Hunt |
Delamere’s Cursed Bow | Longbow | This +3 composite longbow is cursed. | |
Devourer of Metal | Longbow | This +1 longbow deals 2d6 damage, and additional 2d6 acid damage, yet its clumsiness and weight impose a -2 penalty on the wielder’s attack rolls. | |
Elemental Punisher | Longbow | This +5 speed longbow deals additional 1d6 electricity damage, 1d6 fire damage, 1d6 acid damage, and 1d6 sonic damage. It has 19–20 critical range. Whenever it lands a hit, it has a chance to blind the target for 1d3 rounds (DC 24). | |
Entrapping Longbow | Longbow | Whenever this +1 composite longbow confirms a critical hit, all enemies in a 10 feet area must pass a Reflex saving throw (DC 13) or become entangled for 1 round. | Tower of Estrod |
Gamekeeper of the First World | Longbow | This +5 composite Longbow has 19–20 critical range. Whenever it lands a hit, the target becomes illuminated for 3 rounds, preventing it from using Invisibility, inflicting a -50 penalty on Stealth checks and a -4 to AC. | |
Hunter’s Blessing | Longbow | This +5 holy composite longbow grants its wielder a +4 sacred bonus to Dexterity. | |
Killing Pace | Longbow | This +5 speed composite longbow allows its wielder to add half his ranks in Mobility as a competence bonus to damage on a successful hit. | |
Legacy of Accursed Tree | Longbow | This weapon is a +1 composite longbow. | |
Longbow of Cold Moon | Longbow | This +3 composite longbow deals 3d6 cold damage instead of its usual damage. On a critical hit the target must make a DC 18 Fortitude saving throw or become paralyzed for 1 round. If the save is successful, the target is staggered for 1 round instead. This effect doesn’t work against creatures who are immune to cold damage. | |
Longbow of Erastil | Longbow | This longbow deals additional 1d4 damage to animals and undead creatures. | |
Longbow of Leeching Strike | Longbow | Whenever the wielder of this +5 bleed longbow confirms a critical hit, the enemy suffers 1d6 direct damage for every 5 feet that enemy travels for 2 rounds, involuntary movement included. | |
Lucky Longbow | Longbow | This weapon is a +1 composite longbow. | |
Mirror Bow | Longbow | Whenever the wielder of this +5 composite longbow uses it to attack an enemy, Mirror Bow also shoots a reflection arrow at the same target. Reflection arrow is a ranged attack that deals 1d4 + half the wielder’s Strength bonus piercing damage. | |
Nobleman’s Amusement | Longbow | This +1 longbow grants its wielder the effect of Point-Blank Shot and Precise Shot feats. | |
Savage Bow | Longbow | This +1 composite longbow grants its wielder the ability to cast aspect of the falcon spell three times per day as a 1st level druid, for 1 minute each time. When the wielder assumes the aspect of the falcon, they gain a +3 competence bonus on Perception skill checks, a +1 competence bonus on attack rolls with ranged weapons, and the critical multiplier for their bows and crossbows becomes 19–20/×3. This effect does not stack with any other effect that improves the critical range of a weapon. | |
Shady Longbow | Longbow | This +3 composite longbow grants its wielder a +5 luck bonus to Stealth skill checks, and the ability to cast invisibility spell twice per day as a 5th level wizard. | |
Starbow | Longbow | This is a +3 radiant composite longbow. Three times per day as a standard action, the wielder can use the Starbow to fire a 30 feet long cone of arrow-shaped bolts of radiance. All creatures in the area of effect take 5d8 points of damage unless they are undead or creatures harmed by sunlight, in which case the damage increases to 10d8. This damage bypasses damage reduction and energy resistance. A successful DC 22 Reflex save halves the damage. A creature that takes damage from this attack is shrouded with a soft radiance (as faerie fire) for 1 minute. | |
Watchman | Longbow | This +5 holy composite longbow grants its wielder blindsense. | |
Whirlwind | Longbow | This +2 composite longbow grants its wielder a +2 enhancement bonus to Dexterity, and the ability to summon a medium air elemental once per day as a 7th level wizard. | |
Wicked Longbow | Longbow | Whenever this +2 composite longbow confirms a critical hit on an enemy, the target must pass Will saving throw (DC 20) or suffer a curse. This cursed creature suffers -1 penalty to Will, -2 to Fortitude and -3 to Reflex saving throws. It can be removed with the remove curse spell. | Market Square |
Devastating Blow from Above | Longspear | Whenever the wielder of this +1 longspear lands a hit while mounted, it deals additional 1d4 piercing damage. | Defender’s Heart (Joran Vhane) |
Dragonslayer | Longspear | This weapon is a +5 dragonbane longspear. | |
Fabled Hero’s Lance | Longspear | This +5 oversized dragon bane longspear grants its wielder a +2 circumstance bonus on attack and damage rolls while mounted. It also deals additional 8d6 piercing damage on a successful charge. | |
Feral Raider | Longspear | Whenever the wielder of this +5 cruel longspear lands a killing blow while mounted, their mount receives a +3 competence bonus on attack and damage rolls for 3 rounds. | |
Kiss of Vampire | Longspear | Whenever the wielder of this +3 radiant longspear confirms a critical hit, the next two successful attacks give the wielder temporary hit points equal to the damage they deal. | |
Racking Point | Longspear | Whenever this +2 radiant longspear confirms a critical hit, it pierces the enemy. For 1d4 rounds, all subsequent hits against that target deal 1d3 positive energy damage. | Crusader’s Camp (Wilcer Garms) |
Singing Edge | Longspear | Whenever the wielder of this +3 longspear becomes affected by a bardic performance, its enhancement bonus increases to +5, and it grants its wielder a +2 dodge bonus to AC. | |
Balanced Defender | Longsword | Whenever the wielder of this +3 longsword wields any shield in another hand, it grants the wielder an additional +3 bonus on attack rolls with this longsword. | Ivory Sanctum |
Black Dragon’s Fang | Longsword | Whenever this +3 corrosive longsword lands a hit on an enemy, it deals additional 2d6 corrosive damage to all enemies in 30 feet area. After this ability has been activated, it can’t be activated again for 1d4 rounds. | Crusader’s Camp (Wilcer Garms) |
Blood Boiler | Longsword | 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. | Traveling Skeletal Salesman (exotic) (Skeletal Salesman) |
Daybreak | Longsword | Whenever the wielder of this +5 holy evil outsider bane longsword lands a killing blow, all allies in a 30 feet area around the wielder gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks for 3 rounds. This effect can stack up to three times. | |
Finnean | Longsword | This is a +5 brilliant energy heartskeeker weapon. | Ancientries and Wonders Shop |
Holy Devotee’s Wrath | Longsword | This +3 holy longsword counts neutral enemies as evil. It also allows its wielder to count neutral enemies as evil upon using Smite Evil ability. | |
Light of Valor | Longsword | This +5 holy axiomatic longsword grants its wielder the ability to cast searing light spell as a 10th level cleric at will. | |
Longsword of Detriment | Longsword | This +1 longsword deals an additional +1 negative energy damage on a hit. | Nenio encounter (PER check) |
Longsword of Right | Longsword | This +1 cold iron longsword deals an additional 1d3 damage to chaotic creatures. | Market Square (Kill Hulrun) |
Perfection | Longsword | This +5 longsword grants its wielder a +2 inherent bonus to AC, all saving throws, attack rolls and skill checks. | |
Radiance | Longsword | This is cold iron masterwork longsword. | Citadel Drezen |
Radiance | Longsword | This weapon is a +1 cold iron longsword. | Citadel Drezen |
Radiance | Longsword | This weapon is a +2 cold iron longsword. | Citadel Drezen |
Radiance | Longsword | This weapon is a +4 cold iron longsword. In the hand of an evil-aligned mythic creature it becomes a Bane Living Avenger. This sacred weapon provides spell resistance of 5 + the wielder’s class level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. Bane Living: A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. | Citadel Drezen |
Radiance | Longsword | This weapon is a +4 cold iron longsword. In the hand of a paladin or a good-aligned mythic creature it becomes a Holy Avenger. This sacred weapon provides spell resistance of 5 + the wielder’s class level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. | Citadel Drezen |
Radiance | Longsword | This weapon is a +6 cold iron longsword. In the hand of an evil-aligned mythic creature it becomes a Bane Living Avenger. This sacred weapon provides spell resistance of 5 + the wielder’s class level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. Bane Living: A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. | Citadel Drezen |
Radiance | Longsword | This weapon is a +6 cold iron longsword. In the hand of a paladin or a good-aligned mythic creature it becomes a Holy Avenger. This sacred weapon provides spell resistance of 5 + the wielder’s class level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. | Citadel Drezen |
Rageclaw | Longsword | This weapon is a +2 adamantine furious longsword. | |
Redeemer | Longsword | This +5 holy flaming longsword has an improved critical multiplier. It grants its wielder the ability to cast transformation spell once per day as a 11th level wizard. | |
Smoking Killer | Longsword | Whenever the wielder of this +5 incinerating longsword confirms a critical hit, all allies in a 15 feet area get total concealment from melee attacks for 1 round. | |
Solemn Hour | Longsword | This sword of light steel has no adornments except for a small symbol of Iomedae on its hilt, surrounded by the words “Spare us from evil in this solemn hour.” | |
Sword of Eternal Servitude | Longsword | This weapon is a +1 holy longsword. | |
Unbound Blade | Longsword | This +4 shock longsword grants its wielder a +4 bonus on saving throws against mind-affecting effects. | |
Your Phylactery | Longsword | This item grants its wearer Deadly Magic ability. If the wearer already has Deadly Magic, it grants them two additional uses. In addition, once per day, whenever the wearer’s health falls below 0, it is restored to a maximum. Can only be equipped by a Lich. | |
Ardent | Nunchaku | This +3 nunchaku grants the wielder a +5 competence bonus on Athletics skill checks. | |
Nunchaku +5 | Nunchaku | +5 Nunchaku | |
Odds Evener | Nunchaku | This +4 axiomatic nunchaku grants its wielder a +10 competence bonus on Athletics skill checks and immunity to flanking. In addition, whenever the wielder is engaged in melee with more than one enemy, their weapon attacks deal additional 1d6 damage on hit. | |
Music Of Death | Punching Dagger | Whenever this +4 ultrasound punching dagger lands a hit on a flat-footed or helpless target, the target suffers additional 2d6 sonic damage. | |
Prehistoric Tooth | Punching Dagger | This weapon is a +4 necrotic burst punching dagger. | |
Prowling Death | Punching Dagger | This +3 punching dagger increases the save DC against the assasin’s Death Attack ability by 2. Whenever the wielder of this dagger lands a first sneak attack against new enemy, the target must pass a Reflex saving throw (DC 23) or become vulnerable to piercing damage for 1d3 rounds. If this sneak attack was assassin’s Death Attack, saving throw DC against it is increased by 2. | Traveling Skeletal Salesman (exotic) (Skeletal Salesman) |
Saboteur | Punching Dagger | This +4 caustic punching dagger grants its wielder a +10 competence bonus on Trickery skill checks. Whenever the wielder successfully disarms a trap, they get a +4 bonus on damage rolls for 5 minutes. Multiple applications of this effect do not stack, but extend the effect’s duration. | |
Silent Whisperer | Punching Dagger | This +5 shock agile dagger grants its wielder the ability to cast harm spell once per day as a 15th level cleric. | |
Sound of Void | Punching Dagger | 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. | |
Trouble Solver | Punching Dagger | This +2 frost agile speed dagger has a chance to slow an enemy on a successful hit. | |
White Flare | Punching Dagger | This weapon is a +3 brilliant energy punching dagger. | |
Ashmaker | Quarterstaff | This +4 flaming burst quarterstaff grants its wielder a +2 bonus on attack rolls and to caster level for all Evocation school spells. | |
Awakened Driftwood | Quarterstaff | This +3 unholy quarterstaff adds +1 to the DC for all saving throws against spells from the necromancy school the wielder casts. It also grants the wielder a +3 bonus on caster level checks made to overcome a creature’s spell resistance. | |
Black Raven’s Staff | Quarterstaff | This +3 quarterstaff grants its wielder the ability to cast waves of fatigue spell three times per day as a 9th level wizard, and ray of enfeeblement spell at will as a wizard of level equal to the wielder’s character level. | |
Blaze of Disaster | Quarterstaff | This +1 flaming quarterstaff grants the wielder an ability to cast fireball spell 3 times per day as 8th level wizard. | Lost Chapel |
Burned Ashwood | Quarterstaff | This +2 quarterstaff grants the wielder ability to cast the burning arc spell at will as a 5th level wizard. | Drezen (Arsinoe) |
Burned Oak | Quarterstaff | This +2 quarterstaff grants its wielder the ability to cast fire snake spell twice per day as a 9th level wizard, and burning hands spell at will as a wizard of level equal to the wielder’s character level. | |
Crimson Counselor | Quarterstaff | This weapon is a +2 quarterstaff. | |
Fiery Spell Weaver | Quarterstaff | This +5 flaming burst quarterstaff grants its wearer a +1 bonus to CL, +4 bonus on checks made to overcome spell resistance and a +15 competence bonus on Use Magic Device skill checks. | |
Indomitable Life | Quarterstaff | This is a +2 quarterstaff. Whenever you don’t have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. | relic (wicked dope) |
Necromancer’s Staff | Quarterstaff | This +1 quarterstaff grants a +3 enhancement bonus to the weapons of the monsters summoned by the wielder using animate dead and create undead spells. | |
Phantasmal Guide | Quarterstaff | This +5 ghost touch quarterstaff allows its wearer to cast Illusion school spells as if they were 3 levels higher. | |
Pillar of Hope | Quarterstaff | 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. | Traveling Skeletal Salesman (exotic) |
Plague of Madness | Quarterstaff | This is a +3 quarterstaff. 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. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | relic (wicked dope) |
Prowling Cheetah | Quarterstaff | This +1 speed quarterstaff grants its wielder the ability to cast feather step (mass) spell three times per day as 5th level druid. | |
Quarterstaff of Coercion | Quarterstaff | This +1 quarterstaff adds +1 to the DC for all Will saving throws against spells the wielder casts. | Blackwing Library |
Quarterstaff of Dope | Quarterstaff | This is an intermediate step of relic creation. | |
Quarterstaff of Slip | Quarterstaff | This +1 quarterstaff grants its wielder a +1 competence bonus to AC. | Defender’s Heart (Woljif), Defender’s Heart |
Quarterstaff of the War Mage | Quarterstaff | This +3 quarterstaff adds +2 to the DC for all saving throws against spells from the wielder casts. It also grants the wielder a +4 bonus to caster level checks made to overcome spell resistance, and a +5 competence bonus to Use Magic Device skill checks. | Ivory Sanctum, center room with Baphomet statue (check wall with buttons to find hidden locked compartment) |
Rigid Oak Staff | Quarterstaff | This +2 quarterstaff grants its wielder a +4 morale bonus to Constitution, a +2 morale bonus on Fortitude saving throws, and the ability to cast resist sonic spell twice per day as a 4th level wizard. | |
Ruin | Quarterstaff | Whenever this +5 quarterstaff lands a hit, it deals additional 2d6 force damage. If Ruin’s wielder is chaotic, it grants them a +4 bonus to spell penetration. If Ruin’s wielder is lawful, it grants them a +6 bonus on concentration checks. If Ruin’s wielder is neutral, it grants them a +2 bonus to spell penetration and a +3 bonus on concentration checks. | |
Spirit Thrasher | Quarterstaff | Whenever the wielder of this +4 axiomatic quarterstaff expends points from their ki pool, they get a +2 morale bonus on attack and damage rolls for 2 rounds. | Blackwing Library (Storyteller) |
Staff of the Whispering Souls | Quarterstaff | Souls trapped in this +2 quarterstaff grant the weilder +4 profane bonus to Intelligence. Only a creature of Evil alignment can use this staff. | |
The Call | Quarterstaff | This +4 quarterstaff grants its wielder the ability to cast summon monster VIII spell twice per day for 15 rounds, and glitterdust spell at will as a wizard of level equal to the wielder’s character level. | |
The Undaunted | Quarterstaff | This +4 flaming aberration bane quarterstaff grants its wielder a +3 morale bonus on Persuasion skill checks when used to intimidate, and the ability to cast remove paralysis spell once per day as a 4th level cleric. | |
Twin Serpents | Quarterstaff | This +5 quarterstaff deals force damage. Whenever its wielder casts spells with force descriptor, they deal +2 damage per dice. It also grants its wielder the ability to cast empowered magic missile spell at will as a 3rd level wizard. | |
Will of the Disciple | Quarterstaff | This +1 axiomatic quarterstaff is capable of delivering heavy stunning strikes upon the enemy. | |
Black Salt | Rapier | This +5 vicious rapier deals 2 damage to a random ability on hit. It can’t reduce any ability score below 7. | |
Deadly Grace | Rapier | When this +1 keen agile rapier lands a hit, its target has to succeed on a Fortitude saving throw (DC 15) or become affected by acid that deals 2d4 damage per round for 3 rounds. | |
Elemental Edge | Rapier | This +1 rapier deals an additional 1d6 cold damage, 1d6 fire damage, 1d6 acid damage and 1d6 electricity damage. | |
Interceptor | Rapier | This +5 keen rapier grants its wielder a +2 bonus to attack and damage rolls on attacks of opportunity. If an attack of opportunity results in a killing blow, the wielder can make one extra attack during the next round. | |
Mind Piercer | Rapier | This +2 cold iron rapier deals additional 1d6 piercing damage against enemies who are under mind-affecting effects. | Leper’s Smile |
Putrid Blade | Rapier | This +3 corrosive agile rapier grants its wielder acid resistance 20 and the ability to cast spit venom spell once per day as a 7th level cleric. | |
Reeking Heart of Arcane | Rapier | Whenever this +3 rapier is affected by any magical effect that gives it an enhancement bonus, this bonus is increased by +1. | Wintersun |
Revelry | Rapier | This +5 holy anarchic rapier grants its wielder the continuous effect of freedom of movement spell, and immunity to fear and death effects. | |
Satisfaction | Rapier | Each time an enemy lands a hit on the wielder of this +5 anarchic mithral rapier, it gains a stacking +2 bonus to damage rolls until the end of the battle. | |
Stratagem | Rapier | This weapon is an agile rapier +2. It allows its wielder to add their Dexterity bonus to damage rolls instead of Strength bonus (whichever is higher). | |
Tender Touch | Rapier | While you are wielding this +2 necrotic rapier, whenever you cast the vampiric touch spell, it deals 1d8 damage instead of 1d6. | Citadel Drezen |
Transluscent Needle of Astonishment | Rapier | Whenever the wearer of this +5 evil outsider bane rapier lands a first hit against a new enemy, the enemy must pass a Will saving throw (DC 31) or become paralyzed for 2 rounds. On a successful save the enemy becomes staggered for 1 round instead. | |
Vein Finder | Rapier | Whenever this +3 agile rapier lands a hit, it makes the target bleed for 1d6 HP per round. Bleed will continue until the target receives magic healing or leaves combat. It also grants its wielder the ability to cast cure moderate wounds spell once per day as a 5th level cleric. | |
Ancestral Retribution | Sai | Whenever you land a hit with this +4 thundering sai you gain +1 bonus for damage rolls with this sai until the end of combat. If you are hit, this bonus resets. This bonus can stack up to +5. | |
Clemency of Shadows | Sai | Each time this +4 keen sai lands a sneak attack against a new living enemy, that enemy is infested with tiny spiders. These spiders eat through the flesh, dealing 1d6 damage per two wielder’s levels. The enemy also suffers -2 penalty to all saving throws until the end of the combat. The effects of multiple applications of this ability do not stack. | |
Electric Rose | Sai | Whenever the wielder of this +5 elder greater shock sai lands a sneak attack, the enemy must pass a Fortitude saving throw (DC 30) or become paralyzed for 3 rounds. | |
Ghost Sting | Sai | Whenever the wielder of this +2 keen sai confirms a critical hit with it, they are affected by the equivalent of the greater invisibility spell for 1d3 rounds. | |
Grasping Frost | Sai | Whenever the wielder of this +3 frost sai lands a hit, the enemy must pass a Fortitude saving throw (DC 25) or become slowed for 1d4 rounds and suffer a -1 penalty to AC for each round of slowing until the end of combat. This effect can be applied only once per enemy. It persists until the combat is over. | |
Heart Piercer | Sai | This +3 agile sai grants its wielder a +2 luck bonus on Initiative rolls. Whenever it lands a hit, it makes the target bleed for 1d6 HP per round. Bleed will continue until the target receives magic healing or leaves combat. | |
Impending Demise | Sai | The wielder of this +5 axiomatic sai automatically confirms critical hits against flanked enemies. This sai has a critical range of 18–20 instead of 20. | Flesh Market (Act 4) |
Planar Navigator | Sai | Each time this +3 speed sai lands a hit on a summoned creature, it deals additional 12 piercing damage. 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. You have total concealment against the outsider under this effect. | |
Sai of Ghostly Pathways | Sai | This is an intermediate step of relic creation. | |
Steelwind | Sai | This +3 improved speed sai grants its wielder 2 additional attacks per round. | |
Tears of Blood | Sai | 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 as a 13th level wizard. | |
Abrupt Force | Scimitar | Once per round whenever this +1 cold iron scimitar lands a hit on an enemy, the target must pass Fortitude saving throw (DC10) or become stunned for 1 round. | Market Square (Brimorak) |
Blade of Order | Scimitar | Whenever the wielder of this +2 scimitar lands a hit with it on a chaotic evil creature, it applies a -1 penalty to that creature’s damage rolls until the end of combat. This penalty stacks up to -5. | Crusader’s Camp (Wilcer Garms) |
Blade of the Merciful | Scimitar | Whenever this +5 holy scimitar lands a hit on a target that is not good, it deals additional 2d6 fire damage. It grants its wielder the ability to cast mass heal spell once per day as a 17th level cleric. | |
Dawnflower’s Kiss | Scimitar | This weapon is +5 scimitar. | |
Dawnflower’s Kiss | Scimitar | This +5 vicious sacrificial bleed scimitar grants its wearer a +2 bonus to CL on transmutation school spells. | |
Dawnflower’s Kiss | Scimitar | This +5 scimitar deals additional 2d6 holy damage on hit. 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. | |
Dawnflower’s Kiss | Scimitar | This +5 scimitar deals additional 2d6 holy damage on hit. 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. It also grants a +2 sacred bonus on damage rolls with the off-hand weapon when dual wielding. | |
Divine Intervention | Scimitar | This +4 holy flaming scimitar grants its wielder the ability to cast divine power spell once per day as a 7th level cleric. | |
Faith Bearer | Scimitar | Whenever the wielder of this +4 holy scimitar confirms a critical hit, they make a Lore (Religion) check (DC 40). On a success all allies in a 15 feet area are healed for the amount of Hit Points equal to the number of ranks the wielder has in Lore (Religion). | |
Faithful Companion | Scimitar | This +4 cutlass grants its wielder a +2 insight bonus to attack rolls against flat footed and flanked targets. | |
Furyborn Child | Scimitar | While this +3 furyborn scimitar is wielded by a character who has an animal companion, the attacks of the animal companion also gain the furyborn special quality. | Drezen (Wilcer Garms) |
Jolt | Scimitar | This weapon is a +3 shock scimitar. | |
Rapscallion | Scimitar | This +5 flaming burst scimitar allows its wielder to bombard all enemies in a 20 foot area, dealing 20d6 fire damage and staggering all targets for 3 rounds. Successful Reflex save (DC 30) halves the damage and negates staggered condition. This ability can be used once per day. | |
Rupturing Storm | Scimitar | This +4 scimitar deals additional 3d6 fire damage. 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. | |
Scimitar of Wind | Scimitar | This +2 thundering keen scimitar grants its wielder a +1 bonus to caster level when casting Transmutation school spells. | Drezen |
Slicer | Scimitar | This weapon is a +2 scimitar. | |
Thundercrack | Scimitar | This weapon is a +5 agile shock scimitar. | |
Thundering Claw of the Bear God | Scimitar | Thundering Claw of the Bear God is a +4 Shock Thundering Scimitar. Any creature struck by a critical hit from this scimitar or its wielder’s natural attack becomes the target of lightning, as per call lightning storm spell (5d6 damage, 24 DC Reflex half). All natural attacks from both the wielder of this scimitar and the wielder’s animal companion have concussive and shocking modifiers applied to them. If the wielder is wild shaped into a bear or if their animal companion is a bear, the sonic and electrical damage from their attacks is increased to 1d10. | |
Annihilator | Scythe | Whenever the wielder of this +5 keen scythe confirms a critical hit, it deals 4d6 force damage to all enemies in a 15 feet cone area, including the target. | |
Bane of Flesh | Scythe | Wielding this +2 bleed scythe allows you to feel almost any heartbeat in 15 feet area. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Whenever you or your party members attack using the Rapid Shot feat, they don’t suffer a -2 penalty to attack but gain a +2 bonus to damage instead. | relic (The Phylactery of Stevanius The Rotten) |
Bane of Spirit | Scythe | Whenever this +2 ghost touch scythe misses a hit, it tears the enemy’s soul a bit, dealing 1d12 negative energy damage. | relic (The Phylactery of Stevanius The Rotten) |
Dark Glowing Scythe | Scythe | Whenever this +2 scythe lands a hit on the enemy, it deals an additional 1d3 negative energy damage, and the target must pass a Reflex saving throw (DC 15) or suffer an additional 1 negative energy damage each round for 1d4 rounds. | Gray Garrison (Jeslyn), Gray Garrison |
Deadly Toll | Scythe | This +4 scythe has a +4 bonus to critical hit confirmation rolls. | |
Eternal Conduit | Scythe | This weapon is a +2 scythe. | |
Gluttonous Scythe | Scythe | This +5 scythe cures its wielder 1d4 HP each time it successfully hits a living creature. | |
Hand of Damnation | Scythe | This weapon is a +2 keen scythe. | |
Mother’s Call | Scythe | Whenever this +3 unholy scythe deals damage to an undead creature, the target has to pass a Will saving throw (DC 23) or be affected with a dominate spell effect for 1d4 rounds. | |
Penalty | Scythe | This weapon is a +3 living bane scythe. If the wielder has inquisitor’s judgement class ability, it allows them to use it 1 additional time per day. | |
Riftcarver | Scythe | Riftcarver is a +5 adamantine oversized unholy bleed scythe. Once per minute as a standard action its wielder can summon a pack of vicious demons to aid them in battle. Once per day, the scythe can be swept through the air as a standard action to rip a hole between worlds and cast a rift of ruin spell, except it spawns a pit under each enemy in a 60 feet radius. | |
Rotten Dissector | Scythe | Whenever the wielder of this +4 corrosive burst scythe lands a first hit against a new enemy, the enemy suffers a condition which causes them to take damage while making their own attacks. The enemy under this condition suffers 2d6 acid damage on a successful hit and 6d6 acid damage if the hit was critical. The condition lasts for 4 rounds. | |
Stevanius’s Scythe | Scythe | This is an intermediate step of relic creation. | |
Wide Sweep | Scythe | Whenever this +2 scythe lands a hit, it deals its weapon damage to all adjacent enemies. | Crusader’s Camp (Wilcer Garms) |
Bow of the True World | Shortbow | This +5 fey bane shortbow grants its wielder a +4 bonus on all saving throws against the abilities of fey. | |
Eye for an Eye | Shortbow | Whenever this +3 composite shortbow land a hit on an enemy, the enemy suffers an additional 1d12 piercing damage. | |
Feral Charge | Shortbow | If the wielder of this +4 speed composite shortbow has an animal companion or a similar creature, it is affected by a constant haste spell effect. | |
Fiery Eye | Shortbow | This +1 flaming composite shortbow grants its wielder the ability to cast flare burst spell three times per day as a 3rd level wizard. | |
Hunter’s Assurance | Shortbow | Whenever the wielder of this +3 bleed composite shortbow confirms a critical hit with it, the enemy suffers a stacking -1 penalty to AC until the end of combat. | Leper’s Smile |
Neutralizer | Shortbow | When this +4 composite shortbow lands a hit, it grants the target DR 10/melee. It also inflicts a -4 penalty to AC against melee attacks, and every melee attack deals additional 4 damage to it. | |
Prowling Cat | Shortbow | This +4 speed composite shortbow is decorated with a carving of a hunting cat. It grants its wielder the ability to summon 1d4+1 smilodons for 15 rounds. | |
Shortbow of Code | Shortbow | This +1 shortbow grants its wearer a +1 bonus on attack rolls against chaotic creatures. | Gwerm’s Mansion |
Whimsy | Shortbow | Whenever this +3 shortbow lands a hit, it has a chance to cast hideous laughter on its target. | |
Bellowing Howl | Shortspear | Whenever the wielder of this +2 speed shortspear uses the Cleave or Vital Strike feat, the next attack against the affected creature deals additional 3d6 sonic damage. | relic (chillroar’s hide and tusk) |
Boneshard | Shortspear | This +4 shortspear deals negative energy damage. | |
Butterfly Hunter’s Needle | Shortspear | This +4 fey bane short spear grants the wielder a +3 insight bonus to AC against fey’s attacks. | |
Chillroar’s Tusk Shortspear | Shortspear | This is an intermediate step of relic creation. | |
Coldbite | Shortspear | This +2 shortspear absorbs water from the target on each hit. On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard. | relic (chillroar’s hide and tusk) |
Deadly Ivy | Shortspear | Each time this +2 corrosive short spear lands a hit, the enemy has to pass a Fortitude saving throw (DC 15) or be poisoned for 1d3 rounds. | |
Impaler | Shortspear | This +4 unholy shortspear deals additional 2d6 piercing damage against Large or bigger creatures. When it hits Small or lesser creature with 100 or less Hit Points, the enemy must pass a Fortitude saving throw (DC 26) or be instantly killed. | |
Mourning | Shortspear | Whenever this +4 keen shortspear confirms a hit, it has a chance to cast crushing despair spell (DC 21) on the target. Whenever it confirms a critical hit, it has a chance to cast finger of death spell (DC 21) on the target. | |
Tight Grip of Anguish | Shortspear | Whenever this +3 shock short spear confirms a critical hit on an enemy, that enemy must pass a Fortitude saving throw (DC 22). If the saving throw is failed, for the next 1d3 rounds whenever this creature is dealt damage, it suffers an additional 1 piercing damage. Multiple applications of this effect do not stack the additional damage, but prolong the effect. | Drezen (Blacksmith) |
Allslayer | Shortsword | This +5 keen shortsword deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. It also grants its wielder the ability to cast invisibility spell at will as a 3rd level wizard. | |
Claw of Jistka | Shortsword | This is a +1 flaming shortsword. | Defender’s Heart (win debate with Indarah following first attack) |
Linds Family Shortsword | Shortsword | This is an intermediate step of relic creation. | |
Mallander’s Insult | Shortsword | This +2 shortsword is glowing with an invisible flame. Once per day you can charge both weapons in your hands with this flame for 10 minutes. Each hit with any of these weapons deals additional 3d6 unholy damage on hit. | |
Mallander’s Penance | Shortsword | Whenever this +2 shortsword lands a hit, the enemy must pass a Reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. Though the enemy becomes immune to bleeding, they suffer -2 penalty to Reflex saving throw. All critical hits against this creature deal additional 3d6 piercing damage. Multiple applications of this effect don’t stack. | |
Nature’s Will | Shortsword | This +2 vermin bane shortsword grants its wielder the ability to cast summon nature’s ally II spell once per day as a 5th level druid. | |
The Blitz Cut Item | Shortsword | This +3 shock shortsword bypasses any type of damage reduction. | |
The Malady | Shortsword | Whenever this +1 cold iron shortsword lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 12) or become sickened for 1 round. | Gray Garrison |
Unexpected Resolution | Shortsword | Whenever this +5 shortsword lands a hit on an enemy, one of the following effects randomly happen: it deals additional 6d6 slashing damage to that enemy, it deals 1d4 damage to one of the enemy’s ability scores, it heals the enemy for 3d4 hit points, it deals 3d4 damage to the wielder, or the enemy suffers -3 penalty to attack and damage rolls for 1d6 rounds. | |
Void’s Kiss | Shortsword | Whenever the wielder of this +5 necrotic nullifying shortsword attacks a new enemy for the first time, the enemy must pass a Will saving throw (DC 31) or become unable to cast spells for 2 rounds. | |
Acrid Sickle | Sickle | This +1 sickle deals an additional 1d3 acid damage on a hit. | Defender’s Heart (Joran Vhane) |
Chilly Midnight | Sickle | Whenever this +3 cold iron sickle lands a hit, its target has to succeed on a Fortitude saving throw (DC 17) or suffer 1d4 Dexterity damage. | |
Mage Slayer | Sickle | Whenever the wielder of this +5 corrosive burst sacrificial sickle lands a first hit on an new enemy, the enemy suffers a condition which deals 2d6 acid damage whenever that enemy casts a spell or uses a spell-like ability. This condition lasts until the end of the battle. | |
Oath of the Land | Sickle | This +5 sickle grants its wielder a shambling mound’s ability to grab their foes. | |
Oath of the Sky | Sickle | This +5 sickle deals electricity damage instead of physical damage. Whenever its wielder casts call lightning or call lightning storm spell, it becomes empowered, as if using the Empower Spell feat. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Sickle of Falter | Sickle | Whenever this +1 sickle lands a hit on an enemy, the target must pass a Reflex saving throw (DC11) or become staggered for 1 round. | Gwerm’s Mansion |
Sickle of Wicked Rites | Sickle | Whenever the wielder of this +5 unholy sickle lands a hit on an enemy, the enemy gets a +2 bonus to a random ability score and 1 stack of unholy might. Whenever a creature with at least 1 stack of unholy might dies, it deals 1d6 unholy damage to all enemies in 20 feet radius for every stack it had. | |
The Illustrious Sweep | Sickle | Whenever this +3 radiant sickle lands a hit, the target must make a successful Fortitude saving throw (DC 20) or become blinded for 1d4 rounds. | |
Arsonist’s Slingstaff | Sling Staff | Whenever the wielder of this +4 flaming burst slingstaff casts a spell with fire descriptor, that spell deals +1 point of damage per die rolled. | |
Avalanche | Sling Staff | 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 as a 7th level wizard. | |
Carefree Hunter | Sling Staff | This +2 halfling sling staff grants its wielder a +2 morale bonus to Dexterity, and a +5 luck bonus on Mobility skill checks. | |
Decay Spreader | Sling Staff | The wielder of this +5 corrosive sling staff gets a +2 bonus to damage rolls for every corpse within a 50 feet range from them. | |
Flame’s Cleansing | Sling Staff | Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. | |
Flame’s Hatred | Sling Staff | Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. | |
Flame’s Will | Sling Staff | Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy, it marks it with “Obedience”. Such mark can only be on 1 target at a time. If the bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for 2 rounds. | |
Hazard | Sling Staff | Whenever the wielder of this +2 sling staff lands a hit with it, the enemy must pass a Reflex (DC 14) saving throw or suffer a random penalty of -1 to Will, Reflex or Fortitude saving throws until the end of combat. This effect stacks. | |
Nature’s Agony | Sling Staff | This +3 sling staff is imbued with nature’s agony. Whenever the wielder enters combat the weapon shrieks and creaks. All enemies within a 30 feet range have to pass a Will saving throw (DC 23) or suffer 3d6 sonic damage for 1d4 rounds. This weapon also adds +2 to the DC for all saving throws against spells with sonic descriptor the wielder casts. | Drezen (Exotic Weapons Provider) |
Nemarius’s Sling | Sling Staff | This is an intermediate step of relic creation. | |
Oak of Thunder | Sling Staff | Whenever the wielder of this +5 thundering burst sling staff suffers 30 or more damage from an enemy in a single hit, he gets 2 additional attacks with this sling staff per round for 3 rounds. | |
Vengeance of the Meek | Sling Staff | This weapon is a +2 giant bane sling staff. | |
Dark Forest | Spear | This +4 necrotic spear summons a friendly 9th level will-o’-wisp for 1d6 rounds when it ends a life. | |
Dystopia | Spear | This +2 necrotic spear grants its wielder a +5 morale bonus to all Athletics checks, and the ability to cast inflict critical wounds spell three times per day as a 7th level cleric. | |
Longshank Bane | Spear | This weapon is a +1 longshank bane spear. | |
Spiked Defender | Spear | This +1 frost spear grants its wielder a +1 shield bonus to AC, and deals additional 1d3 cold damage. | |
Stormcaller | Spear | While wielding this +5 thundering burst spear, all creatures summoned by the wielder deal additional 1d6 sonic damage. | |
Sunbeam | Spear | This +2 flaming spear grants its wielder the ability to cast searing light spell twice per day as a 8th level cleric. | |
Utopia | Spear | This +5 holy undead bane spear grants its wielder a +3 sacred bonus to Initiative checks, and the ability to cast good hope spell three times per day as a 12th level bard. | |
Venom | Spear | Whenever this +5 spear lands a hit, its target has to succeed on a Fortitude saving throw (DC 27), or become poisoned with a poison that deals 1d3 damage to Constitution, Strength and Dexterity per round, and affected by acid that deals 2d12 damage per round. | |
Vigilant Watch | Spear | 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. | Drezen (Paralictor Aminos Renth) |
Wandering Duelist’s Spear | Spear | This +5 keen heartseeker spear grants its wielder a +4 insight bonus on attack and damage rolls on attacks of opportunity. It also grants the wielder a +12 competence bonus on Knowledge (World) skill checks. | |
Black Star | Starknife | Whenever this +5 unholy starknife confirms a critical hit, it has a chance to cast either slay living, confusion or crushing despair spell on the target. | |
Fortune’s Temper | Starknife | Whenever the wielder of this +3 holy starkinfe confirms a critical hit with it, all their allies in a 40 feet area are affected with the effect of the prayer spell for 6 rounds. | Ivory Sanctum |
Joke of Fate | Starknife | Whenever this +3 agile starknife lands a hit, the target must pass a Will saving throw (DC 24) or become cursed. This curse reverses the effect of positive energy: if it healed this creature before, now it deals damage, and vice versa. | |
Neverending Journey | Starknife | 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, DC 21) on it. | |
Pocket Lightning | Starknife | Whenever the wielder of this +4 shocking burst starknife lands a sneak attack on an enemy, the enemy loses 5 spell resistance for 1 round. | |
Tangled Claws | Starknife | Whenever this +4 feybane starknife lands a hit, it has a chance to entangle the target. | |
Venomous Petals | Starknife | This +5 caustic starknife deals additional 4d6 acid damage on sneak attacks. | |
Virtuous Starknife | Starknife | This +1 cold iron starknife deals an additional 1d3 damage to evil creatures. | |
Eye Gouger | Throwing Axe | Whenever the wielder of this +5 corrosive burst throwing axe confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become blinded for 4 rounds. | |
Fixed Obsession | Throwing Axe | Whenever this +3 keen throwing axe lands a hit, all its further attacks until the end of the round deal 1 additional force damage. This damage bonus stacks up to 10. | Wintersun |
Frost Embrace | Throwing Axe | Whenever the wielder of this +3 icy burst throwing axe lands a hit against new enemy, the enemy must pass a Fortitude saving throw (DC 24) or become paralyzed for 2 rounds. | Wintersun |
Frozen Crescent | Throwing Axe | This +3 frost throwing axe has a critical range of 18–20. | |
Nordic Welcome | Throwing Axe | Whenever the wielder of this +4 icy burst throwing axe hits the enemy for the first time in a round, the enemy must pass a Fortitude saving throw (DC 27) or suffer a -3 penalty to damage rolls and become slowed for 1 round. | Blackwing Library (Storyteller) |
Ornery | Throwing Axe | This +1 furious throwing axe grants the wielder a +5 competence bonus on all Mobility skill checks. | |
Throwing Axe of Silence | Throwing Axe | Whenever this +3 throwing axe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 14) or lose the ability to cast spells for the next 1d4 rounds. | Lost Chapel |
Destroyer of the Corrupted | Tongi | This weapon is a mithral tongi +5. | |
Dissolution | Tongi | Whenever the wielder of this +2 corrosive tongi confirms a critical hit with it, the weapon deals additionally 2 acid damage until the end of the combat. This effect stacks. | |
Indomitable Punisher | Tongi | This +5 axiomatic shocking burst tongi grants its wearer a +5 competence bonus to CMB. | |
Rulebreaker | Tongi | Whenever the wielder of this +4 anarchic tongi successfully charges at an enemy, the enemy loses its Dexterity bonus to AC for 1 round. | |
Scream of Pain | Tongi | Whenever the wielder of this +3 sound burst tongi lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become shaken for 1d3 rounds. | |
Thwarter | Tongi | This +5 sacrificial tongi has a chance to stun creatures of evil alignment on critical hits and grants its wielder the ability to cast chain lightning spell once per day as a 11th level wizard. | |
Bound Thunder | Trident | This +1 shock trident grants its wielder the ability to cast lightning bolt spell once per day as a 10th level wizard. | |
Call of Ocean | Trident | This +3 trident grants the wielder an ability to summon a large water elemental once per day as a 11 level Druid. | Drezen (Blacksmith) |
Flame’s Cleansing | Trident | Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. | |
Flame’s Hatred | Trident | Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. | |
Flame’s Will | Trident | Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy, it marks it with “Obedience”. Such mark can only be on 1 target at a time. If the bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for 2 rounds. | |
Horror’s Teeth | Trident | Each time this +4 trident lands a hit, the enemy has to pass a Will saving throw (DC 16) or become frightened for 1d3 rounds. | |
Nature’s Wrath | Trident | This +5 trident does additional 1d12 damage against aberrations, constructs, humanoids, outsiders and undead. On a successful hit, it makes the target vulnerable to electricity for 1 minute. | |
Nemarius’s Trident | Trident | This is an intermediate step of relic creation. | |
Tidebringer | Trident | This +5 axiomatic elder icy burst trident allows its wearer to cast tsunami once per day as a 18th level wizard. | |
Triumph of Pain | Trident | Whenever the wielder of this +5 agile trident hits a new enemy for the first time, the target must pass a Reflex saving throw (DC 27). On a failed saving throw the enemy becomes prone for 1 round and suffers 3d6 piercing damage, on success, it suffers a -4 penalty to CMD for 2 rounds. | |
Certainty Of Death | Urgrosh | Whenever this holy dwarven urgrosh lands a hit but doesn’t deal any physical damage, the next hit deals force damage instead of the normal piercing or slashing weapon damage. | Blackwater |
Monster Hunter | Urgrosh | This +1 dwarven urgrosh grants its wielder a +1 bonus on attack rolls against magical beasts. | Defender’s Heart (Woljif) |
Roaster | Urgrosh | Whenever the wielder of this +5 flaming dwarven urgrosh lands a hit on a new enemy for the first time, the enemy suffers a -2 penalty on all saves for 4 rounds. While under this effect, any failed save by the enemy makes it suffer 3d6 fire damage. | |
Torag’s Wrath | Urgrosh | Whenever this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional 4d6 holy damage. | Drezen (Exotic Weapons Provider) |
Wrath of the Creator | Urgrosh | This +5 keen construct bane dwarven urgrosh grants its wielder a +6 insight bonus on Initiative rolls, increases base speed by 10 feet and grants a +2 dodge bonus to AC against Huge and bigger enemies. | |
Battle-Forged | Warhammer | This +3 warhammer deals 1d12+3 damage on a hit and has a critical range of 19–20. | Drezen (Paralictor Aminos Renth) |
Chaos Hammer | Warhammer | Whenever this +4 anarchic warhammer confirms a critical hit, it applies the effect of Touch of chaos ability to the target. Touch of chaos: You imbue the target with chaos. For the next round, anytime they rolls a d20, they must roll twice and take the less favorable result. | |
Entomber | Warhammer | Whenever the wielder of this +4 warhammer successfully hits an enemy with a charge attack, the enemy must pass a Fortitude saving throw (DC 33) or be entrapped in stone until the end of the fight. While under this effect the enemy becomes vulnerable to bludgeoning damage as well as slowed down. If this warhammer confirms a critical hit against an affected enemy, all enemies in 30 feet area should pass the same check or be under the same effect. | |
Fireborn Warhammer | Warhammer | This +4 flaming warhammer holds three small fire elementals that can be summoned once per day for 5 rounds. | |
Hammer of Ruin | Warhammer | Whenever the wielder of this +5 vicious warhammer confirms a critical hit, the enemy loses all of its DR, if it had any, for 1 minute. | |
Noble Warhammer | Warhammer | This weapon is a +3 warhammer. | |
Preacher’s Warhammer | Warhammer | This +4 holy warhammer grants its wielder the ability to cast inspiring recovery spell once per day as a 11th level cleric. | |
Solid Strategy | Warhammer | This +5 holy warhammer grants its wielder the ability to move without provoking attacks of opportunity. | |
The Collapse | Warhammer | Whenever this +1 cold iron warhammer confirms a critical hit, all enemies in 15 feet area must pass a Fortitude saving throw (DC 16) or become prone. | |
Warhammer of Hatred | Warhammer | This +1 warhammer is particularly efficient against the ancestral enemies of the dwarven race. Its damage is increased by 1d6 against orcs and goblins, and by 2d6 against giants. | |
Warhammer of Obstinacy | Warhammer | Each time this +2 warhammer lands a hit, the enemy must pass a Reflex saving throw (DC 15) or suffer additional 1d8 piercing damage. | Lost Chapel |
Armour
Name | Type | Desc | Location |
---|---|---|---|
Banded Armor of Greater Acid Resistance | Heavy | This +3 banded armor grants its wearer acid resistance 30. | |
Banded Mail of Dope | Heavy | This is an intermediate step of relic creation. | |
Battlemaster’s Plate | Heavy | This a +4 mithral full plate grants its wearer ability to cast greater heroism spell once per day as a 11th level wizard. | |
Bladed Plate | Heavy | A creature that attacks the wearer of this +3 full plate with a melee weapon, an unarmed strike, or a natural weapon takes 1d4+1 slashing damage. Creatures using melee weapons with reach are unaffected by this armor. | |
Blessed Path | Heavy | This +2 full plate can only be equipped by good characters. It grants its wearer a +2 enhancement bonus to Wisdom and Charisma, and a +4 sacred bonus on saving throws against compulsion effects and poisons. If equipped by a paladin, it also gives her the ability to use Smite Evil two more times per day. | |
Carapace | Heavy | Whenever an enemy lands a hit on the wearer of this +2 mithral full plate mail, the attacker has to pass a Reflex saving throw (DC 18) or suffer 1d3 damage to Strength. If the attacker passes the saving throw, they suffer 1d3 piercing damage instead. | Citadel Drezen |
Crusader’s Mithral Full Plate | Heavy | This +3 mithral full plate grants the wearer a +3 enhancement bonus to Wisdom and the ability to cast angelic aspect spell once per day as a 9th level wizard. | |
Death Crusher’s Full Plate | Heavy | This +4 full plate armor grants its wearer negative energy resistance 10 and the ability to cast death ward spell twice per day as a 7th level cleric. | |
Dragonscale Plate | Heavy | This +2 full plate grants its wearer acid resistance 30. | |
Flowing Half-Plate | Heavy | This +4 half-plate grants its wearer a + 5 bonus on Reflex saving throws. In addition, whenever the wearer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage as if they had the Evasion feat. | |
Full Plate Mail of Mind Focus | Heavy | The wearer of this +5 mithral fullplate is immune to mind affecting conditions and “can not attack” condition. | |
Full Plate of Greater Sonic Resistance | Heavy | This +2 full plate grants its wearer sonic resistance 30. | |
Full Plate of Lesser Acid Resistance | Heavy | This +1 full plate mail grants its wearer acid resistance 10. | |
Fullplate of Spell Nullify | Heavy | This +3 mithral full plate grants the wearer additional Spell Resistance 23. | |
Giant’s Nemesis | Heavy | This +2 banded mail grants its wearer +3 morale bonus to AC against the attacks of monsters with Giant subtype. | |
Gleaming Banded Armor | Heavy | This +3 banded armor grants the wearer fire resistance 30, immunity to sleep, electricity, and paralysis. | Drezen (Wilcer Garms) |
Grenadier’s Half-Plate | Heavy | This +5 halfplate grants its wearer immunity against bombs. | |
Half-plate of Greater Spell Resistance | Heavy | This +5 half-plate grants its wearer spell resistance 19. | |
Half-Plate of Hatred | Heavy | This is a +2 half-plate armor. Its enhancement bonus to AC increases to +4 against the attacks of orcs, giants and goblinoids. | |
Half-Plate of Stability | Heavy | This +3 half-plate grants its wearer +2 bonus on saving throws made to avoid daze and shaken conditions. | |
Half-Plate of Synergy | Heavy | This +3 adamantine half-plate grants the wearer additional DR 1/-. | Drezen (Paralictor Aminos Renth) |
Half-plate of Vigor | Heavy | This +2 half-plate grants its wearer a +2 enhancement bonus to Constitution. | Crusader’s Camp |
Half-plate of Will | Heavy | This +2 half-plate grants its wearer a +3 resistance bonus on Will saving throws. | Drezen (Blacksmith) |
Indomitable Life | Heavy | This +3 banded armor grants the wearer ferocity as per the universal monster rule. Ferocity: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. | relic (wicked dope) |
Mark of the Guardian | Heavy | This +5 full plate grants its wearer Negative Energy Resistance 30, Fire Resistance 10, Acid Resistance 10, Cold Resistance 10, and Electricity Resistance 10. It also grants its wearer the ability to cast searing light once per day as a 5th level cleric. | |
Onslaught | Heavy | This +5 mithral full plate grants its wearer a +8 enhancement bonus to Strength and increases their movement speed by 20. | |
Perfect Storm | Heavy | While the wearer of this +4 full plate armor is wielding weapons in two hands or is wielding a two-handed weapon, the weapon’s largest enhancement bonus is added to AC with shield descriptor. | |
Plague of Madness | Heavy | Whenever the wearer of this +4 banded armor is hit, the wearer gets a fast healing 1 (stacks up to 10) until the end of the combat. | relic (wicked dope) |
Quenchless Life | Heavy | This +2 full plate grants its wearer +2 bonus on saving throws against all spells of Necromancy school. | |
Realm Protector | Heavy | This +4 full plate grants its wearer additional stacking DR 2/- for each dead outsider in a 30 feet area. | |
Throne Keeper | Heavy | This +5 adamantine full plate mail grants its wearer 10 DR/-, immunity to cold and fire as well as all combat maneuvers. | |
Undying Devotion | Heavy | This +5 full plate armor grants its wearer immunity to paralyzed condition. It also adds +1 to the DC for all saving throws against spells from the necromancy school the wielder casts. | |
Warpath | Heavy | This +3 banded mail grants its wearer a +3 bonus to AC against the attacks by humans and elves. | |
Welcome Respite | Heavy | Whenever the wearer of this +5 banded armor is attacked in melee while being prone, stunned or staggered, the attacker must pass a Reflex saving throw (DC 30) or suffer from the same condition for 2 rounds. In addition, this armor grants its wearer immunity to fire and acid. | |
Barding of Elder Beasts | Heavy Barding | This +3 full barding grants its wearer a +4 natural armor enhancement bonus to AC and a +3 bonus to CMB against large and bigger enemies. | Ivory Sanctum |
Royal Guard’s Barding | Heavy Barding | This +5 full barding grants its wearer 10d6 additional bludgeoning damage on a successful charge. It also makes the wearer immune to stunned and staggered conditions. | |
Shield of Incorruptible Heart | Heavy Shield | This +4 heavy shield grants the wielder a +2 morale bonus on saving throws against evil creatures. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric. | |
Antitoxin Chainshirt | Light | This +2 chainsirt grants its wearer +3 bonus on saving throws against poison. | |
Archer’s Archfoe | Light | This +5 padded armor grants its wearer DR 5/- against ranged attacks | |
Armor of Vigilance | Light | This +1 leather armor grants the wearer a +4 bonus to AC against sneak attacks. | Defender’s Heart (Joran Vhane) |
Armor of Vigilant Sprouts | Light | Whenever the wearer of this +4 padded armor is hit by a sneak attack or an attack of opportunity, the attacker must pass a Reflex saving throw (DC 28) or become entangled for 3 rounds. | |
Assassin’s Chainshirt | Light | This +4 adamantine chainshirt grants its wearer a +4 bonus on critical confirmation rolls. | |
Blizzard’s Heart | Light | This +4 studded leather armor grants its wearer cold resistance 25 and an ability to cast cone of cold spell twice per day as a 9th level wizard. | |
Bombardier’s Vest | Light | This +1 leather armor provides its wearer a +2 bonus on attack rolls with bombs and similar weapons. | |
Bruiser’s Chainshirt | Light | This +2 chainshirt grants the wearer DR 3/piercing. | Lost Chapel |
Burned Protector | Light | This +2 leather armor grants its wearer fire resistance 10 and an ability to cast remove disease spell once per day as a 5th level cleric. | |
Chainbreaker’s Chainmail | Light | This +3 chainshirt grants its wearer a +5 competence bonus on all Trickery skill checks and a +3 resistance bonus on Reflex saving throws. It also grants the ability to cast freedom of movement spell once per day as a 7th level cleric. | |
Chainshirt of Greater Acid Resistance | Light | This +5 chainshirt grants its wearer resistance to acid 30. | |
Chainshirt of Life | Light | This +3 chainshirt grants its wearer a +2 bonus on saving throws against spells with death descriptor. | |
Chainshirt Of Life Vim | Light | This +3 chainshirt grants the wearer a +4 profane bonus to AC against the attacks of non-living creatures. | Crimson Dust |
Dark Retriever’s Padded Armor | Light | This is an intermediate step of relic creation. | |
Dark Studded Leather Armor | Light | This +3 studded leather grants its wearer a +3 armor bonus on saving throws against blindness. | |
Delamere’s Armor | Light | This +3 leather armor allows its wearer to cast spells from the Plants domain as if they were 2 caster levels higher. | Temple of Good Hunt |
Delamere’s Cursed Armor | Light | This is a +3 leather armor. | |
Desert Mirage | Light | This +5 leather armor grants its wearer a +15 competence bonus on Trickery skill checks. In addition, whenever the wearer successfully passes a saving throw, they gain the displacement spell effect for 1 round. | |
Eternal Ballad | Light | This +4 mithral chainshirt prevents bard’s Bardic Performance or skald’s Raging Song class abilities from being interrupted when the wearer is stunned or knocked prone. In addition, allies revived by the skald’s Song of the Fallen gain a +2 morale bonus to attack and damage until the end of combat. | |
Exalted Leader’s Chainshirt | Light | This +5 mithral chainshirt grants its wearer heavy fortification and immunity against bleed effects. | |
Gentle Persuasion | Light | Upon performing a good deed, this armor reduces the wearer’s Constitution by 2 each time, to a minimum of 1. Only committing an evil act can provide relief, removing the constitution penalty and giving 10 temporary hit points instead. Unequipping this armor is only possible after casting remove curse on the wearer and passing a DC 33 caster level check. The wearer also gets a +6 enhancement bonus to Dexterity, +10 competence bonus on Stealth checks and allows the wearer to cast dominate person once per day (DC 22) as a 17th level wizard. | |
Ghost Leather | Light | This +3 leather armor grants its wearer the effect of the greater invisibility spell for 2 rounds whenever an enemy successfully hits them. | |
Gleaming Chainshirt | Light | This +2 chainshirt grants its wearer fire resistance 10, acid resistance 10, cold resistance 10 and electricity resistance 10. | |
Heavenly Vest | Light | This +5 mithral chainshirt grants its wearer immunity to energy drain. | |
Imperial Jaeger | Light | This +5 studded armor grants its wearer a +2 bonus on attack and damage rolls with crossbows. | |
Infiltrator’s Armor | Light | This +2 leather armor grants +5 competence bonus on Stealth skill checks. | Drezen (One-Eyed Devil) |
Jester’s Vest | Light | Whenever the wearer of this colorful +1 padded armor casts the hideous laughter spell, its DC is increased by 2. | |
Lady Callandra’s Chainshirt | Light | This is a +2 mithral chainshirt. | Tower of Estrod |
Leather Armor of Greater Cold Resistance | Light | This +3 leather armor grants its wearer cold resistance 30. | |
Leather Armor of Greater Electricity Resistance +5 | Light | This +5 leather armor grants its wearer resistance to electricity 30. | |
Leather Armor of Medium Acid Resistance | Light | This +2 leather armor grants its wearer acid resistance 15. | |
Leather Armor of Useful Pockets | Light | This +3 leather armor grants the wearer a +2 bonus to Dexterity. Every day the wearer finds a random scroll in its pocket. | |
Light Absorber | Light | This +2 chainshirt protects its wearer from blinding effects. | |
Mail of Clear Skies | Light | This +5 chainmail has a maximum Dexterity bonus of +5, an armor check penalty of –1, and an arcane spell failure chance of 15%. It is considered light armor. | |
Mantle of Night | Light | This +3 leather armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +10 competence bonus on Stealth skill checks. If the wearer is no longer hidden blur effect stays for 1d4 rounds. | |
Mithral Chainshirt of Greater Fire Resistance | Light | This +5 mithral chainshirt grants its wearer fire resistance 30. | |
Mystic Grace | Light | This +3 leather armor is made from very light and delicate leather, increasing max dexterity bonus by 1 and decreasing arcane spell failure chance by 10%. It also grants the wielder a +2 bonus on caster level checks made to overcome spell resistance. | |
Naturalist Armor | Light | This +2 studded leather armor grants its wearer an +2 insight bonus to AC against the attacks of plants and vermins. | |
Oak’s Pelt | Light | This +3 leather armor gives the wearer a natural armor bonus instead of an armor bonus. | |
Padded Armor of Firm Steps | Light | This +2 padded armor grants its wearer immunity to trip. | Forgotten Secrets |
Padded Armor of Focus | Light | This padded armor grants its wearer a +2 bonus on concentration checks. | Blackwing Library |
Padded Armor of Fortitude | Light | This +1 padded armor grants its wearer +3 resistance bonus on Fortitude saving throws. | |
Padded Armor of Greater Acid and Sonic Resistance | Light | This +5 padded armor grants its wearer acid and sonic resistance 30. | |
Padded Armor of Greater Negative Energy Resistance | Light | This +3 padded armor grants the wearer resistance to negative energy 30. | |
Padded Armor of Refined Maneuver | Light | This +3 padded armor grants the wearer a +5 competence bonus on Mobility checks, a +3 bonus to CMB, and a +3 bonus to CMD. | Wintersun |
Panther’s Grace | Light | This +5 studded armor grants its wearer a +15 competence bonus on Stealth skill checks as well as a +4 competence bonus on Reflex saving throws. | |
Purging Chains | Light | This +5 adamantine chainshirt makes its wearer immune to ability score damage. | |
Python Skin Doublet | Light | This +4 leather armor grants its wearer a +4 bonus to all saving throws against poison, paralysis and sleep; immunity to trip, and allows to cast touch of slime twice per day as a 7th level wizard. | |
Reaper’s Vest | Light | This +3 studded armor grants its wearer an additional +3 dodge bonus to AC against shaken opponents’ attacks. | |
Royal Guardian | Light | This +5 studded leather armor has a maximum Dexterity bonus of +15. It increases its wearer’s maximum HP by 20. | |
Royal Messenger’s Chainshirt | Light | This +4 mithral chainshirt grants its wearer a +4 bonus on Reflex saving throws and a +10 competence bonus on Mobility checks. | |
Sage Armor | Light | This +5 leather armor grants its wearer an additional +2 dodge bonus to AC while under the effects of a shield spell. | |
Scorpion’s Hatred | Light | This +3 leather armor grants its wearer fire resistance 10 and acid resistance 10. It also grants the ability to cast poison spell twice per day as a 5th level cleric. | |
Seasoned Assassin’s Armor | Light | While wearing this +4 studded armor you have total concealment against all ranged attacks (weapon and touch). Whenever you receive a critical hit from a ranged attack, you gain DR 10/- for 1d3 rounds. However, receiving a critical hit in melee combat makes you prone for 1 round. | |
Second Skin | Light | This +4 padded armor has a +4 bonus to armor’s maximum Dexterity. | |
Shadow Leather +1 | Light | This +1 leather armor grants its wearer a +5 competence bonus to Stealth skill checks. | |
Shepherd’s Armor | Light | This +5 studded armor grants its wearer a +2 bonus on attack and damage rolls with shortbows and longbows. | |
Shroud of the Eternal Hunger | Light | The wearer of this +3 padded armor gets +3 bonus to saving throws against fear and nauseated condition. Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or become nauseated for one round. | Relic (made from altar of the first retriever) |
Stainless Chainshirt | Light | This +1 adamantine chainshirt grants its wearer acid resistance 15. | |
Stoic Wolf | Light | This +2 studded leather armor grants its wearer cold resistance 10 and the ability to cast beast shape I (wolf) spell once per day as a 5th level wizard. | |
Studded Armor of Trinity | Light | This +3 studded leather grants the wearer DR 3/-. | Wintersun |
Studded Leather of Medium Electricity Resistance | Light | This +2 studded leather armor grants its wearer resistance to electricity 15. | |
Sturdy Leather Armor | Light | This +2 leather armor grants its wearer DR 2/melee. | Traveling Skeletal Salesman (protection) |
Thick Pads | Light | 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. | Neathholm (Dyra) |
Trailblazer’s Armor | Light | This +4 leather armor grants its wearer a +10 competence bonus on Perception checks and a +3 bonus to maximum Dexterity. | |
Unbending Armor | Light | This +1 studded leather armor grants the wearer DR 3/piercing. | Silken Thread Atelier (Kervil the Sparkling Fist), Silken Thread Atelier |
Vest of Hundred Pockets | Light | This +2 studded leather armor grants its wearer a +5 competence bonus to Trickery skill checks. | |
Vest of Mirrors | Light | If the wearer of this +3 leather armor has the Bardic Performance ability, it allows them to use it for 4 additional rounds per day. It also grants them the ability to cast displacement spell three times per day as a 5th level wizard. | |
Veteran’s Armor | Light | This +2 padded armor grants the wielder 10 resistance against fire and electricity. | |
Web Strider | Light | This +3 padded armor is finely done, using a bit of leather, webs, and teeth, it grants the wearer +2 morale bonus to Dexterity score. | |
Woodland’s Aegis | Light | This +2 studded leather allows the wearer to cast barkskin spell once per day as a 3rd level druid. | |
Zon-Kuthon’s Suffocating Caress | Light | This +4 padded armor is very stiff. The wearer suffers -2 penalty to attack rolls and Constitution score. However, the wearer gets electricity resistance 30. If they suffer any electrical damage, the armor becomes infused with electricity: for the next round, the wearer’s attacks deal additional 1d12 electric damage, and the spells with the electric descriptor they cast become quickened, as though using the Quicken Spell feat. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | Relic (made from altar of the first retriever) |
Barding of Vengeance | Light Barding | 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. | |
Exquisite Chain Barding | Light Barding | This +3 chainshirt barding grants its wearer a +2 bonus to Dexterity ability score, and immunity to ability score damage for the first 3 rounds of combat. | |
Lightened Harness | Light Barding | This +1 leather barding increases animal companion’s base speed by 10 feet and grants it one additional attack of opportunity. | Gray Garrison |
Shield of Evocation Resilience | Light Shield | This +3 light shield grants its wielder a +4 bonus on saving throws against all spells of Evocation school. | |
Animalistic Perseverance | Medium | This +5 hide armor grants its wearer immunity against fire and cold while polymorphed. In addition, it grants a +15 competence bonus on Lore (Nature) skill checks. | |
Ardent Guard | Medium | This +4 breastplate makes the wearer’s first spell cast in any combat encouraging, as though using the Encouraging Spell feat. Encouraging Spell: Any morale bonus granted by an encouraging spell is increased by 1. | |
Armor of Dispersion | Medium | Each time an enemy confirms a critical hit against the wearer of this +2 hide armor, that enemy is affected by the equivalent of the dispel magic spell. | Drezen |
Armor of Wealth | Medium | This +5 scalemail grants its wearer DR 5/-. | |
Beacon of Carnage | Medium | This +4 breastplate grants its wearer DR 2/-. It increases by 1 for each enemy in melee range of the wearer, but no higher than 5/-. | |
Black Dragon Breastplate | Medium | This +5 breastplate grants its wearer acid resistance 30. It can be used by druids. | |
Blazing Omen | Medium | This +3 chainmail grants its wearer the ability to cast fireball spell once per day as a 5th level wizard. | |
Bonemail | Medium | This +4 scalemail grants its wearer immunity to cold and DR 5/bludgeoning. | |
Breastplate of Afterlife | Medium | This +1 armor absorbs 10 points of positive and 10 points of negative energy damage per attack that the wearer would normally take. It also grants the ability to cast daze spell once per day as a 1st level wizard. | |
Breastplate of Lesser Sonic Resistance | Medium | This +1 breastplate grants its wearer sonic resistance 10. | |
Breastplate of Medium Fire Resistance | Medium | This +2 breastplate grants its wearer resistance to fire 15. | Traveling Skeletal Salesman (protection) |
Breastplate of the Tireless Warrior | Medium | This +5 adamantine breastplate grants its wearer immunity to fatigue and exhaustion effects. | |
Celestial Armor | Medium | This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. | |
Chainmail of Comradery | Medium | Whenever the wearer of this +3 mithral chainmail flanks any enemy, the wearer gets a +2 bonus to damage against flanked creature. If you have an outflank feature, the damage bonus increases to +4. | Underground Hideout |
Chainmail of Dragonfly | Medium | This +3 chainmail can be activated once per day to grant all allies in a 30 feet radius a +1 insight bonus to Dexterity and to attack rolls against demons for 10 rounds. | |
Chainmail of Greater Cold Resistance | Medium | This +5 chainmail grants its wearer resistance to cold 30. | |
Chainmail of Greater Fire Resistance | Medium | This +3 chainmail grants its wearer fire resistance 30. | |
Chainmail of Lesser Fire Resistance | Medium | This +1 chainmail grants its wearer fire resistance 10. | |
Chainmail of Spiteful Barbs | Medium | This +5 chainmail grants its wearer a +5 competence bonus on Persuasion skill checks made to initimidate. Whenever the wearer suffers 10 or more HP damage from a single ranged attack, they gain a +1 morale bonus to AC for 1 round, and their next melee attack deals additional 2d6 piercing damage on a successful hit. | Blackwing Library (Storyteller) |
Colorless One’s Breastplate | Medium | This is an intermediate step of relic creation. | |
Crypt Raider’s Armor | Medium | This +1 scale mail grants its wearer a +2 insight bonus to AC against undead. | Shield Maze |
Dark Breastplate +5 | Medium | This +5 breastplate grants its wearer a +3 armor bonus on saving throws against blindness. | |
Dragonfall | Medium | This +4 scale mail grants its wielder a +4 insight bonus to AC against dragons, and also a +2 insight bonus on attack, damage rolls, and saving throws against dragons. | Blackwing Library (Storyteller) |
Flowing Scales | Medium | This +2 scalemail gives the attacks against its wearer a 10% chance of miss due to concealment. | Crusader’s Camp (Wilcer Garms) |
Great Bear Breastplate | Medium | This +5 breastplate grants its wearer cold resistance 30, medium fortification and spell resistance 19. | |
Heart of Valor | Medium | This +2 mithral breastplate gives its wearer a +4 morale bonus on saves against fear effects. | |
Hide Armor of Elemental Carnage | Medium | Whenever the wearer of this +4 hide armor casts a spell with fire, electricity, cold or acid descriptor, that spell deals +1 point of damage per die rolled. | Drezen (Gesmerha) |
Hide Armor of Greater Electricity Resistance | Medium | This +3 hide armor grants the wearer resistance to electricity 30. | |
Hide Armor of Medium Cold Resistance | Medium | This +2 hide armor grants its wearer resistance to cold 15. | |
Hodag Hide | Medium | This +4 hide armor grants its wearer additional 2d6 damage on charge. | |
Linds Family Chainmail | Medium | This is an intermediate step of relic creation. | |
Linnorm Hide | Medium | This +5 hide armor grants its wearer immunity to fire and a +4 bonus to saving throws against Transmutation school spells. | |
Living Ram | Medium | Whenever the wearer of this +1 breastplate uses the charge combat maneuver and hits an enemy, they deal additional 1d6 bludgeoning damage, and the enemy has to pass a Reflex saving throw (DC 17) or become prone. | Defender’s Heart (Joran Vhane) |
Lone Wolf’s Scale Mail | Medium | This +3 scale mail grants its wearer immunity to flanking and a +3 insight bonus to AC against flying and incorporeal creatures. | Traveling Skeletal Salesman (protection) |
Mallander’s Insult | Medium | This +2 chainmail partially absorbs magic from chaotic or evil creatures. 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. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as a caster level checks made to overcome spell resistance (if needed). | |
Mallander’s Penance | Medium | This +2 chainmail grants the wearer a +2 sacred bonus to Fortitude saving throws. The wearer can choose to you can suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. While under this effect, an enemy that’s attacking the wearer must pass a Reflex saving throw (DC 17) or suffer 3d4 piercing damage. | |
Overlord’s Chainmail | Medium | This +5 mithral chainmail grants its wearer +7 insight bonus on Persuasion skill checks made to intimidate. | |
Owlbeast Hide | Medium | This +2 hide armor grants its wearer a +2 enhancement bonus to Strength. | |
Patchwork Hide | Medium | This is a +3 hide armor. | |
Plate of the Beast | Medium | This +2 breastplate grants its wearer a +4 enhancement bonus to Constitution and the ability to cast aspect of the wolf spell once per day as a 10th level druid. | |
Primal Hide | Medium | This +2 hide armor grants its wearer a +2 luck bonus on all Initiative and Perception checks. | |
Promise of Greatness | Medium | This +4 breastplate makes the wearer’s first spell cast in any combat encouraging, as though using the Encouraging Spell feat. Encouraging Spell: Any morale bonus granted by an encouraging spell is increased by 1. | |
Raging Bulwark | Medium | This +3 scalemail grants its wearer fire resistance 10 and the ability to cast rage spell twice per day as a 5th level wizard. | |
Rock of Nature | Medium | This +2 breastplate grants the wearer a +2 insight bonus to AC against attacks made with natural weapons. | Crusader’s Camp (Wilcer Garms) |
Sanguineous Sundown | Medium | Whenever the enemy confirms a critical hit against the wielder of this +3 mithral scale mail, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positive energy damage. Successful saving throw negates blindness and halves the damage. | relic (faultless daybreak) |
Scalemail | Medium | This +1 scalemail grants +1 resistance bonus on all saving throws. | Defender’s Heart (Joran Vhane), Shield Maze (Neophyte Fighter), Crusader’s Camp |
Scalemail of Resistance +2 | Medium | This +2 scalemail grants its wearer a +2 resistance bonus on all saving throws. | Drezen (Blacksmith) |
Scalemail of Resistance +3 | Medium | This scalemail grants the wearer +3 resistance bonus to all saving throws. | |
Scalemail of the Faultless Daybreak | Medium | This is an intermediate step of relic creation. | |
Seal of Jubilex | Medium | This +5 breastplate is made of crystal and can be worn by a druid. It grants the wearer a DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. | |
Seal of Madness | Medium | This +5 breastplate is made of crystal and can be worn by a druid. At the start of every combat, all enemies in a 50 feet range around the wearer must pass a Will saving throw (DC 32) or become confused for 2 rounds. | |
Silver Mist | Medium | This +5 mithral breastplate grants its wearer immunity to precision damage. | |
Singing Steel Breastplate | Medium | This is a +5 breastplate made of singing steel. | |
Solid Hide Armor | Medium | This +1 hide armor grants its wearer DR 2/-. | |
Talwyn’s Armor | Medium | This +4 chainmail grants its wearer protection from critical hits and sneak attacks. Whenever such attack would be scored on the wearer, with a 50% chance it is negated, and the attack only deals normal damage. | |
Tribal Scout’s Hide | Medium | This +5 hide armor grants the wearer a +10 competence bonus to Stealth. While in Stealth or invisible, all successful attacks deal additional 6 force damage. | |
Triumphant Noontide | Medium | This +3 scalemail allows the wearer 3 times a day to raise a deceased ally for 2d3 rounds. However, after this the ally dies again. | relic (faultless daybreak) |
Void Mirror | Medium | This +3 adamantine breastplate grants its wearer a +4 dodge bonus to AC against ray attacks. | |
Weaver’s Chainmail | Medium | This +3 chainmail grants its wearer acid resistance 15, a +2 resistance bonus to Reflex saving throws and the ability to cast web spell three times per day as a 5th level wizard. | |
White Dragon | Medium | This +4 white dragonhide breastplate grants the wearer a cold aura and cold resistance 30. This breastplate can be worn by druids. Cold Aura: All creatures within 5 feet of this creature take 2d6 points of cold damage at the beginning of its turn. | Areelu’s Laboratory |
Barding of Ceaseless Service | Medium Barding | This +5 chainmail barding grants its wearer a +2 bonus to Constitution ability score and immunity to fatigue and exhaustion. | |
Frozen Scales | Medium Barding | This +3 scalemail barding grants its wearer fire resistance 10 and partial concealment against ranged attacks. | Traveling Skeletal Salesman (protection) |
Muscle Warmer | Medium Barding | This +2 hide barding grants its wearer cold resistance 10 and a +2 competence bonus on saving throws against movement-impairing effects. | Reliable Redoubt |
Scale Barding of Medium Fortification +5 | Medium Barding | This scale barding grants its wearer medium fortification. | |
Solid Chains | Medium Barding | This +4 chainmail barding grants its wearer DR 6/piercing. | |
Ambrosial Attire of Arcane Annihilation | None | This robe grants its wearer a +4 bonus to attack rolls with ray attacks, +1 damage per dice to fire, acid, force, cold, electricity spells, and a +4 bonus to spell penetration. | |
Arbiter’s Robe | None | This robe grants its wearer a +3 dodge bonus to AC, and a +3 bonus to unarmed attack and damage. It can be worn only by a monk of Lawful Neutral alignment. | |
Arrow Catcher | None | This +5 haramaki grants its wearer DR 6/- against ranged weapon attacks. | |
Bogeyman’s Robe | None | This robe grants its wearer a +2 bonus on all concentration checks, a +5 competence bonus to Knowledge: arcana skill checks, and a chance to frighten enemy on a hit (Will save DC 13). | |
Censor’s Robe | None | This robe grants its wearer a +2 dodge bonus to AC and the ability to cast dispel magic spell twice per day as a 5th level wizard. | |
Dark Acolyte’s Robe | None | This robe grants its wearer a +4 enhancement bonus to Intelligence and Charisma, a +2 bonus on all concentration checks, and a +5 competence bonus to Knowledge: arcana skill checks. | |
Dark Master’s Robe | None | This robe grants its wearer a +8 enhancement bonus to Intelligence and Charisma, a +5 bonus on all concentration checks, and a +10 competence bonus to Knowledge: arcana skill checks. | |
Deadly Rays | None | This +5 haramaki grants its wearer a +4 insight bonus on ranged touch attack rolls. | |
Draping Veil of Prowess | None | This robe grants its wearer electricity resistance 10, cold resistance 10, a +2 deflection bonus to AC and the ability to cast enlarge person spell once per day as a 4th level wizard. | |
Enforcer’s Robe | None | This robe grants a +1 dodge bonus to AC, and a +5 bonus to unarmed attack and damage. It can be worn only by a monk of Lawful Evil alignment. | |
Envy of the Master | None | This robe grants its wearer a +6 enhancement bonus to Intelligence, a +4 enhancement bonus to Wisdom, a +4 armor bonus to AC and the ability to cast prediction of failure spell once per day as a 15th level wizard. | |
Haramaki of Divine Guidance | None | This +4 haramaki grants its wearer a +4 sacred bonus on all saving throws. | |
Haramaki of Scholarship | None | This +3 haramaki grants its wearer a +5 competence bonus on Knowledge (Arcana) skill checks and a +4 bonus on Concentration checks. | Traveling Skeletal Salesman (protection) |
Impending Eclipse | None | This +5 haramaki makes its wearer immune to elemental damage for the first 3 rounds of combat. | |
Integrity | None | This robe grants its wearer a +3 resistance bonus on Will, Fortitude, and Reflex saving throws and the ability to cast blindness spell once per day as a 5th level wizard. | |
Leviathan’s Gift | None | This robe grants its wearer the ability to cast up to six spells per day that are maximized as though using the Maximize Spell feat. It affects spells of 6th level or lower. All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Mesmerizing Robe | None | This robe grants its wearer a +5 bonus on all concentration checks, and a +10 competence bonus to Persuasion checks. | |
Prankster’s Robe | None | This robe grants its wearer a +4 deflection bonus to AC, a +2 luck bonus to all saving throws and the ability to cast blindness spell twice per day as a 5th level wizard. | |
Protector’s Robe | None | This robe grants its wearer a +5 dodge bonus to AC, and a +1 bonus to unarmed attack and damage. It can be worn only by a monk of Lawful Good alignment. | |
Robe of Consciousness | None | This robe grants is wearer a +3 bonus on saving throws against mind affecting spells. | |
Robe of Eyes | None | This robe grants its wearer a +10 armor enhancement bonus to Perception and the effects of the Uncanny Dodge feat. It also inflicts a -4 penalty to saving throws against gaze attacks and blindness. | |
Robe of False Death | None | The wearer of this robe gains immunity to critical hits, but suffers a -6 penalty to Constitution | |
Robe of the True Master | None | This robe grants its wearer a +5 deflection bonus to AC, Spell Resistance 18, +4 resistance bonus to all saving throws, and +2 bonus to spell penetration. | |
Robe of the Wise | None | This robe grants its wearer a +3 competence bonus on Lore (Nature), Lore (Religion), Knowledge (World) and Knowledge (Arcane) skill checks. | |
Robe of Transmutation | None | This robe increases by 2 the DC of all transmutation school spells cast by the wearer. It also grants a +2 bonus on saving throws against the spells of evocation school. | |
Unnatural Robe | None | This robe grants its wearer a +2 resistance bonus on Will saving throws, negative energy resistance 10 and the ability to cast phantasmal killer spell once per day as a 8th level wizard. | |
Valerie’s Embroidered Shirt | None | This shirt grants its wearer a +5 bonus to Persuasion skill checks and a +6 enhancement bonus to Charisma. | |
Flameguard | Tower Shield | +1 tower shield grants +3 resistance bonus on Reflex saving throws and fire resistance 10. |
Shields
Name | Type | Desc | Location |
---|---|---|---|
Arrowguard | Buckler | This +4 buckler grants its wielder an additional +3 bonus to AC against ranged attacks. | |
Bladeguard | Buckler | This +3 buckler grants its wielder an additional +3 bonus to AC against melee attacks. | |
Buckler of Protective Elements | Buckler | Whenever the wielder of this +4 buckler becomes a target of a spell that deals elemental damage (even if such effect was prevented by spell or elemental resistance), he gains immunity to the corresponding element for 1 round. | |
Buckler of Ray Negation | Buckler | This +3 buckler grants the wearer a +5 bonus to AC against ranged touch attacks. | Areelu’s Laboratory |
Deceiving Facade | Buckler | 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. | Defender’s Heart (Joran Vhane) |
Disk of Unbalance | Buckler | This +5 buckler grants its wearer a +2 circumstance bonus on attack rolls against enemies under movement-impairing conditions. | |
Eluding Target | Buckler | This +2 buckler grants its wielder a +2 dodge bonus to AC against attacks with two-handed weapons. | Citadel Drezen |
Ratcatcher’s Buckler | Buckler | This +2 buckler grants its wielder a +4 morale bonus AC against the attacks of Vermins. | |
Ancestral Dwarven Shield | Heavy Shield | This +2 heavy shield grants its wielder DR 2/-. | |
Assertion Of Dominance | Heavy Shield | This +5 heavy shield grants its wielder immunity to slashing and piercing damage while the wielder is at full health. | |
Bashing Shield | Heavy Shield | This +1 shield was specifically designed to perform a shield bash. It deals damage as if it were a weapon of three size categories larger (Medium light shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. | |
Blessed Defense | Heavy Shield | This +3 shield gives its wielder the ability to cast divine power spell once per day as a 7th level cleric. | |
Bulwark | Heavy Shield | This +2 heavy wooden shield grants its wearer a +5 competence bonus to Perception checks, and acid resistance 15. | |
Charred Bulwark | Heavy Shield | This +4 heavy shield grants its wielder immunity to cold and a +1 bonus to AC against Medium and smaller creatures. | |
Child of the Wind | Heavy Shield | This +3 heavy shield increases the wielder’s speed by +10 feet. | |
Divine Protector | Heavy Shield | This +2 mithral heavy shield grants its wielder DR 5/magic. | Houndheart Campsite |
Heavy Shield | Heavy Shield | This +5 heavy shield can be used as a weapon. On a successful hit it makes the target bleed for 1d6 damage per turn. Effects of multiple applications of this effect stack. Bleeding stops when the battle ends, or when the target is cured by any effect that restores HP. | Defender’s Heart (Joran Vhane), Tirabade Residence (Entranced Fighter), Drezen |
Heavy Shield of Elemental Protection | Heavy Shield | This +2 heavy shield grants its wielder acid resistance 15 and fire resistance 15. | Traveling Skeletal Salesman (protection) |
Heavy Shield of Innate Trust | Heavy Shield | This +3 heavy shield grants the wearer a +3 bonus to CMB. | Drezen (Wilcer Garms) |
Heavy Shield of Lesser Cold Resistance | Heavy Shield | This +1 heavy shield grants its wielder cold resistance 10. | |
Holemaker | Heavy Shield | Whenever the wielder of this +5 spiked heavy shield confirms a critical hit, the enemy suffers a -2 penalty on attack rolls and becomes vulnerable to piercing damage for 2 rounds. | |
Immaculate Petal | Heavy Shield | This +4 heavy shield grants its wearer spell resistance 17 as well as negative energy resistance 30. | Lost Chapel |
Immaculate Petal | Heavy Shield | This is a +1 heavy shield. | Lost Chapel |
Ironclad Will | Heavy Shield | This +4 heavy steel shield grants its wielder a +4 morale bonus on Will saving throws. | |
Painful Remorse | Heavy Shield | Whenever the wielder of this +2 spiked heavy shield uses it for a shield bash, it behaves like a vicious weapon, dealing an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. | Crusader’s Camp (Wilcer Garms) |
Protector of Unjust | Heavy Shield | This +2 heavy shield gives wielder +2 resistance bonus on saving throws. Both its AC and saving throw bonuses increase by 2 against spells, abilities and attacks by good or lawful outsiders. Cannot be equipped by lawful or good characters. | |
Shield of Holy Thorn | Heavy Shield | Whenever the wielder of this +3 spiked holy heavy shield uses it for a shield bash, it behaves like a holy weapon, dealing an extra 2d6 points of holy damage to the opponent. | Traveling Skeletal Salesman (protection) |
Shield of Incorruptible Heart | Heavy Shield | This +4 heavy shield grants the wielder a +2 morale bonus on saving throws against evil creatures. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric. | |
The Undying Love of the Hopebringer | Heavy Shield | This is a +5 spiked shield, this shield also has a +5 enchant bonus to attacks and damage made by it. Once per day the wielder can choose to assign Light or Dark aura for this shield. Light Aura — All enemies in a 30 feet range are under faery fire effect, all companions gain a +2 insight bonus to saving throws and skill checks. Whenever an enemy lands a critical hit against the wearer or companion, the enemy must pass a Fortitude saving throw (DC 30) or be blinded and slowed as per slow spell for 1d4 rounds. Additionally any healing applied to the shield bearer will also heal all party members for 1d6 + shield bearer`s level. Dark Aura — All enemies in a 30 feet area have a -2 penalty to Initiative, all companions gain a +2 profane bonus to attack of opportunities and critical hit confirmation. Whenever a companion lands a critical hit against the enemy, the enemy must pass a Will saving throw (DC 25) or be under sleeping effect for 1d3 rounds. All curses, poisons, diseases and mind-affecting spells have their save DC increased by 2 both for enemies and companions.. If the wearer is of good alignment, shield gains holy quality for all attacks with this shield. Additionally for a standard action the wearer can use Light Nova ability, it deals damage to the wearer equal to 25% of her HP and heals everyone by 40 hp and deals 20 damage to all enemies. If the wearer is of evil alignment, shield gains an unholy quality for all attacks with this shield. Additionally for a standard action the wearer can use Dark Nova ability, it deals 20 damage to the all his companions and they get Chosen of the Dark Nova effect, while all enemies in a 30 feet area receive Pray of The Chosen. Under Chosen of the Dark Nova effect companions receive +5 damage bonus against Pray of The Chosen. If the wearer is of neutral alignment, the wearer can use both of abilities. However, if the wearer used one ability, the wearer can’t use another ability until the rest. | |
Wild Guardian | Heavy Shield | This +3 heavy wooden shield grants its wearer a +3 resistance bonus to Will saving throws, and a +4 enhancement bonus to Constitution. | |
Ancient Wood | Light Shield | This +5 light shield grants its wearer a +15 competence bonus on Lore (Nature) skill checks and a +3 competence bonus to AC against unarmed and natural attacks. | |
Bellowing Howl | Light Shield | While you are wielding this +2 spiked light shield you get 20 resistance to sonic damage and a +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. | relic (chillroar’s hide and tusk) |
Blinding Light | Light Shield | Whenever the enemy confirms a critical hit against the wielder of this +3 mithral light shield, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positive energy damage. A successful saving throw negates the blindness and halves the damage. | relic (faultless daybreak) |
Chillroar’s Hide Spiked Light Shield | Light Shield | This is an intermediate step of relic creation. | |
Coldbite | Light Shield | While you are wielding this +2 spiked light shield you deal +1 bonus damage per dice rolled for spells with cold descriptor. 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 normal, until the end of battle. | relic (chillroar’s hide and tusk) |
Flesh Tearer | Light Shield | This +5 spiked light shield grants its wearer a +2 insight bonus on attack and damage rolls against living enemies. | |
Forewarning | Light Shield | This +3 light shield grants its wielder immunity to critical hits. | |
Heart of Thunder | Light Shield | This +5 light wooden shield grants its wielder immunity to being paralyzed and the ability to cast shout, greater spell three times per day as a 7th level wizard. | |
Light Shield of Cursed Allegiance | Light Shield | This +3 light shield emanates a cursed aura: whenever an ally adjacent to this shield’s wielder is attacked, the enemy must pass a Will saving throw (DC 21) against this curse or suffer a -3 attack penalty on the next attack roll. | Ivory Sanctum |
Light Shield of Lesser Negative Energy Resistance | Light Shield | This +1 light shield grants its wielder negative energy resistance 10. | Drezen (Wilcer Garms) |
Light Shield of the Faultless Daybreak | Light Shield | This is an intermediate step of relic creation. | |
Northern Lights | Light Shield | This +1 light wooden shield grants its wielder cold resistance 10 and a +1 resistance bonus to Fortitude saving throws. | |
Ray Blocker | Light Shield | This +3 light shield grants its wielder a +4 bonus on saving throws against all spells of Evocation school. | |
Shield of Magical Retribution | Light Shield | Whenever an enemy hits the wielder of this +2 light shield with any touch attack (melee or ranged), that enemy suffers 2d6 force damage. | |
Talion Keeper | Light Shield | This +4 spiked light shield provokes a shield bash dealing 2d6 piercing damage to the attacker whenever its wielder is critically hit. | |
Triumphant Noontide | Light Shield | Whenever this +3 mithral light shield is under the effect of 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. If a marked creature dies, a Will-o-Wisp (CR 8) appears for 10 minutes or until a new Will-o-Wisp will be created, this Will-o-Wisp will try to heal and support your characters. This shield also deals additional 2d8 points of holy damage to undead creatures. | relic (faultless daybreak) |
Bastion of Lion’s Heart | Tower Shield | This +2 tower shield grants its wielder negative energy resistance 10 and a +1 morale bonus on saving throws against fear effects. | Citadel Drezen |
Colossal Shade | Tower Shield | This tower shield grants its wielder a +3 bonus on saving throws against blindness. | |
Dawn of Life | Tower Shield | This +3 tower shield weighs twice as much as a usual tower shield and limits its wielder’s speed to 20 feet. Whenever the wielder receives a critical hit, they are healed for the amount of HP equal to the number of their Hit Dice. | Crusader’s Camp (Wilcer Garms), Drezen |
Defender’s Bulwark | Tower Shield | This +3 tower shield grants its wielder DR 2/-. | |
Flameguard | Tower Shield | This +1 tower shield grants its wielder a +3 resistance bonus on Reflex saving throws and fire resistance 10. | |
Impassable Guard | Tower Shield | This +5 tower shield grants its wielder DR 15/-. | |
Shield of Chastise | Tower Shield | This +5 tower shield grants its wielder a +4 competence bonus to AC against touch attacks. | |
Spellbreaker | Tower Shield | This +4 tower shield grants its wielder a +10 competence bonus on saving throws against Evocation school spells. | |
Tower Shield of Elemental Protection | Tower Shield | This +2 tower shield grants its wielder electricity resistance 15 and cold resistance 15. | |
Unbreakable Bastion | Tower Shield | This +4 tower shield grants its wielder a +4 resistance bonus on all saving throws, and a +4 deflection bonus to AC. | |
Walls of the Sanctuary | Tower Shield | This +5 Tower Shield has a +6 deflection bonus to AC and allows its wielder to make all party members except the wielder invisible as under the greater invisibility spell effect. This power can be used for 20 rounds per day. These rounds do not need to be consecutive. | |
Warden of Darkness | Tower Shield | This +4 mithral tower shield gives the wielder DR 5/good and a -2 penalty to attack rolls against evil characters. It can be worn only by evil-aligned creatures. | Drezen |
Wyrmwall | Tower Shield | This +5 tower shield grants its wielder a +4 bonus to saving throws against fire, acid, cold and electricity, and a +2 bonus to AC against Huge or larger creatures. |
Head
Name | Desc | Location |
---|---|---|
Ancestral Retribution | This headband grants the wearer +2 enhancement bonus to Wisdom. Whenever you summon any Elemental, it gains 50 additional Hit Points. | |
Angelbloom Crown | This headband allows its wearer to cast Archon’s Aura as a 20th level cleric three times per day. | |
Apex Predator | If the wearer has the druid’s wild shape class ability, this circlet grants them a +3 bonus to AC and a +3 bonus to attack rolls while in wild shape. | |
Battle Mage’s Headband | This headband of Wisdom +2 also grants its wearer a +2 enhancement bonus to Charisma score. In addition, whenever the wearer of this headband lands a killing blow with a melee weapon, their next spell becomes empowered, as though using the Empower Spell feat. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | Drezen (Arsinoe) |
Black Dragonscale Helmet | This helmet grants its wearer acid resistance 5 and a +3 bonus to saving throws against paralysis and sleep | |
Black Hat of Handsomeness | The wearer of this hat becomes too handsome for her own benefit. The hat grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Blazing Crown | Whenever the wearer of this headband of Charisma +4 deals damage to an enemy through a spell, she gets 10 temporary hit points for 3 rounds. This effect can occur once per 5 rounds for each enemy. | |
Blinding Enlightenment | Whenever the wearer of this headband of Intelligence +6 lands a hit against a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or become dazzled for 3 rounds. If the enemy was under a movement-impairing condition, it becomes blinded instead. | |
Blue Dragonscale Helmet | This helmet grants its wearer DR 5/magic. | |
Blue Hat of Handsomeness | The wearer of this hat becomes too handsome for her own benefit. The hat grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Bookworm’s Headband | This headband grants its wearer a +2 enhancement bonus to Intelligence score and immunity to all compulsion effects. However, it also inflicts a -2 penalty to Charisma score and -3 penalty on all Persuasion checks. | Defender’s Heart (Kyado) |
Brightest Darkness | This circlet grants its wearer a +6 enhancement bonus to Charisma and Wisdom. If the wearer has the ability to channel energy, it increases the amount of damage channeling cures or deals, depending on the type of the creatures affected, by +2d6. | |
Cheerful Warrior’s Helm | Whenever an ally in a 15 feet radius of this helmet’s wearer confirms a critical hit, this helm heals its wearer for 1d6 HP, and grants a +1 morale bonus to AC and attack rolls for one round. | |
Circlet of Faith | This circlet grants its wearer the ability to cast restoration spell once per day as a 7th level cleric. | |
Circlet of Ghostly Pathways | This is an intermediate step of relic creation. | |
Clear Vision | This helmet grants its wearer a +5 bonus on saving throws against the spells of the Illusion school and a +2 insight bonus to AC. | |
Clemency of Shadows | This headband grants the wearer a +2 enhancement bonus to Intelligence. Each time they cast a spell on the enemy, it must pass a Reflex saving throw (DC 20) or be entangled in web for 1d4 rounds, trying to break free each round. This web also deals 1d6+3 bludgeoning damage each round. Effects don’t stack. | |
Clumsy Helmet | Allows you to feel yourself a green recruit. | |
Conthyr’s Wisdom | This headband grants its wearer +6 enhancement bonuses to Charisma and Intelligence ability scores. In addition, all party members of the wearer gain a +3 insight bonus on saving throws against confusion, insanity and domination spells. | |
Crown | This royal headdress grants its wearer a +6 enhancement bonus to Charisma, Intelligence and Wisdom, and a +2 resistance bonus to saving throws against Compulsion effects. | |
Crown of Elements | This crown increases the damage dealt by the kineticist’s simple energy blasts by 3d6 points and by kineticist simple physical blasts by 3d6+3. Composite energy blasts instead deal an additional 6d6 damage, while composite physical blasts deal an additional 6d6+6 damage. It also grants a +6 enhancement bonus to Charisma, Wisdom and Intelligence ability scores. Bonuses of the same type usually don’t stack. | |
Crown of Fear | This helmet grants its wearer a +4 competence bonus on Persuasion checks made to intimidate. It also grants its wearer a +2 bonus to all spells with fear descriptor DC. | |
Crushing Presence | This headband of charisma +6 grants the wearer an ability to push all enemies in a 15 feet area 10 feet away and suffer (1d8 + caster level) bludgeoning damage. This ability can be used three times per day. | Blackwing Library (Storyteller) |
Dark Revelation | This hat grants its wearer a +6 enhancement bonus to Wisdom ability score. It also increases by 1 the DC of all Divination school spells cast by the wearer. | |
Darkness Caress | This Headband of Perfection +8 allows its wearer to add their Charisma bonus to all damage dealt by ranged weapons. | |
Dead Man’s Hat | This helmet increases by 2 the DC of all Necromancy school spells cast by the wearer. The wearer temporary becomes an undead creature, and is cured by negative energy, while being damaged by positive energy. Spells and abilities affect the wearer as an undead creature. Wearer’s health is calculated based on Charisma, and the wearer acquires all the immunities inherent to an undead creature. | |
Deceiver’s Hat | This hat grants its wearer a +2 enhancement bonus to Wisdom ability score. It also increases by 2 the DC of all Illusion school spells cast by the wearer. | |
Demonic Resentment | Whenever the wearer of this helmet is under a rage effect, the rage’s effect bonuses on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws increase by 1. | Ivory Sanctum |
Doubling Annoyance | Whenever the wearer of this headband of perfection +6 summons a Perpetually Annoyed Wizard, they actually summon two wizards instead of one. Can only be equipped by a player character. | |
Draven’s Hat | This hat grants the wearer a +2 profane bonus to Intelligence score. Whenever they cast a slow or haste spell, it is quickened, as though using the Quicken Spell feat. Additionally, once per day this hat can make any spell quickened. This hat can only be worn by non-good characters. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | Heaven’s Edge |
Dwarven Champion’s Helmet | This helmet enchants its wearer’s main weapon with orc bane and goblin bane special abilities. Its enhancement bonus to AC increases to +2 against the attacks of orcs, giants and goblinoids. | |
Eel’s Circlet | This circlet grants its wearer a +4 enhancement bonus to Intelligence and the ability to cast lightning bolt spell at will as a 5th level wizard. | |
Evasive Round Helmet | This helmet grants its wearer immunity to critical hits. | |
Expert’s Hat | This hat grants its wearer a +1 competence bonus on all skill checks. | |
Eyes of the Eagle | This helmet grants its wearer a +5 competence bonus on Perception checks. | |
Face-Stealer’s Mask | This is an intermediate step of relic creation. | |
Faultless Protection | This helmet grants its wielder immunity to critical hits and a +4 bonus on attack rolls made to confirm critical hits. | |
Flamboyant Hat | This hat grants its wearer a +2 enhancement bonus to Charisma ability score. If the wearer has the bardic performance ability, it allows the wearer to use it for 2 additional rounds per day. | |
Frozen Shout | This hat grants its wearer the ability to cast cone of cold spell once per day as a 11th level wizard. Whenever the wearer casts a spell with cold descriptor, that spell deals +1 point of damage per die rolled. | |
Gnawing Magic | Whenever the wearer of this Headband of Intelligence +6 casts a spell that affects the enemy, the wearer gains a +1 bonus to checks made to overcome spell resistance and the enemy suffers a -1 penalty on attack and damage rolls as well as all saving throws for 3 rounds.The effect stacks to a maximum of 4. | |
Gnome Brave’s Helmet | This helmet enchants its wearer’s main weapon with giant bane special ability. It grants its wearer a +4 insight bonus to AC against the attacks of giants. | |
Golden Thread | This hat grants its wearer a +4 enhancement bonus to Charisma, and the ability to cast hold person spell once per day as a 5th level wizard. | Drezen |
Graveyard Keeper’s Helmet | This helmet grants the wearer a +2 bonus to AC against undead creatures. | |
Greater Kinetic Diadem | This diadem increases the damage dealt by the kineticist’s simple energy blasts by 3d6 points and by kineticist simple physical blasts by 3d6+3. Composite energy blasts instead deal an additional 6d6 damage, while composite physical blasts deal an additional 6d6+6 damage. | |
Green Dragonscale Helmet | This helmet grants its wearer a +4 bonus on saving throws against spells with acid descriptor and fear effects. | |
Green Hat of Handsomeness | The wearer of this hat becomes too handsome for her own benefit. The hat grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Gutsy Brawler | This helmet grants its wearer immunity to fear and DR 1/magic. | |
Hat of Heartening Song | Whenever the wearer of this hat uses any song, this song also grants fast healing 1 at level 1, fast healing 2 at level 5 and increasing by 1 point every 4 levels thereafter. | Houndheart Campsite |
Hat of Mental Perfection +8 | This hat grants its wearer a +8 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same type usually don’t stack. | |
Headband of Alluring Charisma +2 | This headband grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | Defender’s Heart (Kyado), Horgus’ mansion |
Headband of Alluring Charisma +4 | This headband grants its wearer a +4 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | Drezen (One-Eyed Devil), Drezen |
Headband of Alluring Charisma +6 | This headband grants its wearer a +6 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Headband of Confidence | This headband grants its wearer a +4 enhancement bonus to Charisma and Wisdom. It also grants a +4 bonus on saving throws against mind-affecting conditions. | |
Headband of Inspired Wisdom +2 | This headband grants its wearer a +2 enhancement bonus to Wisdom. Bonuses of the same type usually don’t stack. | Defender’s Heart (Kyado) |
Headband of Inspired Wisdom +4 | This headband grants its wearer a +4 enhancement bonus to Wisdom. Bonuses of the same type usually don’t stack. | |
Headband of Inspired Wisdom +6 | This headband grants its wearer a +6 enhancement bonus to Wisdom. Bonuses of the same type usually don’t stack. | |
Headband of Mental Flow +2 | This headband grants its wearer +2 enhancement bonuses to Intelligence and Charisma ability scores. Bonuses of the same type usually don’t stack. | Drezen (Arsinoe), Citadel Drezen |
Headband of Mental Form +2 | This headband grants its wearer +2 enhancement bonuses to Wisdom and Charisma ability scores. Bonuses of the same type usually don’t stack. | Drezen (Arsinoe) |
Headband of Mental Might +2 | This headband grants its wearer +2 enhancement bonuses to Intelligence and Wisdom ability scores. Bonuses of the same type usually don’t stack. | Drezen (Arsinoe) |
Headband of Mental Perfection +2 | This headband grants its wearer a +2 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (magic) |
Headband of Mental Perfection +4 | This headband grants its wearer a +4 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same type usually don’t stack. | |
Headband of Mental Perfection +6 | This headband grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same type usually don’t stack. | |
Headband of Reshaping | This headband of Wisdom +6 grants its wearer a +1 CL on transmutation school spells. | |
Headband of Rigorous Training | This headband of Wisdom +6 allows its wearer to declare Perfect Strike five more times per day. | |
Headband of Subjugator | Whenever the wearer of this headband of Intelligence +6 lands a hit against a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or become dazzled for 3 rounds. If the enemy was under a movement-impairing condition, it becomes blinded instead. | |
Headband of Vast Intelligence +2 | This headband grants its wearer a +2 enhancement bonus to Intelligence. Bonuses of the same type usually don’t stack. | Drezen (Golden Golem), Nameless Ruins |
Headband of Vast Intelligence +4 | This headband grants its wearer a +4 enhancement bonus to Intelligence. Bonuses of the same type usually don’t stack. | Areelu’s Laboratory |
Headband of Vast Intelligence +6 | This headband grants its wearer a +6 enhancement bonus to Intelligence. Bonuses of the same type usually don’t stack. | |
Headband of Wise Negotiator | This headband grants its wearer a +4 enhancement bonus to Charisma and Wisdom ability scores. It also grants a +4 bonus on saving throws against mind-affecting conditions. | |
Headbutter’s Helm | Whenever the wearer of this helm successfully charges an enemy, that enemy must pass a Reflex saving throw (DC 27) or suffer a -2 penalty to AC and attack rolls for 3 rounds. | |
Hellknight Helmet | This is a black spiked helmet, commonly worn by the hellknights. | Drezen (Paralictor Aminos Renth) |
Helm of Devotion | 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. | |
Helm of Fearless Vanguard | Whenever the wearer of this helm receives healing, she also gains 5 temporary Hit Points for 1 round. | |
Helm of Static Discharge | This helm grants its wearer a +5 competence bonus to CMD and electricity resistance 30. Also, whenever the wearer of this helm becomes a target of a spell that deals electricity damage (even if such effect was prevented by spell or elemental resistance), his next attack deals additional 2d6 of electricity damage. | |
Helmet of Battlefield Clarity | This helmet grants its wearer a +2 insight bonus on Will saves. When the wearer uses the Combat Expertise feat, it provides an additional +2 bonus to attack rolls. | |
Helmet of Comradery | The wearer of this helmet gains a +1 morale bonus to AC (but no more than +3) for each ally in a 10 feet radius. | Areelu’s Laboratory |
Helmet of Confidence | This helmet grants the wearer +5 resistance bonus on Will saving throws. | |
Helmet of Durable Cavalier | This helmet grants its wearer a +1 insight bonus to AC. | Drezen (Paralictor Aminos Renth) |
Helmet of Elemental Guard | This headband grants the wearer fire resistance 10, electricity resistance 10, and sonic resistance 10. Whenever an enemy confirms a critical hit against the wearer, for the next round the wearer deals an additional 5 force damage with each hit. | Drezen (Tsai) |
Helmet of the Abyss Killer | According to legend, this helmet belonged to a mighty warrior who was doomed to endlessly slay hordes of demons. It doesn’t seem to have any magic, but it looks formidable. | Blackwater |
Helmet of the Dusk | This helmet grants its wearer a +6 enhancement bonus to Wisdom, and immunity to stun and daze. Any creature attacking the wearer has to make a successful Will saving throw (DC 23) or become dazed for 1 round. | |
Helmet of the Guiding Light | This helmet grants its wearer a +5 competence bonus on all Perception and Lore (Nature) skill checks. It also grants the ability to cast true strike spell three times per day as a swift action. | |
Helmet of Weakening Torture | Whenever the wearer of this helmet lands a hit with a melee weapon, the target must pass a Fortitude saving throw (DC 25) or suffer bleed damage that equals the wearer’s Strength modifier for 1d4 rounds. This bleed doesn’t stack with itself, but stacks with bleed effects from other sources. | |
Identifying Glasses | These glasses grant the wearer a +10 bonus on Knowledge (Arcana) skill checks made to identify the properties of magic items. They also grant the ability to make such skill checks even if the wearer has no ranks in Knowledge (Arcana) skill. | |
Judgemental Gaze | This circlet grants its wearer a +4 enhancement bonus to Intelligence ability score. If the wearer has inquisitor’s judgement class ability, it allows the wearer to use it 1 additional time per day. | |
Killjoy | This helmet enchants its wearer’s main weapon with fey bane special ability. It grants its wearer a +4 insight bonus to AC against the attacks of fey. | |
Kinetic Diadem | This diadem increases the damage dealt by the kineticist’s simple energy blasts by 2d6 points and by kineticist simple physical blasts by 2d6+2. Composite energy blasts instead deal an additional 4d6 damage, while composite physical blasts deal an additional 4d6+4 damage. | Traveling Skeletal Salesman (magic) |
Knight’s Helmet | This helmet grants its wearer a +1 morale bonus on attack rolls and a +4 resistance bonus on saving throws against fear. | |
Lenses of Prolonged Gaze | These lenses make it easier to keep an eye on someone. Worn by a powerful Aeon, they grant 3 additional uses of Enforcing Gaze per day. | |
Lesser Kinetic Diadem | 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. Composite energy blasts instead deal an additional 2d6 damage, while composite physical blasts deal an additional 2d6+2 damage. | Silken Thread Atelier (Kervil the Sparkling Fist), Silken Thread Atelier |
Lesser Phylactery of Negative Channeling | If the wearer of this headband has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +1d6. | Drezen (Golden Golem) |
Lesser Phylactery of Positive Channeling | If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +1d6. | Drezen (Golden Golem), Crusader’s Camp |
Lightning Chaser | This helmet grants its wearer a +5 competence bonus on all Perception skill checks and electricity resistance 10. | |
Magnificent Plume Hat | This hat grants its wearer a +5 bonus to Maximum Hit Points. | |
Marksman’s Headset | This helmet grants its wearer a +5 competence bonus on Perception skill checks. When the wearer uses the Deadly Aim feat, it provides an additional +2 bonus to attack rolls. | |
Mask of Nethys | This mask grants its wearer a +3 bonus on any checks made to overcome spell resistance, and a +3 bonus on caster level checks made to dispel magic. | |
Mask of Nothing | This cursed mask grants its wearer a +20 insight bonus on all saving throws as well as a 50% miss chance as in total concealment which isn’t revealed by true seeing. It also grants a +3 insight bonus on all Knowledge, Lore, Use Magic Device, Perception and Trickery skill checks. This mask doesn’t work against Areshkagal’s followers and its wearer suffers a -6 penalty on all saves and AC while in Areshkagal’s domain. Can only be equipped by the player character. | |
Mask of the Most Worthy | This cursed mask grants its wearer a +20 insight bonus on all saving throws, DR 5/-, fast healing 2 and a +10 insight bonus on concentration checks. This mask doesn’t work against Areshkagal’s followers and its wearer suffers a -6 penalty on all saves and AC while in Areshkagal’s domain. | |
Morbid Stare | This helmet increases by 1 the DC of all Necromancy school spells cast by the wearer, and give a wearer a chance to frighten the target on a hit. (Will saving throw DC 15). | |
Mystic Archaeologist’s Helmet | This helmet grants its wearer a +6 enhancement bonus to Charisma ability score, and a +5 competence bonus on all Use Magic Devices and Knowledge (World) skill checks. | |
Obsidian Mask of the Champion | The wearer of this mask gets a +10 competence bonus on Intimidation and Mobility skill checks. In addition, whenever the wearer of this mask lands a killing blow, they gain temporary Hit Points equal to the killed enemy’s Strength modifier for 5 rounds. | |
Owlbear Fur Helmet | This warm helmet grants its wearer a +4 bonus on saving throws against spells with cold descriptor and any effects that would inflict the sickened condition. | |
Perfect Tiara of Channeling | This tiara grants its wearer a +8 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). In addition, If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +2d6. And if the wearer of this headband has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. | |
Philosopher’s hat | This hat grants its wearer a +4 enhancement bonus to Intelligence, Charisma and Wisdom ability scores, and DR 5/melee. | |
Phylactery of Negative Channeling | If the wearer of this headband has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. | Drezen (Golden Golem) |
Phylactery of Positive Channeling | If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +2d6. | Drezen (Golden Golem), Nameless Ruins |
Planar Navigator | This headband grants the wearer +2 enhancement bonus to Charisma ability score. Three times per day you can try to dominate outsiders, this creature has to pass Will saving throw (DC 22) or will be under dominating effect till the end of the fight. You also get a +1 insight bonus to AC against outsider creatures. | |
Pristine Mind | This Headband of Mental Perfection +4 allows its wearer to reroll 3 failed saving throws against death effects per day. | |
Professor’s Hat | Within the Professor’s Hat is a subspace similar to bags of holding but only accessible to the wearer of the hat. Wearing it increases the party carrying capacity by 200 and contains all masterwork tools possible, providing the wearer with a +2 competence bonus on all skill checks. | |
Red Dragon Helmet | This helmet grants its wearer fire resistance 10. Additionally, three times per day, the wearer can breathe out a blast of fire, dealing 3d4 fire damage in a 15-feet cone. Successful Reflex saving throw (DC 15) halves the damage. | |
Red Dragonscale Helmet | This helmet grants its wearer fire resistance 15 and a +6 enhancement bonus to Intelligence ability score. | |
Red Hat of Handsomeness | The wearer of this hat becomes too handsome for her own benefit. The hat grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Rugged Helmet | This helmet grant the wearer a DR 3/melee, but the wearer suffers a -3 penalty to Perception skill checks. | Defender’s Heart (Joran Vhane) |
Shapeshifter’s Helm | This helm grants its wearer a +2 bonus to AC while in Wild Shape. It also grants 1 additional use of Wild Shape per day, if the wearer has this class ability. | wintersun (on siabrae when you free miammir) |
Sharp Eye | This circlet grants its wearer a +6 competence bonus on Perception checks and a +2 bonus to ranged attack rolls. | |
Shiny Helmet | This helmet grants its wearer a +2 insight bonus to AC. | |
Shy Lily’s Helmet | This helmet is imbued with demonic powers. The wearer gets a +4 profane bonus to Strength and a +2 profane bonus to AC. | |
Sparkling Helmet | A creature that attacks the wearer of this helmet with a melee weapon, an unarmed strike, or a natural weapon, takes 1d6 electric damage. | |
Stag Helmet | This helmet focuses wearer’s attention on the weak points of enemies, giving +1 insight bonus to attack rolls against flat footed and flanked targets. | |
Stalwart Warrior’s Luck | This circlet grants its wearer a +2 luck bonus on all saving throws. Bonuses of the same type usually don’t stack. | |
Stubborn Head | This helmet grants its wearer a +4 enhancement bonus to Dexterity, a +3 natural armor bonus to AC, and a +4 bonus to saving throws against death effects. | |
Sturdy Snoot | This headband grants its wearer a +12 competence bonus on Athletics and Mobility skill checks. If this headband is worn by an animal companion, it also grants a +3 dodge bonus to AC against ranged attacks. | |
Swift Shadow | This circlet grants its wearer a +10 competence bonus on all Stealth checks and the effect of the rogue’s fast stealth class ability. | |
The Paragon of Defenders | This helm increases the wearer’s AC by +2 and gives a +3 bonus to Persuasion checks made to intimidate. If one of the wearer’s allies falls unconscious from damage, the wearer takes a –2 penalty on attack rolls and skill checks for as long as they are farther than 10 feet away from the fallen ally. | |
The Steward of the Skein’s defiled helmet | This headband grants its wearer a +1 circumstance bonus on attack and damage rolls (to a maximum of 6) for every corpse and undead in a 30 feet radius around the wearer. | |
Tight Helmet | This helmet grants its wearer a +2 bonus on saving throws against sonic spells. | |
Triple Fin Helmet | This helmet gives its wearer one additional Gore attack per round that deals 1d8 cold iron damage with a +2 enhancement bonus to attack and damage rolls. | Blackwater |
Unshakable Composure | This helmet grants its wearer a +4 bonus on saving throws against spells with electricity descriptor and emotion effects. | |
Warden’s Circlet | This Headband of Mental Perfection +4 grants its wearer the ability to summon two Labyrinth Demodand Destroyers to fight on their side for 2 minutes twice per day. | |
Warding Helmet | This helmet grants its wearer a constant effect of the death ward spell. | |
Warpainted Skull of Duthica | This helmet allows the wearer to enter a Rage as a barbarian, and summon two Barbarian spirits to help them in combat for 20 rounds once per day. The legacy of Duthica will not yield its power to the weak, and characters with less than 15 Strength cannot equip it. | |
Wind Master Helmet | This helmet grants the wearer a +4 bonus to Initiative. | Greengates |
Zaoris’s Beauty | This headband grants its wearer +6 enhancement bonuses to Charisma and Wisdom ability scores. In addition, the wearer and all their allies in a 10 feet area gain the effects of the Shielded Caster, Allied Spellcaster and Shield Wall feats. | |
Zaoris’s Tiara | This is an intermediate step of relic creation. |
Face
Name | Desc | Location |
---|---|---|
Cinder Goggles | Whenever the wearer of these goggles casts a spell with the fire descriptor, there is a 10% chance that the spell (or spell slot used to cast it) will not be spent. | |
Cinder Goggles | Once per combat these goggles allow their wearer to cast hellfire ray, using their character level instead of spell level, as a free action. | |
Colorless One’s Spectacles | This is an intermediate step of relic creation. | |
Eye Sealed in Crystal | These goggles grant their wearer a +2 circumstance bonus to AC against gaze attacks. In addition, they increase the saving throw DC of any gaze attacks the wearer makes by 2. They also grant a +4 bonus on saving throws against hexes. | |
Goggles of Dreadful Judge | If the wearer of these goggles has the Judgement class feature, they grant 2 additional uses of it per day. They also grant a +5 competence bonus on Persuasion skill checks made to intimidate. | |
Goggles Of Ferocious Pact | The wearer gets a -2 penalty to AC, a -5 penalty to Persuasion skill checks and a -2 penalty to Fortitude saving throws, but gets a +4 bonus to damage rolls, a +3 bonus to Will saving throws and a +2 enhancement bonus to Wisdom score. | |
Goggles of Malocchio | These goggles grant the wearer a +10 competence bonus on Perception checks. Whenever the wearer confirms a critical hit with any bow, the target becomes disoriented 1d4 rounds, suffering a -4 circumstance penalty to initiative checks, attack rolls, Athletic, and Perception checks. | Drezen (Fye the Tavern Keeper), Drezen |
Goggles of Mind Control | These goggles grant their wearer a +2 inherent bonus to caster level, and increase the save DC by 2 for all mind-affecting spells the wearer casts. | |
Goggles of Piercing Gaze | These goggles grant their wearer a +1 insight bonus on attack and damage rolls against outsiders, as well as +10 competence bonus on Persuasion skill checks. | |
Goggles of Pure Sight | These goggles allow their wearer to take 20 on their next dispel magic attempt once per day. They also grant a +1 bonus to caster level checks made to overcome spell resistance. | Drezen (Jewelry Trader), Drezen |
Goggles of Quick Grasp | These goggles grant their wearer a +15 competence bonus on Persuasion skill checks as well as all Lore and Knowledge skill checks. | |
Googles of Mad Scientist | The wearer of these goggles is under constant confusion effect. | |
Hawk’s Eyes | These spectacles grant the wearer a +5 competence bonus on Perception and Trickery skill checks. If the wearer fails a check to disarm a trap, it is automatically rerolled. | |
Rascal’s Goggles | These goggles grant their wearer a +10 competence bonus on Perception and Trickery skill checks. | |
Ratcatcher’s Goggles | These goggles grant their wearer a +2 bonus on damage rolls against swarms. | |
Seal of Jubilex | These glasses are made of very thick crystal. It’s difficult to see through them, thus the wearer suffers a -2 penalty to attack rolls. However, whenever the wearer lands a first hit in a 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. | |
Seal of Madness | These glasses allow their wearer to use the Maddening Gaze ability three times per day. Maddening Gaze: As a swift action, you can look in a certain direction. 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. |
Necklaces
Necklaces (or Amulets) can provide our character with unique defensive stats, bonuses, skill checks, and more. They can be equipped on the Neck slot. Accessories are usually obtained as rewards from completing Quests, purchased from Merchants, Crafted, or dropped by Enemies and Bosses.
Name | Desc | Location |
---|---|---|
“Nahyndrian” Crystal | This amulet grants its wearer a +1 competence bonus on Knowledge (World) skill checks. | |
Amulet of Agile Fists | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. | Crusader’s Camp (Wilcer Garms), Lost Chapel |
Amulet of Agile Fists +1 | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. It also grants a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Drezen (Golden Golem), Drezen |
Amulet of Agile Fists +2 | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. It also grants a +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Drezen (Jewelry Trader), Lost Chapel |
Amulet of Agile Fists +3 | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. It also grants a +3 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Amulet of Agile Fists +4 | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. It also grants a +4 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Amulet of Apothecary | This amulet of natural armor +1 additionally grants the wearer a +4 morale bonus on saving throws against poison. | Leper’s Smile |
Amulet of Blackened Mirror | Whenever the wearer of this amulet uses a hex, the DC of the saving throw against it is increased by 1. | Crusader’s Camp |
Amulet of Circulating Blood | Whenever the wearer of this amulet is under a Bloodrage effect, they gain fast healing 5 for the duration of the effect. This amulet can only be worn by a Bloodrager. | Greengates |
Amulet of Deep Roots | This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. It also grants its wearer immunity to bull rush and overrun combat maneuvers as well as a +3 competence bonus to AC against Huge and bigger enemies. | |
Amulet of Devouring | Whenever the wearer of this amulet lands a killing blow with a natural attack, he gains temporary hit points equal to his character level for 1 minute. | |
Amulet of Epic Songs | This is an amulet of natural armor +2. Additionally, if the wearer possesses the Bardic Performance class ability, the amulet grants them 6 additional rounds of Bardic Performance per day. | Citadel Drezen |
Amulet of Evil Doom | This necklace gives its wearer DR 10/Good. | |
Amulet of Four Elements | Whenever the wearer of this amulet casts a spell with fire, electricity, cold or acid descriptor, that spell deals +1 point of damage per die rolled. | |
Amulet of Hidden Horrors | This amulet makes all invisibility spells become quickened, as though using the Quicken Spell feat. In addition, whenever the wearer of this amulet attacks with a weapon for the first time in a round while invisible, the target must pass a Will saving throw (DC 30) or become panicked for 2 rounds. | |
Amulet of Imposing Physique | This amulet grants its wearer a +5 competence bonus on Athletics and Intimidate skill checks. | Traveling Skeletal Salesman (hunting) |
Amulet of Inner Sight | This amulet grants its wearer immunity against blindness and gaze attacks. | |
Amulet of Jousting | Whenever the wearer of this amulet declares a Knight’s Challenge, he gains a +3 damage bonus against the challenged enemy. | Crusader’s Camp (Wilcer Garms) |
Amulet of Mighty Fists +1 | This amulet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Crusader’s Camp (Wilcer Garms), Lost Chapel |
Amulet of Mighty Fists +2 | This amulet grants its wearer a +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Drezen (Jewelry Trader), Wintersun |
Amulet of Mighty Fists +3 | This amulet grants its wearer a +3 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Drezen (Jewelry Trader) |
Amulet of Mighty Fists +4 | This amulet grants its wearer a +4 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Wilderness Encounter |
Amulet of Mighty Fists +5 | This amulet grants its wearer a +5 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Amulet of Natural Armor +1 | This amulet grants its wearer a +1 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | Defender’s Heart (Vissaliy Rathimus), Arendae Party House |
Amulet of Natural Armor +2 | This amulet grants its wearer a +2 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | Drezen (Golden Golem), Gray Garrison (Jeslyn), Gray Garrison |
Amulet of Natural Armor +3 | This amulet grants its wearer a +3 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | Drezen (Jewelry Trader), Citadel Drezen |
Amulet of Natural Armor +4 | This amulet grants its wearer a +4 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | Citadel Drezen |
Amulet of Natural Armor +5 | This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | |
Amulet of Natural Armor +6 | This amulet grants its wearer a +6 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | |
Amulet of Ooze | This is an intermediate step of relic creation. | |
Amulet of Quick Draw | This amulet grants its a wearer a +2 insight bonus on attack and damage rolls with ranged weapons against Large and bigger enemies. It also grants a +4 bonus on Initiative rolls. | |
Amulet of the Cursed Bard | This is an intermediate step of relic creation. | |
Amulet of the Dying Wisdom | The wearer feels all the weight of the old age. He gains -3 profane penalty to Strength, Dexterity and Consitution, but +2 profane bonus to Intelligence, Wisdom and Charisma. | |
Amulet Of Time Trickery | This amulet allows its wearer to cast haste spell as a 5th level wizard once per day. | |
Amulet of Unforgiving Elements | Whenever the wearer of this amulet deals elemental (fire, cold, electricity or acid) damage through a spell to an enemy for the first time, the enemy must pass a Fortitude saving throw (DC 24) or suffer 2d6 damage of corresponding element type each time it fails a saving throw for 3 rounds. | |
Angel’s Heart | This amulet grants its wearer an 30 feet aura that can be activated, granting all alies a +1 bonus to AC and allowing them to ignore any damage reduction on attacks against demons. This aura can be active for (10 + the wearer’s Charisma modifier) rounds per day. | |
Aspect of the Asp | This amulet in a form of a snake grants the wearer +2 DC on poison spells, all ray spells deal additional (1d6 + 5 points of acid damage. | |
Back Rank Assistance | If the wearer of this amulet is wielding a ranged weapon, whenever an ally in a 30 feet radius lands an attack of opportunity, the wearer makes a free ranged attack against the same target. This effect can only occur once per target. | Wintersun |
Beholder of Wind | This locket grants its wearer a +4 enhancement bonus to Dexterity and allows to cast blessings of luck and resolve spell twice per day as a 3rd level cleric. | |
Bone Amulet | Whenever the wearer of this amulet lands a killing blow, they gain DR 10/bludgeoning for 3 rounds. In addition, this amulet grants its wearer a +4 bonus on saving throws against Illusion school spells. | Underground Caves of Kenabres |
Bone Amulet | Mystical amulet in the shape of a snake made from bone. The pendant is a snake skull. The enchantments on this amulet allow the wearer to conceal their alignment. | Underground Caves of Kenabres |
Burning Amulet | This amulet adds +4 to the wearer’s caster level when they cast the following spells: burning arc, burning hands, controlled fireball, fire snake, fireball, fire storm, flame strike, hellfire ray, scorching ray. | |
Charlatan’s Locket | This locket makes all 0 level arcane spells cast by the wearer become Empowered, Extended, Reach and Maximized. | |
Charm of the Deep Waters | This amulet grants its wearer a +6 enhancement bonus to Constitution and a +5 deflection bonus to AC. | |
Clockwork Pendant | This pendant grants its wearer a +10 bonus to movement speed. Slow and haste spells cast by the wearer have their duration increased by a half as if affected by an Extend Spell feat. | |
Daeran’s Gift | An exquisite pendant shaped like a key. If you look at the key from a specific angle, the pattern of its engraving forms the first letter of your name. | Drezen |
Deathly Arousal | This choker protects the wearer from losing their head, and not only in bed. Once per day whenever the enemy, deals the wearer a killing blow, the choker restores them 50 HP and knocks the attacker prone for 2 rounds. | |
Ear Necklace | This amulet grants its wearer a +10 competence bonus on Knowledge (World) and Knowledge (Arcana) skill checks. | |
Embrace of the Faceless | Whenever you cast a grease spell, all creatures within the affected area must pass a Reflex saving throw or suffer 5d6 acid damage. | relic (Dirty Squealer) |
Equilibrium | This amulet grants its wearer immunity to cold and fire. It also grants a +6 deflection bonus to AC. | |
Eye of the Storm | When the wearer of this amulet casts a spell with electricity descriptor, it adds +1 to their caster level for the purpose of calculating all level-variable effects of the spell. All spells with electricity descriptor cast by the wearer have their DCs increased by 1. | |
Francest’s Charming Voice | This amulet makes the wearer’s voice stronger and allows it to maintain its power for a longer periods of time. All the wearer’s bardic performances and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. | |
Francest’s Mighty Call | This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. | |
Giantslayer’s Clasp | This necklace gives its wearer an inherent +2 dodge bonus to AC against the attacks of monsters with Giant subtype. | |
Glass Amulet of Clarity | This amulet adds +2 to the DC for all saving throws against mind-affecting abilities used by the wielder. It also grants a +4 morale bonus on saving throws against mind-affecting and compulsion effects. | Drezen (Jewelry Trader), Drezen |
Golden Tongue | This amulet grants its wearer a +5 morale bonus to all Persuasion skill checks. | |
Guardian of Life | As long as the wearer of this amulet is under the effect of the death ward spell, they get a +2 morale bonus to AC against the attacks of undead creatures. If they use any single-target cure wounds spell on a target whose current number of HP is 0 or less, the target is healed for an additional number of HP equal to their number of Hit Dice. | Defender’s Heart (Vissaliy Rathimus) |
Gyronna’s Amulet | This amulet grants its wearer a +5 insight bonus to AC and gives the benefits of the mirror image spell. | |
Half of the Pair | Whenever two creatures wearing different halves of this pendant are within a 10 feet distance to each other, each gets a +2 circumstance bonus on attack rolls and a +2 circumstance bonus to AC. | Drezen (Arsinoe), Artisan’s Tower |
Inner Virtue | This amulet grants its wearer the ability to cast Overwhelming Presence as 11th level Wizard once per day. It also increases the wearer’s Ki pool by 5. | |
Life Veil | This amulet grants its wearer a +6 enhancement bonus to Constitution and the ability to cast cure serious wounds spell as a 5th level cleric twice per day. | |
Locket of Magic Missile Mastery | When the wearer of this locket casts magic missile or force missile spell, it becomes quickened and empowered, as though using the Quicken Spell and Empower Spell feats. | |
Maya’s Charm | All the wearer’s spells from Enchantment and Illusion schools have their DCs increased by 2, but the wearer takes a -2 penalty to Strength. Only characters with a good alignment can wear Maya’s Charm. | |
Menace of Death | Whenever someone dies within a 10 feet radius from the wearer of this amulet of natural armor +3, the wearer gets the effect of the haste spell for 2d3 rounds. This effect is renewed each time someone dies. After this effect wears off, the wearer cannot make any weapon or unarmed attacks for 1d3 rounds. | |
Mesmerizing Necklace | This amulet increases by 1 the DC of all Enchantment school spells cast by the wearer. It also grants the ability to cast color spray (DC 13) spell three times a day as a 1st level wizard. | |
Nahyndrian League Collar | This amulet grants its wearer a +4 natural armor enhancement bonus to Armor Class. In addition, it grants a +4 morale bonus on Reflex and Fortitude saving throws. It also applies a -4 penalty on Will saving throws. | |
Necklace of Eternal Hunter | This necklace gives its wearer a +2 bonus on attack rolls and +4 bonus on damage rolls against animals and magical beasts. | |
Perfect Pitch | This amulet grants its wearer an immunity to sonic damage and a +5 competence bonus on Perception skill checks. | |
Reckless Vengeance | The wearer of this amulet suffers a -4 penalty to AC. Whenever an ally in a 30 feet radius is knocked unconscious or dead, they get two extra attacks per round for two rounds. | |
River Fox’s Memento Pendant | The wearer of River Fox’s Memento Pendant gains a +5 competence bonus on all Mobility and Trickery checks and deals an additional 1d6 damage to all flanked opponents, denying their opponents’ Dexterity bonus as per Sneak Attack. This damage is increased by an additional 3d6 against targets that aren’t in combat. | |
Riversong Amulet | This amulet grants its wearer a +5 competence bonus to all Persuasion and Athletics skill checks, and resist electricity 20. | |
Sarzaksys Payza | This amulet grants its wearer an immunity to Necromancy school spells while in Demonic Rage. | |
Silver Tongue Amulet | This amulet grants its wearer a +2 competence bonus on Persuasion skill checks. | Gray Garrison |
The Binding of the Prince | 3 times per day the wearer may throw this amulet at an enemy. If the target fails a DC 24 Reflex saving throw, it becomes ensnared by the chain. The ensnared creature takes a -4 penalty to Dexterity, a -2 penalty to both AC and attack, and takes 1d6+5 bludgeoning damage each round. Additionally, each time the wearer takes damage, the chain inflicts 1/2 as much damage on the ensnared creature. | |
The Heart of Ira | The wearer of the necklace becomes immune to fatigue and exhaustion, and can activate the necklace to surround himself with an aura of nothingness. 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. | |
The Narrow Path | This necklace grants its wearer a +2 bonus to AC. It grants an additional +2 bonus to AC and all saving throws against all evil creatures’ attacks. Each time the wearer hits a good-aligned creature, the wearer gets a negative level. Unequipping this amulet is only possible after casting remove curse on the wearer and passing a DC 25 caster level check. | |
Vellexia’s Magnifying Amulet | This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. It also grants its wearer a +2 bonus to the highest current ability score. | |
Voice of the Faceless | Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to 5d6. Instead it deals (1d6 + 1 per two caster levels) points of damage. Creatures who fail the saving throw against it becomes Dazed for 2 rounds instead of 1 round. The amulet also increases the DC of all spells with sonic descriptor you cast by 2. | relic (Dirty Squealer) |
Voracious Spirit | Whenever the wearer of this amulet lands a killing blow, she gains one of the following stacking bonuses that last until the next rest: 1) +10 temporary hit points (to a maximum of 50) 2) +1 bonus to AC (to a maximum of 5) 3) +1 bonus on Fortitude saving throws (to a maximum of 5) 4) +1 bonus on Will saving throws (to a maximum of 5) | Crusader’s Camp |
Ward Master’s Amulet | This amulet makes all ward abilities and spells (those which have the word “ward” in their names) grant +1 additional AC, and become extended as though using the Extend Spell feat. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. | |
Wind Breath | This amulet grants a +4 morale bonus to the wearer’s Initiative checks. | |
Xavorn’s Cross | This unholy relic is fashioned entirely of bone and tied together with rope and skin. 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 one additional time per day. Additionally, the user of this symbol may cast create undead once per day for 13 rounds. | |
Your Phylactery | This item grants its wearer Deadly Magic ability. If the wearer already has Deadly Magic, it grants them two additional uses. In addition, once per day, whenever the wearer’s health falls below 0, it is restored to a maximum. Can only be equipped by a Lich. |
Cloaks
Name | Desc | Location |
---|---|---|
Absolver’s Cloak | 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 skill checks and +1 bonus to AC against evil-aligned creatures’ attacks. This cloak can be worn only by good characters. | |
Augur’s Cape | This cape increases by 3 the DC of all Divination school spells cast by the wearer. | |
Black Fur Cloak | This cloak grants its wearer a +10 competence bonus to all Stealth checks and cold resistance 30. | |
Blood Clarity | Whenever the wearer of this cloak of resistance +2 lands a killing blow, they gain immunity to mind-affecting conditions for 3 rounds. | Nightingale Grove |
Call to Violence | This cloak of resistance +4 also grants its wearer a 30 feet aura which grants all enraged allies in the area a +2 bonus on attack and damage rolls. | |
Cape of Pest Control | This cloak of resistance +2 grants the wearer DR 5/- against all swarms’ attacks. | Defender’s Heart (Kyado) |
Castigator’s Cloak | This cloak grants its wearer a +4 deflection bonus to AC, a +4 resistance bonus to all saves, a +4 enhancement bonus to Persuasion skill checks when used to intimidate, and a +2 bonus on attack and damage rolls against shaken targets. Can be used only by characters of evil alignment. | |
Celestial Protection | This cloak grants the wearer a +5 resistance bonus on saving throws against demons and a +5 competence bonus on Lore (Religion) skill checks. | |
Cloak of Arcane Reserves | Whenever the wearer of this cloak suffers ability damage, next time they cast a spell, its caster level and the difficulty of saving throws against it are increased by 2. | |
Cloak of Astounding Prowess | Whenever the wearer of this cloak of resistance +5 lands a killing blow, all enemies in a 15 feet radius must pass a Will saving throw (DC 32) or become blinded for 4 rounds. | |
Cloak of Blood Scent | Whenever the wearer of this cloak of resistance +2 is under a Rage effect, they gain a +2 attack bonus on attack rolls against wounded enemies. | Drezen |
Cloak of Carnage | This cloak grants the wearer a +5 competence bonus on Knowledge: arcana skill checks and adds +2 to the DC for all saving throws against spells from the evocation school the wielder casts. | Ivory Sanctum, puzzle in center room with Baphomet statue |
Cloak of Cleansing | This cloak of resistance +2 additionally grants the wearer a +2 bonus on saving throws against compulsion and disease effects. | Nameless Ruins |
Cloak of Darkest Rites | This cloak enhances lich’s Dark Rites ability, granting additional +2 bonus to DC and a +2 profane bonus to AC to lich and his companions while the ability is active. | |
Cloak of Disguise | This cloak of resistance +1 also grants its wearer a +3 competence bonus to Stealth skill checks. | Tirabade Residence (Succubus), Tirabade Residence |
Cloak of Heroism | This cloak grants its wearer the ability to cast heroism spell once per day as a 2nd level wizard. | |
Cloak of Illusory Invisibility | The wearer of this cloak thinks she is invisible, but that’s an illusion. | |
Cloak Of Inner Warmth | This cloak grants its wearer acid resistance 30 and cold resistance 30. | |
Cloak of Resistance +1 | This cloak grants its wearer a +1 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | Underground Caves of Kenabres |
Cloak of Resistance +2 | This cloak grants its wearer a +2 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | Drezen (Paralictor Aminos Renth) |
Cloak of Resistance +3 | This cloak grants its wearer a +3 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | Defender’s Heart (Kyado), Drezen |
Cloak of Resistance +4 | This cloak grants its wearer a +4 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (magic), Wintersun |
Cloak of Resistance +5 | This cloak grants its wearer a +5 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | |
Cloak of Resistance +6 | This cloak grants its wearer a +6 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | |
Cloak of Sacred Studies | This cloak of resistance +5 grants its wearer a +12 competence bonus on Lore (Religion) and Knowledge (Arcane) skill checks. | |
Cloak of Shadows | This cloak grants its wearer a +10 enhancement bonus to all Stealth skill checks, and immunity to blindness and dazzling. | |
Cloak Of Sparkles | This cloak grants its wearer fire resistance 30 and electricity resistance 30. | |
Cloak of the Ancient Herald | Whenever the wearer of this cloak channels energy to heal, the wearer gains a +2 bonus to Persuasion skill checks, and the save DC of spells with compulsion descriptor they cast is increased by 2. This effect lasts the number of rounds equal to the character’s level. Whenever the wearer of this cloak channels energy to harm, the affected creatures have to pass a Will saving throw or be dazed for one round. Save DC = 10 + half character level + Charisma modifier. | Areelu’s Laboratory |
Cloak of the Bear | This cloak grants its wearer a +4 resistance bonus on all saving throws and a +4 competence bonus to CMD. | |
Cloak of the Chosen | This cloak grants its wearer immunity to blindness and dazzle, a +3 resistance bonus on Will saving throws, and the ability to cast prayer spell at will as a 9th level cleric. | |
Cloak of the Lion | This cloak gives its wearer a +3 resistance bonus on all saving throws. If the wearer is Lawful Good, this bonus is increased to +5. If the wearer is a paladin, they gain an ability to spend one use of their Smite Evil ability to grant all allies in the range of 20 feet immunity to fear effects for the number of rounds equal to the wearer’s paladin level. | |
Cloak of the Seer | This cloak grants its wearer a +3 deflection bonus to AC, a +3 bonus to Fortitude and Will saving throws, and an ability to cast see invisibility spell once per day as a 3rd level wizard. | |
Cloak of the Winter Wolf | Whenever the wearer of this cloak makes a successful bite attack, it deals additional 1d6 cold damages and trips the target. | |
Cloak of Unbending Will | This cloak grants the wearer a +3 resistance bonus on Will saving throws. | |
Cloak of Winter Veil | This cloak grants its wearer a +1 resistance bonus on all saving throws and cold resistance 10. Bonuses of the same type usually don’t stack. | |
Contagious Shroud | Whenever the wearer of this cloak is attacked in melee, the attacker must pass a Fortitude saving throw (DC 29) or become sickened and vulnerable to acid for 4 rounds. This effect can only occur once per attacker during a combat. | |
Dungeoneer’s Cloak | This cloak of resistance +5 grants its wearer a +15 competence bonus on Trickery skill checks as well as resistance 5 to all elements. | |
Enchanter’s Cape | This cape grants its wearer a +1 bonus to Enchantment school spells’ DC. | |
Extraplanar Cloak | This cloak grants its wearer a +4 enhancement bonus to Constitution and the ability to cast summon monster V spell once per day for 9 rounds. | |
Herbalist’s Cape | This cloak grants its wearer a +4 enhancement bonus to Intelligence, a +5 competence bonus on all Lore (Nature) checks and the ability to cast delay poison spell three times per day as a 3rd level cleric. | |
Hermit’s Cloak | This cloak grants the wearer a +6 bonus on Fortitude saving throws, a +5 competence bonus on Lore (Nature) skill checks, and cold resistance 10. | |
Hero Cloak | This cloak grants its wearer the ability to cast heroism spell once per day as a 3rd level wizard. | |
Librarian’s Cloak | This cloak grants its wearer a +10 competence bonus on Use Magic Device skill checks. It also increases the effective caster level by 4 when using scrolls. | |
Living Flame | Whenever the wearer of this cloak channels energy to harm undead, for the next 2 rounds they become surrounded with a fire shield that deals 1d6 + character level fire damage to the attackers for each successful melee attack against the wearer. | Extirpators’ Camp |
Lone Wolf’s Cloak | Whenever the wearer of this cloak has no enemies or allies around in a 10 feet area, they get a +3 bonus to damage rolls on their ranged attacks and a +2 bonus on all saving throws. | |
Misty Cover | This cloak of resistance +4 grants the wearer +2 insight bonus to AC against flying creatures and summoned creatures. | |
Noxious Veil | This cloak grants its wearer acid resistance 30 and the ability to cast acid fog spell twice per day as a 11th level wizard. | |
Perilous Shade | 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. In addition, this cloak grants a +10 competence bonus on Stealth skill checks. | |
Rogue’s Companion | This cloak grants its wearer a +5 competence bonus on Trickery checks and the ability to cast expeditious retreat three times per day as a 1st level wizard. | |
Ruler’s Mantle | This mantle grants its wearer a +1 resistance bonus on all saving throws, and a +3 resistance bonus on saving throws against poison. | |
Scarlet Allure | This red cloak of resistance +3 makes anyone look good. It grants the wearer a +5 morale bonus on Persuasion skill checks. 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. In this devastated mood they suffer a -2 penalty to attack and damage rolls, as well as AC, until the end of combat. | |
Shaman’s Cloak | This cloak grants its wearer a +5 resistance bonus on all saving throws, and the ability to cast elemental body IV (earth) spell once per day as a 17th level wizard. | |
Shroud of Abaddon | This cape grants its wearer a +2 resistance bonus on all saving throws, fire resistance 15, cold resistance 15, electricity resistance 15 and acid resistance 15. | |
Skin of the Rough Beast | This cloak grants its wearer 50% of Fortification (providing a 50% chance to negate a critical hit or a sneak attack extra damage) and immunity to confusion, fear, paralysis and insanity. 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. 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 discоrd spell effect, rage, feeblemind, phantasmal putrefaction, domination. A successful Will save (DC 30) negates the effect. | |
Skinned Leather Cloak | Whenever the wearer lands a hit on an enemy first time in a round, the enemy must pass a Fortitude saving throw (DC 29) or be partially skinned. Those who fail the save become staggered and take 2 points of Constitution drain per round for 1d4 rounds. | Crimson Dust |
Strigoi’s Embrace | 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. | |
Thaumaturgist’s Cloak | This cloak grants its wearer a +5 competence bonus to Knowledge (World) and Knowledge (Arcana) skill checks, and a +2 enhancement bonus to Charisma. | |
The Bound of Possibility | Demon Rage and Demon Aspects now grant bonuses as if you were 3 mythic ranks higher. | |
The Bound of Possibility | Whenever the wearer of this cloak fails a saving throw, they get a +10 bonus on all skill checks and saving throws for 1 round. However, the wearer gets sad afterwards and suffers a -1 penalty to AC, attack and damage rolls until the end of the next combat. | |
The Bound of Possibility | Whenever one of the Locust’s clones dies, it spawns a CR 18 Locust Swarm after itslef, which attacks your enemies to the best of its abilities for 3 minutes. | |
The Bound of Possibility | When Lich wears this cloak his Lord Beyond the Grave grants additional +4 bonus to Strength, Dexterity, and Charisma ability scores. | |
The Bound of Possibility | This Cloak allows Legend to reroll any skill check and take the best result from both throws. | |
The Bound of Possibility | This cloak grants Dragon 2 additional spell slots for the 9th level spells. In addition, Dragon’s breath deals additional 20 Divine damage and its DC is increased by 2. | |
The Bound of Possibility | This cloak grants Devil 3 additional uses of Hell’s Seal per day. | |
The Bound of Possibility | Azata shares a bond with her dragon. 50% damage is redirected to Aivu. In addition, Aivu gets additional DR N/- where N is equal to Azata’s mythic rank. | |
The Bound of Possibility | When an Angel wears this cloak, his Sword of Heaven ability deals an additional 4 dice of damage or heal an additional 4 dice of damage instead of 2. | |
The Bound of Possibility | When in combat, an Aeon wearing this cloak distorts time and space in 30 feet area. Each round enemies have to pass a Will saving throw (DC = 10 + mythic rank + Wisdom modifier ) or be slowed for one round, as per slow spell. Allies instead are under a constant haste spell effect. They also gain a +4 insight bonus on attack rolls, saving throws, and skill checks. | |
Thick Pelt Cloak | This cloak of resistance +2 grants the wearer immunity to fire. | |
Toxic Wrap | This cloak grants its wearer immunity to acid. It also makes enemies sickened for 1d3 rounds upon landing a sneak attack unless they pass a Fortitude saving throw (DC 26). | |
Warm Embrace | This cloak grants its wearer cold resistance 10 and the ability to cast deep slumber spell one per day as a 5th level wizard. | |
White Wind’s Cloak | This damaged coat can now be worn only as a cloak and only by a non-evil aligned creature. If this cloak is worn by a character with no levels in duelist class, such character will get the Precise Strike ability. If this cloak is worn by a duelist, she gets a +4 competence bonus to attack rolls while parrying. Additionally, her Precise Strike ability now adds 1.5 of her duelist level as a bonus to her damage rolls. 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. | Ivory Sanctum |
Wrath of the Undead | This cloak of resistance +5 grants its wearer a 60-feet aura which makes all affected enemies to pass a Will saving throw (DC 33) or become frightened for 1 minute. If the saving throw was a success, the enemy becomes shaken for 5 rounds instead. Enemies can only be affected by this aura once. In addition, this aura grants all undead allies a +4 circumstance bonus on attack rolls against enemies under fear effects and deal additional 2d6 precision damage on a successful hit against such targets. | |
Wyvern Skin Cloak | This cloak grants its wearer a +2 enhancement bonus to natural armor and +4 resistance bonus on saving throws against poison, sleep and paralysis. |
Torso
Name | Desc | Location |
---|---|---|
Alchemist’s Shirt | This shirt grants its wearer immunity to nauseated condition and a +3 bonus on saving throws against acid. | Drezen |
Apprentice Robe | This robe grants the wearer an additional +1 bonus to AC whenever the wearer is under the effect of a mage armor spell. | |
Baphomet’s Fiery Robe | This is an intermediate step of relic creation. | |
Blackened Rags | This robe grants its wearer a +10 competence bonus on Knowledge (Arcana) checks. It also increases the DC of spells from Witch spell list and Hexes by one. | |
Call of the Fiery Things | This shirt makes all the wearer’s fire spells deal additional 4d6 of fire damage while making them suffer a -2 penalty to AC. | |
Calming Warden | This cloth grants its wearer a +4 bonus on saving throws against Necromancy spells and effects, and immunity to fear effects. | |
Cloth of Heavy Fortification | This cloth grants its wearer the effect of heavy fortification. | |
Dark Retriever’s Shirt | This is an intermediate step of relic creation. | |
Earth’s Embrace | This shirt grants its wearer a +2 enhancement bonus to Constitution, a +4 bonus on saving throws against fire and a +4 competence bonus on Lore (Nature) checks. | |
Elemental Imbuement | Whenever the wearer of this robe suffers elemental damage (such as acid, fire, cold, electricity or sonic), for the next round any spell cast by the wearer, if it deals the same kind of elemental damage, deals +2 damage per dice of damage suffered. | Wintersun |
Gorgeous Glowing Garnet Garment | The wearer of this red shirt glows with red. | |
Hag’s Demise | This cloth grants its wearer a +4 insight bonus on saving throws against hexes and Necromancy school spells. | |
Happy Traveler’s Shirt | This shirt increases the wearer’s base speed by 10 feet. In addition, whenever the wearer travels for 50 feet or more in a round, they are affected by the greater invisibility spell effect for 1 round. | |
Loremaster’s Robe | This robe grants its wearer a +3 insight bonus on all Knowledge and Lore skill checks as well as a +2 bonus on Reflex saving throws. | |
On the Brink of Death | Whenever the wearer’s health is below 50, each attack against the wearer has a chance to reflect dealt damage. The enemy must pass a Reflex saving throw (DC 24) or suffer the attack. | Ravaged Long House |
Pilgrim’s Shirt | This shirt grants its wearer a +5 competence bonus on Lore (Nature) skill checks and immunity to diseases. | Drezen (Tsai) |
Robe of Angelic Prudence | This robe grants its wearer a +4 enhancement bonus to Charisma and Wisdom ability scores. It also allows the wearer to cast greater angelic aspect at will as a 20th level cleric. | |
Robe of Determination | Whenever the wearer of this robe casts a spell that forces the target to make a Fortitude saving throw, the DC of that save is increased by 2. It also grants the wearer a +2 bonus on caster level checks made to overcome spell resistance, +4 bonus to concentration checks, and spell resistance 18. | |
Robe of Inevitability | This robe grants the wearer a +2 bonus to spell penetration. | Crusader’s Camp |
Robe of Malice | This robe grants the wearer a +3 dodge bonus to AC, and a +5 bonus to unarmed attack and damage rolls. It can be worn only by a monk of Lawful Evil alignment. | |
Robe of Mephistopheles | This robe grants its wearer an aura which makes all enemies in a 30 feet radius suffer a -4 penalty on saving throws against fear, compulsion and charm effects. In addition, once per day, the wearer of this robe can make all enemies in a 30 feet radius pass a Will saving throw (DC 30), on fail they lose their minds, become hostile to everybody and start attacking targets indiscriminately for 1 minute. | |
Robe of Order | If the wearer of this robe has a ki pool, the robe increases it by 2. If the wearer is of lawful alignment, it grants a +2 bonus on attack rolls against chaotic enemies. This robe can be worn only by a monk. | |
Robe of Virtue | This robe grants its wearer a +2 dodge bonus to AC and a +2 competence bonus on attacks against evil enemies. Only Monk of good alignment can wear it. | Blackwing Library (Storyteller) |
Shirt of Blazing Fighter | This shirt grants the wearer a +5 competence bonus to Athletics skill checks and fire resistance 30. | |
Shroud of the Eternal Hunger | Whenever the wearer polymorphs into any creature, they get a +4 enhancement bonus to attack and damage rolls made with limbs. Whenever a creature hits them with a melee attack, that creature suffers 1d6 piercing damage. | |
Silky Veil | This robe grants its wearer a +1 dodge bonus to AC, and a +2 enhancement bonus to attack and damage rolls with unarmed attacks. Only a monk can wear it. | Leper’s Smile |
Silver Robe | This robe grants the wearer a +1 bonus to all saving throws against fear effects. | Gwerm’s Mansion |
Source of Dividing Power | Whenever the wearer of this robe uses a divine power to summon a creature, they can choose to give these creatures’ attacks either Holy or Unholy special quality. | |
Treacherous Flame | 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. In addition, all the wearer’s allies deal additional 3d6 fire damage on successful attacks with weapons for 1 round. | |
True Serenity | This shirt grants its wearer spell resistance 34 against the enemies of chaotic alignment. | |
Tunic of Ardent Warpriest | If the wearer of this shirt has the Fervor class ability, it grants them 3 additional uses of Fervor per day. | Terendelev’s Lair |
Wandering Conman | This cloth grants the wearer a +10 competence bonus to Trickery and a +10 competence bonus to Athletics skill checks, as well as +2 bonus to attack rolls for attacks of opportunity. | |
Web Strider | This clean and nice shirt is weaved from Retriever spider web, purified with druidic magic. Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. They also gain a +10 competence bonus on Lore (Nature) skill checks. | Relic (made from altar of the first retriever) |
Zon-Kuthon’s Suffocating Caress | This shirt is weaved from spider web. It strangles the wearer, inflicting a -5 penalty to Mobility skill checks. It also helps to discharge electric damage, granting the wearer electricity resistance 30. Whenever the 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 a -2 penalty to attack rolls for one round. |
Bracers
Name | Desc | Location |
---|---|---|
Arm Extenders | These bracers allows their wearer to stagger enemies for 3 rounds on the first hit they land in combat with thrown weapons. | |
Bracers of Abrupt Onslaught | These bracers grant the wearer a +5 competence bonus on Trickery skill checks. Whenever the wearer makes a sneak attack, it deals additional 1d6 bludgeoning damage. | Artisan’s Tower |
Bracers of Animal Fury | These bracers grant the wearer a +3 enhancement bonus on attack and damage rolls whenever the wearer is polymorphed. | |
Bracers of Archery | These bracers empower the wearer to use any bow with a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls. | |
Bracers of Armor +1 | These bracers grant their wearer an armor bonus of +1, just as though they were wearing armor. 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. | Neathholm (Dyra), Underground Caves of Kenabres |
Bracers of Armor +2 | These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor. 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. | Drezen (Golden Golem), Defender’s Heart |
Bracers of Armor +3 | These bracers grant their wearer an armor bonus of +3, just as though they were wearing armor. 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. | |
Bracers of Armor +4 | These bracers grant their wearer an armor bonus of +4, just as though they were wearing armor. 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. | Traveling Skeletal Salesman (magic) (Skeletal Salesman), Lost Chapel |
Bracers of Armor +5 | These bracers grant their wearer an armor bonus of +5, just as though they were wearing armor. 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. | Drezen (Jewelry Trader) |
Bracers of Armor +6 | These bracers grant their wearer an armor bonus of +6, just as though they were wearing armor. 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. | |
Bracers of Armor +7 | These bracers grant their wearer an armor bonus of +7, just as though they were wearing armor. 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. | |
Bracers of Armor +8 | These bracers grant their wearer an armor bonus of +8, just as though they were wearing armor. 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. | |
Bracers of Balance | The wearer of these bracers gets a +5 bonus to CMD and a +5 bonus to CMB. If the wearer was knocked prone, the wearer makes a Fortitude saving throw (DC 23), on a successful save the wearer is no longer prone. | |
Bracers of Breaching | Whenever the wearer of these bracers confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 23) or become vulnerable to piercing damage for 2 rounds. | Ivory Sanctum |
Bracers of Deflection | These bracers give the wearer a +2 deflection bonus to AC and the ability to cast the shield spell twice a day like a 5th level wizard. | |
Bracers of Dominance | Whenever the wearer of these bracers confirms a critical hit with a two-handed weapon, the enemy must pass a Will saving throw (DC 24) or become unable to attack for 1 round. | Wintersun |
Bracers of Eldritch Scholar | These +6 bracers of armor grant a +5 competence bonus on Knowledge (Arcana) and Use Magic Device skill checks. | |
Bracers of Harmful Conversion | Whenever the wearer of these bracers confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or suffer from a random condition from the following list and become immune to another random condition from the same list for 2 rounds. The condition list is: Blinded Exhausted Frightened Sickened Paralyzed Prone | |
Bracers of Heavy Hand | These bracers grant the wearer a +3 bonus on damage rolls with the off-hand weapon when dual wielding or wielding two-handed melee weapon (for example, a double weapon). | |
Bracers of Mind Break | These bracers of armor +4 increase the save DC against all Enchantment school spells they cast by 2. | |
Bracers of Overwhelming Vigor | Whenever the wearer of these bracers lands a hit while having full hit points, the enemy must pass a Fortitude saving throw (DC 28) or be knocked prone for 2 rounds. | |
Bracers of Rough Landing | These bracers grant their wearer a +2 competence bonus to AC, attack and damage rolls against flying enemies. | Crusader’s Camp (Wilcer Garms) |
Bracers of the Ruby Phoenix Champion | These bracers, just like bracers of archery, empower the wearer to use any bow with a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls. These bracers also grant an additional +1 bonus on all attacks rolls and damage rolls with Longbows. | |
Bracers of the Wizard | 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. | Defender’s Heart (Vissaliy Rathimus) |
Chaos Scourge | The wearer of these bracers of armor +8 automatically confirms critical hits against chaotic enemies. In addition, whenever the wearer of these bracers confirms a critical hit against chaotic enemy, the enemy suffers a -2 penalty to AC and all saving throws for 3 rounds. | |
Charon’s Touch | These bracers grant their wearer an ability cast harm spell once per day, and greater false life spell twice per day. | |
Clear Purpose | These bracers allow their wearer to cast healing spells without provoking attacks of opportunity. They also grant a +2 bonus on Concentration checks. | Heaven’s Edge |
Engraved Lucky Bracers | These bracers grant the wearer a +1 luck bonus to AC and a +1 luck bonus to Reflex, Will, and Fortitude saving throw. | Kenabres Square |
Gear’s Rule | The nanites inside the item provide the wearer with multiple abilities Fermela: Owner gets +1 bonus to all attack rolls with bombs. This bonus increases to +2 at level 12. Hope: Owner gains a +2 bonus to saving throws against mind-affecting, death, paralysis, disease, stun, and poison effects and resists Fatigue for 8 hours past the usual limit. At level 20 the owner becomes immune to Fatigue and Exhaustion. Catalyst: Owner’s bombs deal additional dice of damage as if they were an alchemist 2 levels higher; the owners save DCs are increased by 1. Focusing Surge: Once per day as a free action, the owner can activate the nanites inside the item for 5 rounds, gaining fast healing (5), as well as immunity to poison, death effects, paralysis, stun, disease, and the effects of Targeted Bomb Admixture extract. At level 16 the duration of Focusing Surge increases to 10 rounds. | |
Golden Vision | These bracers grant its wearer a +1 bonus to Illusion school spells’ DC, and a +2 bonus to saving throws against illusion school spells. | |
Legendary Bracers | These bracers grant their wearer a +5 deflection bonus to AC, a +5 natural armor enhancement bonus to AC, a +5 resistance bonus on all saving throws, and a +6 enhancement bonuses to all ability scores. It can only be equipped by the player character. | |
Lesser Bracers of Archery | These bracers empower the wearer to use any bow with a +1 competence bonus on attack rolls. | Citadel Drezen |
Negotiator’s Bracers | These bracers grant its wearer a +4 bonus on saving throws against mind-affecting conditions and a +10 competence bonus on Persuasion skill checks when used for diplomacy. | |
Phantom Slayer’s Bracers | Whenever the wearer of these bracers hits their Studied Target for the first time, the enemy must pass a Fortitude saving throw (DC 24) or become blinded for 3 rounds. | |
Repelling Bracers | The wearer of this bracers is under constant protection from anyone who is getting too touchy. They get a +4 bonus to AC against touch attacks, but also suffers a -4 penalty on their own touch attack rolls. If an enemy gets within a 5 feet radius from the wearer, they must pass a Will saving throw (DC 21) to push the enemy 5 feet away, or become frightened for one round. | |
Righteous Exorcist’s Bracers | These bracers grant their wearer a +1 morale bonus on damage rolls against demons. | |
Stormlord’s Resolve | If the wearer of these bracers has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: jolting portent, call lightning, lightning bolt, chains of light, call lightning storm, chain lightning, stormbolts. To cast a spell, the wearer still needs to have a spell slot of the required level. It also grants the wearer an electric shield that deals (1d6 + wearer’s level) electric damage each time an enemy lands a hit against the wearer, as well as electricity resistance 30. The wearer can fully embrace the power of these braces, allowing them to turn all their energy attacks into electrical. | Blackwater |
Veteran Marksman’s Bracers | Whenever the wearer of these bracers lands a hit with a ranged weapon on an enemy who is prone, stunned or staggered, the enemy must pass a Fortitude saving throw (DC 23) or its current condition is prolonged for 1 round. | Wintersun |
Your Phylactery | This item grants its wearer Deadly Magic ability. If the wearer already has Deadly Magic, it grants them two additional uses. In addition, once per day, whenever the wearer’s health falls below 0, it is restored to a maximum. Can only be equipped by a Lich. |
Belts
Name | Desc | Location |
---|---|---|
Assailant’s Belt | Whenever the wearer of this belt of Dexterity +6 confirms a critical hit, for the next 3 rounds the wearer gets +2 circumstance bonus to attack and damage rolls. | |
Belt of Alacrity | This belt of Dexterity +4 also grants its wearer a +4 competence bonus on Reflex saving throws. | Traveling Skeletal Salesman (hunting) |
Belt of Athach | This belt gives its wearer an incredible physical prowess, granting +4 enhancement bonus to Strength, Dexterity and Constitution, and the ability to increase their size as per legendary proportions spell for 13 rounds once per day. | |
Belt of Beastly Sturdiness | This belt of Constitution +4 also grants its wearer a +4 competence bonus to CMB on Bull Rush and Overrun combat maneuvers as well as immunity to Trip combat maneuver. | Traveling Skeletal Salesman (hunting) |
Belt of Bloodlust | This belt grants its wearer a +4 enhancement bonus to Dexterity and Strength. Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. | |
Belt of Courageous Charge | Whenever the wearer of this belt of Strength and Dexterity +4 charges an enemy, they gain a +4 morale bonus on attack and damage rolls against this enemy for 1 round. | |
Belt of Demonic Shadow | Whenever the wearer of this belt casts a spell of level 6 or higher, it summons a CR 7 shadow demon to fight alongside the wearer for 2 minutes. Only one such demon can be present on the battlefield. If the demon is already summoned, casting a new spell of level 6 or higher will heal it for 2d6 hit points. | Scrubland by a Bend in the River |
Belt of Giant Strength +2 | This belt grants its wearer a +2 enhancement bonus to Strength. Bonuses of the same type usually don’t stack. | |
Belt of Giant Strength +4 | This belt grants its wearer a +4 enhancement bonus to Strength. Bonuses of the same type usually don’t stack. | Drezen (Wilcer Garms), |
Belt of Giant Strength +6 | This belt grants its wearer a +6 enhancement bonus to Strength. Bonuses of the same type usually don’t stack. | |
Belt of Improved Protection | This belt grant the wearer a +10 competence bonus on Mobility skill checks. | Drezen (Paralictor Aminos Renth) |
Belt of Incredible Dexterity +2 | This belt grants its wearer a +2 enhancement bonus to Dexterity. Bonuses of the same type usually don’t stack. | Gray Garrison (Othirubo) |
Belt of Incredible Dexterity +4 | This belt grants its wearer a +4 enhancement bonus to Dexterity. Bonuses of the same type usually don’t stack. | |
Belt of Incredible Dexterity +6 | This belt grants its wearer a +6 enhancement bonus to Dexterity. Bonuses of the same type usually don’t stack. | |
Belt Of Lesser Cold Resistance | This belt grants its wearer cold resistance 10. | |
Belt of Mighty Constitution +2 | This belt grants its wearer a +2 enhancement bonus to Constitution. Bonuses of the same type usually don’t stack. | Drezen (Gesmerha), Lost Chapel |
Belt of Mighty Constitution +4 | This belt grants its wearer a +4 enhancement bonus to Constitution. Bonuses of the same type usually don’t stack. | Wintersun |
Belt of Mighty Constitution +6 | This belt grants its wearer a +6 enhancement bonus to Constitution. Bonuses of the same type usually don’t stack. | Drezen (Wilcer Garms) |
Belt of Perfect Components | This belt makes 1st and 2nd level spells cast by its wearer Empowered and Extended. | |
Belt of Physical Flow +2 | This belt grants its wearer +2 enhancement bonuses to Strength and Dexterity. Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (hunting), Underground Hideout |
Belt of Physical Flow +4 | This belt grants its wearer +4 enhancement bonuses to Strength and Dexterity. Bonuses of the same type usually don’t stack. | |
Belt of Physical Flow +6 | This belt grants its wearer +6 enhancement bonuses to Strength and Dexterity. Bonuses of the same type usually don’t stack. | |
Belt of Physical Form +2 | This belt grants its wearer +2 enhancement bonuses to Dexterity and Constitution. Bonuses of the same type usually don’t stack. | Citadel Drezen |
Belt of Physical Form +4 | This belt grants its wearer +4 enhancement bonuses to Dexterity and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Form +6 | This belt grants its wearer +6 enhancement bonuses to Dexterity and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Might +2 | This belt grants its wearer +2 enhancement bonuses to Strength and Constitution. Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (hunting), Drezen |
Belt of Physical Might +4 | This belt grants its wearer +4 enhancement bonuses to Strength and Constitution. Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (hunting) |
Belt of Physical Might +6 | This belt grants its wearer +6 enhancement bonuses to Strength and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Perfection +2 | This belt grants its wearer +2 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don’t stack. | Greengates |
Belt of Physical Perfection +4 | This belt grants its wearer +4 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Perfection +6 | This belt grants its wearer +6 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Perfection +8 | This belt grants its wearer +8 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Shadows | This belt of Dexterity +4 grants its wearer a +2 competence bonus on Stealth and Trickery skill checks. | |
Belt of Stoneskin | This belt grants its wearer the ability to cast stoneskin spell as a 7th level Wizard once per day. | |
Belt of the Venerated Champion | This belt of Constitution +6 grants its wearer a +2 bonus on Fortitude saving throws and a +1 insight bonus to AC against Evil creatures and effects. | |
Belt of Thunderous Charging | This belt grants its wearer a +6 enhancement bonus to Strength. It also magnifies the wearer’s momentum granting her a +2 bonus on the bull rush and overrun maneuvers. In addition, whenever the wearer of this belt charges an enemy, the enemy suffers a -2 penalty to AC against ranged attacks for 4 rounds. | |
Bombardier’s Utility Belt | This belt allows an alchemist to use 4 additional bombs per day. | |
Clasp of Death | This belt grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). In addition, if the wearer of this belt has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. | |
Clutch of Corruption | This belt grants its wearer a +4 enhancement bonus to Strength and a +8 enhancement bonus to Constitution ability scores. In addition, whenever the wearer of this belt confirms a critical hit with a natural weapon, the enemy must pass a Will saving throw (DC 28) or become vulnerable to negative energy and unholy damage for 2 rounds. | |
Conqueror Wurm | This belt grants its wearer a +8 enhancement bonus to Constitution and the ability to cast dragonkind III (black) spell once per day as a 12th level wizard. | |
Cord of Stubborn Fury | This bonus grants its wearer a +2 enhancement bonus to Constitution. Instead of becoming fatigued after raging, wearer takes 1 damage each round for a number of rounds equal to 2 times the number of rounds spent in the rage. | |
Daredevil’s Belt | This belt grants its wearer a +4 enhancement bonus to Dexterity and Strength. Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. | |
Devil’s Sash | This belt grants its wearer a +8 enhancement bonuses to Dexterity and Constitution ability scores. It also grants immunity to poison. | |
Display of Power | This belt of Strength +6 grants its wearer a 15 feet aura that makes all enemies in range suffer a -2 penalty on Will saving throws. | |
Divine Support | This belt grants its wearer a +3 deflection bonus to AC, Negative Energy Resistance 10, and the ability to cast banishment spell once per day as a 13th level wizard. | |
Embrace of the Faceless | This belt grants the wearer a +2 enhancement bonus to the Constitution score. Whenever the wearer is attacked, the enemy has to pass a Reflex saving throw (DC 20) or suffer -10 penalty on damage rolls for 1 round. | relic (Dirty Squealer) |
Energizing Belt | This belt of Constitution +4 also allows its wearer to regain one used spell per day. | |
Explorer’s Belt | This belt grants its wearer a +2 enhancement bonus to Constitution and a +2 resistance bonus on saving throws against diseases, fatigue and exhaustion. | |
Face-Stealer’s Belt | This is an intermediate step of relic creation. | |
Girdle of Ooze | This is an intermediate step of relic creation. | |
Greater Belt of Perfect Components | This belt makes 1st, 2nd and 3rd level spells cast by its wearer Empowered and Extended. | |
Greater Infernal Cord | This belt grants +4 enhancement bonus to Constitution. Whenever an enemy scores a critical hit against the wearer, the wearer gains fast healing 4 for 1 minute. It can’t be equipped by good characters. | |
Hermit’s Rope | This belt grants a +4 enhancement bonus to Wisdom and Constitution, and the ability to cast mass bear’s endurance spell once per day as a 3rd level wizard. | |
Korgath’s Shackled Fury | This belt grants a +6 enhancement bonus to Strength, a +5 competence bonus to Persuasion skill checks when used to intimidate, and a -3 penalty to Persuasion skill checks when used for diplomacy. It also allows the wearer to enter Rage as a barbarian for 8 rounds per day. Only Lawful characters can equip Korgath’s Shackled Fury. | |
Lesser Belt of Perfect Components | This belt makes 1st level spells cast by its wearer Empowered and Extended. | |
Lightning Belt | This belt grants its wearer a +4 enhancement bonus to Dexterity and Charisma, and the ability to cast lightning bolt spell twice per day as a 7th level wizard. | |
Linds Family Belt | This is an intermediate step of relic creation. | |
Lizard Tail | This belt was specifically created for less humanoid creatures, but humanoids can use it in polymorphed form as well. While in it the wearer gets +3 morale bonus to AC and Reflex saving throws. The wearer also gets a +8 circumstance bonus to AC for the first round of every combat. | |
Mallander’s Insult | You can cover yourself in an invisible corrupted fire. Under its effect, all your fire spells deal additional 2d6 unholy damage. You become immune to fire damage, but gain weakness to cold and holy damage. | |
Mallander’s Penance | While wearing this belt a monk can spend 1 ki point to enshroud the target’s heart and lungs in the fine veil of emerald. Affected creature becomes more fragile, getting -2 penalty to AC. It also has to pass a Fortitude saving throw (DC 19), or all bludgeoning damage it receives is multiplied by 1.5 until the end of combat. | |
Mangling Frenzy | This Belt of Physical Perfection +4 grants its wearer DR 3/- and additional 4d6 slashing damage on every critical hit while the wearer is Raging, including demonic Rage. | |
Mirrored Belt | This belt grants its wearer a +4 resistance bonus to Reflex saving throws and the ability to cast mirror image spell twice per day as a 4th level wizard. | |
Pristine Mind | Whenever the wearer of this Belt of Physical Perfection +4 makes an attack roll to confirm a critical hit, it automatically succeeds. | |
Sash of Slash | This sash grants its wearer a +6 enhancement bonus to Dexterity and DR 5/slashing. | |
Specialist’s Belt | Whenever the wearer of this belt uses a scroll or potion, it gives +1 to its caster level. | Defender’s Heart (Kyado) |
Storm King’s Belt | Whenever the wearer of this Belt of Physical Perfection +8 hits an enemy for the first time in a round, that enemy must pass a Fortitude saving throw (DC 36) or suffer from one of these conditions: 1) Suffer 1d6 penalty to Strength and Dexterity ability scores for 3 rounds 2) Suffer a -3 penalty to AC for 1d6 rounds | |
Timely Assistance | Whenever an ally in a 20 feet area of the wearer lands a killing blow, this belt of Constitution +4 makes the wearer’s next spell extended as though using the Extend Spell feat. It also grants the wearer a +4 enhancement bonus to Wisdom. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. | Blackwing Library (Storyteller) |
Unceasing Slaughter | This belt grants its wearer a +4 enhancement bonus to Dexterity and Constitution. Whenever the wearer of this belt lands a killing blow, they gain a +2 bonus to Dexterity and Constitution scores for 3 rounds. | |
Victims’ Madness | Whenever the wearer of this Belt of Physical Perfection +4 kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. | |
Voice of the Faceless | This belt grants the wearer a +2 enhancement bonus to Strength score. 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. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls, and AC. | relic (Dirty Squealer) |
Windfall | This belt grants its wearer a +1 luck bonus on attack rolls and all saving throws. |
Gloves
Name | Desc | Location |
---|---|---|
Alkali Gloves | 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. | |
Athlete’s Gloves | These gloves grant the wearer +3 competence bonus on all Mobility and Athletics skill checks. | |
Baphomet’s Fiery Gloves | This is an intermediate step of relic creation. | |
Big Game Gloves | Whenever the wearer of these gloves announces a Quarry, targeted enemy suffers a -2 penalty to AC and becomes sickened for 3 rounds. | Lost Chapel |
Blessed Hands | These gloves adds +4 to the wearer’s caster level when they cast any cure spell. | |
Bombthrower’s Gloves | These gloves grant their wearer a +2 equipment bonus to attack rolls made with bombs and their DC. | |
Broken Gauntlets | These spiked gauntlets grant the wearer’s animal companion (as well as Azata’s dragon or Lich’s skeletal champion) a +6 bonus to Strength ability score. At the beginning of the battle, the creature must pass a Will saving throw (DC 17) or start attacking party members. If the initial saving throw is failed, the creature can make new saving throws each round to stop the effect. | |
Butterfly Wings | These gloves grant their wearer a +5 resistance bonus on all saving throws, and the ability to cast prismatic spray spell three times per day as a 13th level wizard. | |
Cheatsheet Gloves | These gloves grant their wearer a +5 luck bonus to Lore (Nature), Lore (Religion), Knowledge (World) and Knowledge (Arcana) skill checks. | |
Claws of a Sacred Beast | These gloves have claws that deal 1d8 slashing damage on an unarmed attack. If the enemy is of evil alignment, they deal 2d6 damage instead. In addition, these claws give the wearer a +1 enhancement bonus on attack and damage rolls. | |
Cobra Pads | Whenever the wearer of these knee pads lands a hit with a natural weapon against a new enemy for the first time, that enemy must pass a Fortitude saving throw (DC 31) or become vulnerable to slashing and acid damage for 3 rounds. | |
Dashing Cavalier’s Gloves | These gloves grant their wearer a +1 morale bonus on attack rolls. In addition, they also grant a +2 bonus on damage rolls while mounted. | |
Death From Afar | This gloves grants its wearer a +4 bonus to ranged attacks. | |
Devouring Lust | 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. | relic (Attrative Impulse) |
Embroidered Gloves | These bracers grant the wearer a +3 luck bonus to AC and a +3 luck bonus on Reflex, Will, and Fortitude saving throws. | |
Eviscerator’s Gloves | Whenever the wearer of these gloves makes a full attack and successfully strikes a single enemy with both their main-hand and off-hand weapons, the enemy suffers a -2 penalty on attack rolls and is bleeding for 3 rounds. | |
Fencer’s Gift | These gloves grant their wearer a +3 damage bonus to the second weapon when dual wielding or wielding a two-handed weapon. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. | |
Gloves of Arcane Eradication | These gloves grant the wearer a +4 bonus to ranged touch attack rolls and a +5 competence bonus on Use Magic Device skill checks. | Molten Scar |
Gloves of Colliding Elements | Whenever the wearer of these gloves is using gather power, she can reduce the total burn cost of a single wild talent by an additional point. | |
Gloves of Deathdealer | When the wearer of these gloves makes a sneak attack, it deals additional 1d6 damage. | |
Gloves of Dexterity +2 | These gloves grant its wearer a +2 enhancement bonus to Dexterity. Bonuses of the same type usually don’t stack. | |
Gloves of Dueling | These gloves grant their wearer a +4 bonus to CMD against disarm attempts. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. | |
Gloves of Elvenkind | These gloves grant their wearer a +5 competence bonus to Knowledge (Arcana) skill checks and a +5 bonus to Concentration checks. | |
Gloves of Enduring Wizard | Whenever the wearer of these gloves casts a level 7 (or higher) spell , they get 20 temporary Hit Points for 1 minute. | |
Gloves of Heavy Impact | These gloves allow their wearer to stun enemies for 1 round on confirmed critical hits with ranged weapons. A single enemy can be a subject to this effect only once. | |
Gloves of Martial Excellence | These gloves grant their wearer additional 1d8 bludgeoning damage on hit with unarmed attacks and a +10 competence bonus on Athletics skill checks. | Blackwing Library (Storyteller) |
Gloves of Monsters Protection | Whenever the wearer of these gloves summons a creature, that creature gets spell resistance 21. | |
Gloves Of Precise Shot | These gloves grant their wearer a +5 bonus to attack rolls made with ranged weapons. | |
Gloves of Rending | These gloves grant their wearer a +2 enhancement bonus on attack and damage rolls made with claws. | |
Gloves of Resourceful Magus | If the wearer of these gloves has an Arcane Pool class feature, it is increased by 5 points. | |
Gloves of the Ambassador | These gloves grant the wearer a +5 competence bonus to Knowledge (World), a +5 competence bonus to Persuasion skill checks and a +2 enhancement bonus to Charisma. | |
Gloves of the Attractive Impulse | This is an intermediate step of relic creation. | |
Gloves of the Neophyte | Whenever the wearer of these gloves casts a cantrip or a 1st level spell, that spell deals 1 additional point of damage per die rolled. | Defender’s Heart (Gemyl Hawkes) |
Gloves of the Scribe | These gloves grant their wearer a +10 competence bonus on all Knowledge (Arcana) and Knowledge (World) skill checks as well as +4 bonus to caster level checks on dispel magic attempts. | |
Gloves of Unfriendly Fire | Whenever the wearer of these gloves lands a hit on a flanked enemy with a ranged weapon, they deal additional 2d6 damage both to the enemy and to the ally flanking it. | |
Hammer Fists | These gloves grant its wearer a +4 enhancement bonus to Strength ability score and a +2 morale bonus to AC. | |
Harm Preventers | These gloves grant its wearer a +4 competence bonus on saving throws against poison and curse effects. In addition, they grant a +10 competence bonus on Use Magic Device skill checks. | |
Heavy Paws | These knee pads let their wearer deal additional 1d6 bludgeoning damage on critical hits made with natural weapons. | Gray Garrison |
Holy Knee Pads | These knee pads allow their wearer to deal additional 2d6 holy damage on hit on attacks with natural weapons. | |
Jaws of the Jackal | These gauntlets grant a profane vigor effect and +2 bonus to natural armor to all evil creatures summoned by the wearer of these gauntlets. If the wearer summons a Thanadaemon, they grant it a greater profane vigor effect and +4 natural armor bonus to AC. If the wearer summons any good outsider creature, it will attack the wearer. Profane Vigor: A summoned creature gains a +2 profane bonus on attack rolls, saves, and skill checks. Greater Profane Vigor: A summoned creature gains a +4 profane bonus on attack rolls, saves, and skill checks, immunity to fear effects, and a number of temporary hit points equal to your caster level (maximum 20). | |
Knee Pads of Mighty Swipe | 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. | Wilderness Encounter |
Lesser Gloves of Dueling | These gloves grant their wearer a +1 bonus to CMD against disarm attempts. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +1. | Crusader’s Camp (Wilcer Garms) |
Lightest Touch | These gloves grant their wearer a +6 enhancement bonus to Dexterity, a +3 resistance bonus to Reflex saving throws and the ability to cast reduce person spell at will as a 5th level wizard. | |
Mad Scientist’s Gloves | These gloves grant their wearer fire resistance 15 and acid resistance 15. | |
Manticore’s Claws | These gloves grant their wearer a +4 enhancement bonus to Strength, and +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Marksman’s Steady Hand | These gloves grant their wearer a +5 competence bonus on Mobility checks. They also grant a +2 insight bonus to attack and damage for 1 round, whenever the wearer hits a flanked enemy with a ranged weapon. | |
Master Hand | These gloves grant their wearer a +5 competence bonus on all Use Magic Device skill checks. | |
Oppressor’s Gloves | These gloves grant their wearer a +2 bonus on Persuasion skill checks made to intimidate. 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. | Chilly Creek |
Passion’s Sweet Poison | Whenever the wearer of these gloves confirms a critical hit with any bow, the enemy starts losing mind, thus suffering -1 damage to Intelligence, Wisdom or Charisma. | relic (Attrative Impulse) |
Power Fist, the Gauntlet of Punching | This gauntlet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Defender’s Heart (talk to Crusader and Oread in corner) |
Rabid Rippers | Whenever the wearer of these knee pads confirms a critical hit with a natural weapon, that enemy must pass a Fortitude saving throw (DC 33) or become vulnerable to slashing and acid damage for 3 rounds. | |
Royal Gloves of Valor | These gloves grant their wearer a +6 enhancement bonus to Charisma and the ability to cast greater heroism three times per day as a 11th level wizard. | |
Savage Unity | 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. | |
Soaring Fist | These gloves grant its wearer a +2 enhancement bonus to Constitution ability score and a +4 competence bonus on all Mobility skill checks. | |
Star Embroidered Gloves | These gloves grant their wearer spell resistance 30 as well as a +2 luck bonus on all saving throws. | |
Steady Hand | These gloves grant their wearer a +4 enhancement bonus to Dexterity and the ability to cast true strike spell three times per day as a 1st level wizard. | |
Surefire Gloves | Whenever the wearer of these gloves lands a hit with a ranged weapon on an enemy within 30 feet, it deals additional 1d6 piercing damage and applies bleed for 1d3 rounds. | |
Trapspringer’s Gloves | These gloves grant their wearer a +5 competence bonus on all Trickery skill checks. | |
Treacherous Flame | 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. In additiion, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any source, it suffers a -3 penalty on all saves for 2 rounds. | |
Trickster’s Gloves | These gloves grant their wearer a +5 luck bonus on Mobility checks and the ability to cast cloak of dreams spell once per day as a 14th level wizard. | |
Twisted Temptation | These gloves increase the save DC of all Enchantment school spells the wearer casts by 2. In addition, whenever the wearer affects an enemy with a spell for the first time, that enemy suffers a -2 penalty on Will saving throws for 3 rounds. | |
Ultimate Grip | These gloves grant their wearer a +6 enhancement bonus to Strength, a +4 enhancement to Constitution and the ability to cast death clutch spell once per day as a 15th level wizard. | |
Ultimate Predator | These knee pads grant their wearer a +2 insight bonus on attack and damage rolls made with natural weapons against animals, magical beasts and monstrous humanoids. | |
Undertaker’s Gloves | These gloves grant their wearer a +3 morale bonus to AC against the attacks of Undead creatures. | |
Unholy Knee Pads | These knee pads allow their wearer to deal additional 2d6 unholy damage on hit on attacks with natural weapons. | |
Vicious Stompers | Whenever the wearer of these knee pads successfully charges an enemy, the enemy falls prone for 1 round and suffers a -2 penalty on attack and damage rolls till the end of combat. |
Rings
Rings can provide our character with unique defensive stats, bonuses, skill checks, and more. Accessories are usually obtained as rewards from completing Quests, purchased from Merchants, Crafted, or dropped by Enemies and Bosses.
Name | Desc | Location |
---|---|---|
Acerbic Ring | When this ring’s wearer attacks with bombs, they deal additional 1d6 damage. | |
All-round defense | 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. If they both already have the Back to Back feat, they gain an additional +2 bonus to AC. | |
Ancestral Retribution | While wearing this ring, 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. | |
Arcane Signet | This signet grants its wearer the ability to cast magic missile spell as a 3rd level wizard three times a day. | |
Avenging Ring | Whenever the wearer of this ring becomes a target of an attack of opportunity, the attacker suffers 1d8 force damage. | |
Bane of Flesh | 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. | relic (The Phylactery of Stevanius The Rotten) |
Bane of Spirit | You bound a part of your soul to the ring. You gain a +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. 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. | relic (The Phylactery of Stevanius The Rotten) |
Blessed Signet | This signet grants its wearer the ability to cast bless spell as a 1st level cleric three times a day. | |
Caster’s Dream | This ring grants its wearer 1 additional spell slot for the 8th and 1 additional spell slot for the 9th level spells (if the spells of these levels are available to them). | |
Chameleon Ring | This ring grants its wearer a +10 enhancement bonus on Stealth skill checks. | |
Clemency of Shadows | You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. While in this state you share an unbreakable bond, while under this effect all members get an additional attack of opportunity per round. If an attack of opportunity was a critical hit, the enemy is staggered. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds. | |
Colossus Ring | This ring grants its wearer a +2 luck bonus to Constitution, and the ability to cast enlarge person spell twice per day as a 1st level wizard. | |
Conman’s Ring | This ring grants its wearer a +5 competence bonus on all Perception and Trickery skill checks. | Defender’s Heart (Kyado), Crusader’s Camp |
Conthyr’s Wisdom | Whenever the wearer of this ring deals a sneak attack damage for the first time in a fight against an enemy, that enemy becomes filled with paranoia. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. This effect stacks up to 3 times and persists for 1d4 rounds. | |
Daring Duelist | This ring grants its wearer a +2 bonus to attack rolls with melee weapons, and a +1 dodge bonus to AC. | |
Dark Omen | 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. To cast a spell, the wearer still needs to have a spell slot of the required level. | Defender’s Heart (Gemyl Hawkes) |
Dragonfly Ring | This ring grants its wearer a +8 enhancement bonus to Dexterity and the ability to cast cleanse spell three times per day as a 9th level cleric. | |
Earth Unleashed | If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: spiked pit, stoneskin, acid pit, acid fog, caustic eruption and clashing rocks. To cast a spell, the wearer still needs to have a spell slot of the required level. | |
Elemental Protector | This ring grants the wearer acid resistance 30, fire resistance 20, electricity resistance 10, and cold resistance 5. It also grants a +4 bonus on saving throws against cold, a +3 bonus on saving throws against electricity, a +2 bonus on saving throws against fire, and a +1 bonus on saving throws against acid. | |
Energy Source | If the wearer of this ring has the ability to channel energy, it allows them to do it 2 additional times per day. | |
Enlivening Leadership | This ring grants the wearer a +5 competence bonus on Persuasion checks and grants their companions a +1 morale bonus on all skill checks. | Drezen (Jewelry Trader) |
Explosion Ring | This ring grants its wearer a +12 damage bonus to bomb damage and the ability to cast slow spell twice per day as a 5th level wizard. | |
Flow of Water | This ring grants the wearer a +1 bonus on saving throws against spells with cold descriptor and adds +1 to the DC for all saving throws against spells with cold descriptor the wearer casts. | Shield Maze |
Fortunate Fencer | This ring grants its wearer a +2 bonus to attack rolls with melee weapons. | |
Fortune’s Smile | This ring grants its wearer a +2 luck bonus on all saving throws. | |
Great Dreamer’s Smile | This ring grants its wearer a +2 luck bonus on attack and damage rolls, saving throws, skill checks and spell penetration checks. It also grants immunity to curses. | |
Greater Ring of Balance | This ring grants its wearer a +5 deflection bonus to AC, immunity to emotion effects, immunity to fear, immunity to confusion, and a continuous effect of freedom of movement spell. It can only be worn by true neutral (on both axes) characters. | |
Greater Ring of Ultimate Protection | This ring grants its wearer a +5 resistance bonus to all saving throws, a +5 deflection bonus to AC, spell resistance 24, and DR 2/-. | |
Hasting Expanse | This ring grants its wearer +1 extra attack with the highest attack bonus when making full attack action, stackable with Haste and similar effects. | |
Herbal Ring | This ring grants its wearer a +4 morale bonus on saving throws against disease, nausea, and sickened effects. | |
Honor of Death | This ring grants its wearer negative energy resistance 20, and the ability to cast breath of life spell once per day as a 9th level cleric. | |
Icy Protector | This ring grants the wearer cold resistance 10. If the wearer has the Iceplant hex, it also grants them +2 natural armor bonus to AC. | Defender’s Heart (Vissaliy Rathimus), Defender’s Heart |
Infernal Bond | If the wearer of this ring is a kineticist, the bonus given to them by their gather power ability is increased by 1. | |
Inner Demon | If this ring’s wearer is a barbarian, it gives them the ability to use Rage for 4 additional rounds per day. | |
Lesser Ring of Balance | This ring grants its wearer a +4 deflection bonus to AC, and immunity to emotion effects. It can only be worn only by neutral (on at least one axis) characters. | |
Lesser Ring of Ultimate Protection | This ring grants its wearer a +4 resistance bonus to all saving throws, a +4 deflection bonus to AC, spell resistance 19, and DR 1/-. | |
Magician’s Ring | This ring grants the wearer a +5 competence bonus on all Use Magic Device skill checks and increases the save DC against all spells of the Illusion school the wearer casts by 2. | |
Martyr’s Testament | The wearer of this ring becomes vulnerable to fire, but also gets a +4 bonus on Will saving throws and immunity to mind-affecting conditions. | |
Merciless Shot | The wearer of this ring gets a +1 bonus to attack while using Point Blank Shot. | Neathholm |
Paragon of Winter | This ring grants both its wearer and the monsters summoned by them cold resistance 30 and vulnerability to fire. | |
Planar Navigator | This ring improves its wearer’s summoning abilities. All summon spells of 6th level and lower are maximized, as though using the Maximize Spell feat. The wearer also gains a +1 insight bonus to attack rolls against outsiders. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Power Stone | This ring grants its wearer a +4 enhancement bonus to Strength and the ability to cast bull strength spell 3 times per day as a 3rd level wizard. | |
Prismatic Ring | This ring allows to cast an improved version of Prismatic Spray once per day as 17th level Wizard. The wearer can recharge this ring by consuming spells for which the sum of their levels must be equivalent to at least 9. | |
Ravager of Dread | This ring grants the wearer a +4 morale bonus against confusion and fear effects. If the wearer fails a saving throw against such effect, after the effect ends the wearer gets a +2 bonus on saving throws and +2 bonus on damage rolls until the end of the combat. | Ivory Sanctum |
Red Salamander | If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: fireball, controlled fireball, firesnake, hellfire ray, fire storm, and fiery body. To cast a spell, the wearer still needs to have a spell slot of the required level. | Camp (Kyado’s master – Vasiily?) – Act 2; Drezen (Arsinoe); Defender’s Heart (Kyado) – Act 3 |
Righteous Crusader’s Ring | If the wearer of this ring has smite evil class ability, this ring grants them one additional use of it per day after resting. | Underground Hideout |
Ring of Acid Immunity | This ring grants its wearer immunity to acid. | |
Ring of Bardic Resourcefulness | If the wearer of this ring has the bardic performance ability, it grants them an additional round of its use per day. | |
Ring of Blur | This ring grants its wearer a continuous blur spell effect. | |
Ring of Boreal Might | If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: ice storm, cone of cold, cold ice strike, ice body, polar ray and polar midnight. To cast a spell, the wearer still needs to have a spell slot of the required level. | Blackwing Library (Storyteller) |
Ring of Chaos | This ring grants its wearer a +4 deflection bonus to AC and a continuous freedom of movement spell effect. Only chaotic characters can equip it. | |
Ring of Chaotic Fascination | This is a ring of protection +2. Additionally, it increases the DC for all saving throws against spells from the Enchantment school the wearer casts by 2. It also grants the wearer a +2 bonus on saving throws against spells of the Enchantment school. | Citadel Drezen |
Ring of Circumstances | The wearer of this ring can, after resting while wearing it, activate up to 4 abilities from the list below. Removing the ring will immediately remove all bonuses from it. +2 circumstance bonus to Strength +2 circumstance bonus to Dexterity +2 circumstance bonus to Constitution +2 circumstance bonus to Intelligence +2 circumstance bonus to Wisdom +2 circumstance bonus to Charisma +1 circumstance bonus to all saving throws +1 circumstance bonus to weapon damage rolls +2 circumstance bonus to all skills checks +5 feet circumstance bonus to movement speed +1 circumstance bonus to AC +1 circumstance bonus to DCs of all spells and usable abilities | |
Ring of Corrosion | Whenever the wearer casts a spell with acid descriptor, that spell deals +1 point of damage per die rolled. | |
Ring of Deadly Swing | 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. | |
Ring of Decadence | Whenever the wearer of this ring deals damage to an enemy for the first time, the enemy suffers a -2 penalty on saving throws against hexes for 1 minute. | |
Ring of Devastating Will | This ring of protection +3 grants the wearer an ability to avoid magical and unusual attacks with great willpower. If a character makes a successful Will saving throw against an attack that normally deals half damage on a successful save, instead they take no damage. A helpless character does not gain this benefit. | Blackwater |
Ring of Enhanced Summons | This ring grants the monsters summoned by its wearer a +2 enhancement bonus for their weapons. | |
Ring of Evasion | This ring continually grants the wearer the ability to avoid damage as if the player had evasion ability. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage. | |
Ring of Extreme Feints | This ring of protection +4 grants its wearer the ability to get a +6 dodge bonus to AC against ranged attacks for 5 rounds once per day. | |
Ring of Ghostly Pathways | This is an intermediate step of relic creation. | |
Ring of Guiding Star | This ring grants the wearer +4 bonus to Initiative rolls. Whenever the wearer lands a hit against an undamaged enemy, it grants all companions a +3 bonus on damage rolls for one round. | |
Ring of Hints | This ring grants the wearer a +5 competence bonus on Knowledge: world checks and a +5 competence bonus on Knowledge: arcana checks. | |
Ring of Imminent Demise | Whenever the wearer of this ring makes an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 26) or be knocked down. The ring also grants a +2 competence bonus on attack and damage rolls with two-handed weapons. | |
Ring of Improved Proficiency | This ring grants its wearer a +2 deflection bonus to AC and +1 competence bonus on attack rolls with melee weapons. | |
Ring of Law | This ring grants its wearer a +4 deflection bonus to AC, and immunity to confusion and fear. Only lawful characters can equip it. | |
Ring of Luck | This ring grants its wearer a +1 luck bonus on all saving throws. Bonuses of the same type usually don’t stack. | |
Ring of Magic Devices | This ring grants its wearer a +5 competence bonus to Use of Magical Devices skill checks and the ability to cast dispel magic spell twice per day as a 7th level wizard. | |
Ring of Nahyndrian Courage | Whenever the wearer of this ring is being attacked with a ranged weapon, they gain a +2 morale bonus to AC, one extra attack of opportunity, and their speed is increased by 10 feet for 1 round. | |
Ring of Plentiful Hunts | This ring grants its wearer a +1 bonus on damage rolls with bows and a +2 luck bonus on Lore (Nature) checks. | |
Ring of Procrastinator | The wearer of this ring becomes staggered for the first round of every combat. For the same round he gains a resistance 15 against all elements, spell resistance 25, 10 DR/- and immunity to critical hits. | |
Ring of Protection +1 | This ring grants its wearer a +1 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Defender’s Heart (Vissaliy Rathimus), Shield Maze (Corrupted Mongrel Brute), Reliable Redoubt |
Ring of Protection +1 | This ring grants its wearer a +1 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Defender’s Heart (Vissaliy Rathimus), Shield Maze (Corrupted Mongrel Brute), Reliable Redoubt |
Ring of Protection +2 | This ring grants its wearer a +2 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Crusader’s Camp (Wilcer Garms), Wintersun |
Ring of Protection +3 | This ring grants its wearer a +3 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Drezen (Jewelry Trader) |
Ring of Protection +4 | This ring grants its wearer a +4 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Citadel Drezen |
Ring of Protection +5 | This ring grants its wearer a +5 deflection bonus to AC. Bonuses of the same type usually don’t stack. | |
Ring of Protection +6 | This ring grants its wearer a +6 deflection bonus to AC. Bonuses of the same type usually don’t stack. | |
Ring of Pyromania | Whenever the wearer of this ring deals fire damage through a spell, they deal additional 1d6 + 5 fire damage. They also get a +2 bonus to caster level checks made to overcome spell resistance. | Drezen (Arsinoe) |
Ring of Radiant Arrows | This ring grants its wearer the ability to cast magic missile spell three times per day as a 3rd level wizard. | |
Ring of Renown Artisan | This ring grants the wearer +12 competence bonus to Knowledge: Arcane skill checks, and +5 bonus on checks to craft potions or scrolls. | |
Ring of Revered Champion | This ring grants its wearer DR 10/- and immunity against movement-impairing conditions. | |
Ring of Sacred Touch | Whenever the wearer of this ring lands any touch attack against the enemy, this attack deals additional 1d6 holy damage and whenever the wearer heals a target via touch spells, the spell heals for additional 1d6 points. | Ivory sanctum, second solution to the door puzzle to jerribeths room |
Ring of Security | This ring grants its wearer a +2 deflection bonus to AC, a +2 resistance bonus on all Saving Throws, and spell resistance 14. | |
Ring of Sharp Strike | Whenever the wearer of this ring shoots an enemy engaged in melee combat, and hits, the enemy suffers a -1 penalty on attack rolls for one round. | Thieflings Hideout |
Ring of Stitches | This ring grants its wearer immunity to bleed. | |
Ring of Summoning | 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). All allies, including the wearer, within 30 feet gain a +2 bonus to weapon damage rolls and a +2 bonus on saving throws against attacks made or effects created by chaotic creatures. | Drezen |
Ring of the Beast King | This ring grants its wearer’s animal companion (if they have one) a +2 enhancement bonus to Strength and Dexterity scores. | |
Ring of the Dead | This ring allows the owner to use the Dead Inside ability on a living creature for 1 minute 3 times per day. While under the effect, the creature is immune to all mind-affecting effects, death effects, disease, paralysis, poison, sleep effects, and stunning; not subject to nonlethal damage, ability drain, or energy drain, immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. However, both positive and negative energy deal damage to it. This ring also grants the wearer a +2 morale bonus on saving throws against all effects that are mentioned in Dead Inside ability. | |
Ring of the Natural Born Commander | This ring grants its wearer a +3 insight bonus on all Persuasion skill checks. | |
Ring of Undercover Wizard | Whenever the wearer of this ring hits 2 or more enemies with a single spell, it grants the wearer total concealment against ranged attacks for 2 rounds. Whenever the wearer kills two or more enemies with a single spell, it grants the wearer total concealment against ranged attacks for the rest of the battle. | |
Sacred Commandment | If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: heroism, angelic aspect, chains of light, banishment, greater angelic aspect, and heroic invocation. To cast a spell, the wearer still needs to have a spell slot of the required level. | |
Sealed Ring | This ring grants its wearer Cold Resistance 30 and the ability to cast horrid wilting spell once per day as a 17th level wizard. | |
Sentinel | This ring generates a shield-sized wall of force that can be wielded by the wearer as if it were a heavy shield (+2 AC) and grants additional DR 2/-. | |
Shelyn’s Embrace | Linzi’s ring prevents her from dying and teleports her to a safe location should she fall in battle. | |
Shiny Ring | This expensive ring serves little purpose in combat, but is ideal for social events. The wearer can cover themself in glitter for 10 minutes. | |
Sigil of Creation | Whenever the wearer of this ring uses their kinetic healer wild talent, it also applies the effect of the restoration spell to the target. The talent is always empowered, as though using the Empower Spell feat. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Sigil of Destruction | This ring doubles the threat range of the wearer’s kinetic blasts. This effect stacks with the effect of Improved Critical feat. | Traveling Skeletal Salesman (magic) |
Source of Invisibility | This ring grants its wearer the ability to cast poison spell three times per day as a 7th level cleric. If the wearer has the Invisible Thief ability, the ring allows them to use it for 5 additional rounds per day. | |
Steady Finger | This is a ring of protection +2. It grants the wearer a +3 competence bonus on touch attack rolls. | Scrubland by a Bend in the River |
Stevanius’s Ring | This is an intermediate step of relic creation. | |
Storyteller’s Ring | This ring grants the wearer a +1 luck bonus on all saving throws against fire based effects. | Defender’s Heart |
Thiefling Ring | This ring grants its wearer a +2 competence bonus on Trickery and Stealth skill checks. If the wearer is a Tiefling, the bonus increases to +3. | Thieflings Hideout |
Thorny Ring | This ring grants its wearer the ability to cast sickening entanglement spell three times per day as a 3rd level druid. | |
Unholy Shepherd | 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. However, if you die while wearing this ring, they are summoned too, but now as enemies. | |
Unholy Signet | This signet grants its wearer the ability to cast bane spell as a 3rd level cleric three times a day. | |
Universal Remedy | 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. | |
Unmaker | Each round the first attack this ring’s wearer makes using an unarmed strike or natural weapon, casts the greater dispel magic spell. | |
Wedding Ring | Whenever the wearer of this ring is hit by an enemy, the wearer of the second ring gains bane against this enemy for 1 round. | |
Wedding Ring | Whenever the wearer of this ring is hit by an enemy, the wearer of the second ring gains bane against this enemy for 1 round. | |
Zaoris’s Beauty | If the companions of the wearer of this ring attack the same target as the wearer, they deal an additional 1d6 points of precision damage with each successful melee attack. They also gain a +2 circumstance bonus on attack rolls against this target. | |
Zaoris’s Ring | This is an intermediate step of relic creation. |
Feet
Name | Desc | Location |
---|---|---|
Abyss Walkers | These boots grant their wearer a +1 dodge bonus to AC against demons and one additional attack of opportunity per round. | Drezen (Tsai), Drezen |
Acrobat’s Footwear | These boots allow its wearer to stand up without provoking an attack of opportunity. | |
Bonethreader Boots | These boots grant their wearer DR 5/bludgeoning. | |
Boots of Arcane Persistence | Whenever the wearer of these boots casts the same spell for the fourth time during the day, their next spell becomes quickened, as though using the Quicken Spell feat. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | |
Boots of Elvenkind | These boots grant its wearer a +5 competence bonus on Mobility checks. | |
Boots Of Free Rein | These boots grant the wearer a permanent effect of the freedom of movement spell. | Greengates |
Boots of Freest Rein | These boots grant their wearer a +10 bonus to base speed and a constant freedom of movement spell effect. | Gwerm’s Mansion |
Boots of Magical Whirl | Whenever the wearer of these boots kills a demon for the first time in a battle, their next spell becomes quickened, as though using the Quicken Spell feat. | |
Boots of Outbreak | These boots grant the wearer a +20 feet bonus to moving speed and an immunity to prone condition. | |
Boots of Perfect Grounding | These boots grant its wearer immunity against electricity as well as stunned and staggered conditions. In addition, they increase the saving throw DC of the spells with the [acid] descriptor they cast by 2. | |
Boots of Stampede | The wearer of these boots adds their rank in Athletics skill as a bonus to the damage roll on a successful charge attack. | |
Boots of the Creeping Death | These boots grant their wearer a +5 competence bonus on all Stealth checks, and the ability to cast the greater invisibility spell once per day as a 7th level wizard. | |
Boots of the Light Step | Thses boots grant the wearer a constant effect of the feather step spell. | |
Boots of Wary Steps | These boots grant its wearer blindsight with a radius of 10 feet and a +10 competence bonus on Stealth checks. | |
Earth’s Children | These boots add +4 to the wearer’s caster level when they cast the following spells: barkskin, entangle, obsidian flow, sickening entanglement, soothing mud, stone call. | |
Easy Stride | These boots grant the wearer a +5 competence bonus on all Stealth checks and the ability to cast dimension door spell once per day as a 7th level wizard. | |
Expedition Boots | These boots grant the wearer a +10 competence bonus on Athletics skill checks and a +5 competence bonus on Mobility skill checks. | Areelu’s Laboratory |
Fluffy Boots | The wearer of these cozy fluffy boots just wears cozy boots which are extremely fluffy. | |
Forest Tracker’s Boots | These boots grant their wearer a +10 competence bonus on Lore (Nature) skill checks. In addition, the wearer’s animal companion gets a +20 bonus to maximum Hit Points. | |
Free Dancer’s Boots | These boots grant their wearer a +2 competence bonus on saving throws against movement-impairing conditions. | Gray Garrison |
Hellstrider Boots | These boots grant its wearer fire resistance 30 and immunity to poison. | |
Manticore Skin Boots | These boots grant its wearer a +10 bonus to speed and +4 enhancement bonus to natural armor. | |
Opportunist’s Boots | These boots grant their wearer the ability to make two additional attacks of opportunity per round. | |
Owlbear Skin Boots | These boots grants their wearer immunity to slowing and paralyzing effects, entanglement, and difficult terrain. | |
Perfected Maneuver | These boots grant the wearer a +3 competence bonus to CMD and a +3 competence bonus to CMB. | Drezen (Gesmerha) |
Ronneck’s Sacrifice | These boots of Dexterity +8 grant its wearer a + 10 bonus on Mobility and Athletics skill checks. They also double bonuses to AC, attack rolls and Reflex saving throw from Haste spell cast upon the wearer. In addition, whenever the enemy confirms a critical hit against the wearer it becomes stunned for 1d4 rounds. | |
Spirit Trackers | These boots grant a spirit hunter four additional uses of Spirit Weapon Enchantment ability per day. | |
Sure Footing | These boots allow their wearer to add half their rank in Perception skill to damage on their first attack with a ranged weapon every round. | |
Sure Step | These boots grant the wearer a +4 bonus to CMD, a +4 enhancement bonus to Constitution, and immunity to forced movement effects, slow and tripping. | |
Swamp Dweller’s Boots | These boots grant the wearer immunity to ability damage and ability drain. | |
Swiftfoot Boots | These boots increase the wearer’s movement speed by 10. That’s a enhancement bonus and it does not stack with other enhancement bonuses. |
Items
Name | Desc | Location |
---|---|---|
Acid Flask | You can throw a flask of acid as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. | Defender’s Heart (Gemyl Hawkes), Nightingale Grove |
Acid Oil | Adds 1d6 acid damage to a weapon, making it corrosive. | |
Alchemist’s Fire | You can throw a flask of alchemist’s fire as a splash weapon with a range of 30 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. | Defender’s Heart (Gemyl Hawkes), Wintersun |
Ancient Hunt | This quiver provides a limitless supply of lawful, cold iron ammunition that gives a +2 bonus to both attack and damage against fey. | |
Aroden’s Wrath | This holy scabbard, while equipped, alters paladin’s Smite Evil class ability, changing the type of AC bonus it grants from deflection to sacred. Additionally, the wearer’s first attack every round deals additional 1d4 divine damage. Evil characters can’t equip it. | Greengates |
Blinding Bomb | You can throw a flask as a splash weapon with a range of 30 feet. Every creature within 5 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or be Blinded for 1d3 rounds. | |
Bloody Meat | This item grants a permanent +2 bonus on Athletics skill checks as well as Fortitude saving throws. | |
Bolster Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. Regular rods can be used with spells of 6th level or lower. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. The spell no longer applies precision damage. | Traveling Skeletal Salesman (magic) |
Bomb of Confusion | This unique bomb was created by Alichino. All enemies in 15 feet area must pass Will saving throw (DC 35) or become confused for 1d4 +1 rounds. | |
Bomb of Displacement | This unique bomb was created by Alichino. All allies in 30 feet area receive the effect of the displacement spell for 5 rounds. | |
Bomb of Greater Invisibility | This unique bomb was created by Alichino. All allies in 30 feet area receive the effect of the greater invisibility spell for 5 rounds. | |
Bomb of Paralysis | This unique bomb was created by Alichino. All enemies in 15 feet area must pass a Reflex saving throw (DC 35) or be paralyzed for 1d3 rounds. | |
Book of Dreams | The book you found reveals only part of its secrets, at least at this moment. | Lost Chapel |
Brazen Whip | While this item is active, all creatures summoned by the wearer get one extra attack per round. However the wearer is under the slow spell effect. | Wintersun |
Channeler’s Rod | This rod grants its wielder the ability to make up to three kinetic blasts they cast per day quickened as though using the Quicken Spell feat. | |
Charoite Wyvern | This figurine is capable of summoning a ancient wyvern once per day for 10 minutes. The ancient wyvern’s bite and talons are just as deadly as its sting, and it is capable of breathing poison on its enemies. 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 20 HD. | |
Coin of Protection | This coin grants its wearer the ability to grant any ally DR 5/- for 1 minute, once per day. | Defender’s Heart (Kyado) |
Commander Figurine | A small wooden figurine made in your image. This gift was presented to you by the quartermaster Wilcer Garms on behalf of the soldiers of Drezen, each of whom prayed over the figure, hoping for your success. Slightly reduces Abyssal corruption. | |
Concentrated Acid Flask | You can throw a flask of acid as a splash weapon with a range increment of 10 feet. A direct hit deals 10d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 10 point of acid damage from the splash. | |
Corrosive Bomb | You can throw a flask as a splash weapon with a range of 30 feet. Every creature within 10 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or suffer 6d6 acid damage. In addition, the flask leaves an acid trail in the area of impact, making everyone who passes through it suffer 6d6 acid damage on a failed Fortitude saving throw (DC 24). | |
Crimson Banner | While this Item is active, all critical hits made by you or against you are automatically confirmed. | |
Dark Veil | Once per day you may use this item to grant your party total concealment against ranged attacks for 1 minute. | Defender’s Heart (Gemyl Hawkes) |
Demon’s Eye | This eye of a demon still holds some power. Three times per day you can curse the enemy. The cursed target suffers a -8 penalty to Strength and Constitution. | |
Devil, Imp | Summons an Imp Devil familiar. Imp provides a +2 profane bonus on Trickery and Stealth checks. | Lost Chapel |
Devouring Lust | This rod grants you the ability to modify up to six spells per day so that the energy type of the damage they deal changes to unholy. The modified spell also becomes maximized as though using the Maximize Spell feat. Greater rods can be used with spells of 9th level or lower. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | relic (Attrative Impulse) |
Dried Hand of Martyr | This dried hand grants the owner an ability to cast the death ward spell once per day as a 9th level Cleric. | |
Duality of Conjuration and Summoning | This book allows you to summon a demon or angel once per day. If the owner is evil alignment, it will summon 1d2+1 monadic devas. If the owner is good alignment, it will summon 1d2+1 nabasu demons. If the wearer is neutral, there is an equal chance to summon angels or demons. Duration of summoning is equal to the owner’s level. There is a 10% chance that the creatures will break free from the control and start attacking the owner. This book has 10 pages, and each time the owner uses it to summons a creature, they receives one of the following scrolls randomly: Scroll of Angelic Resistance — +2 racial bonus on saves against poison for 1 hour. Scroll of Demonic Resistance — You gain a +5 electricity resistance for 1 hour. Scroll of Abyssal Regeneration — You gain a +5 fast healing for 1 hour. Scroll of Angelic Knowledge — You gain a +2 bonus to all Knowledge and Lore skill checks for 1 hour. Scroll of Demonic Intimidation — You gain a + 2 bonus to Intimidation skill checks for 1 hour. Scroll of Wings of Freedom — You gain a +2 bonus on saving throws against ground effects for 1 hour. Scroll of Divination — All spells from Divination school you cast as if you were 1 level higher for 1 hour. Scroll of Stomp — You gain a +2 bonus on CMB checks for 1 hour. Scroll of Resourceful Smite — You gain an additional smite evil per day permanently. Effect can be applied once per creature. Scroll of Resourceful Rage — You gain an additional Rage per day permanently. Effect can be applied once per creature. | Lost Chapel |
Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind | Whoever drinks this elixir will permanently gain a +2 inherent bonus to all ability scores. | |
Ember | Summons a pet red panda. Red Panda’s Emotional Support provides +1 morale bonus to saving throws. | |
Empower Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day empowered, as though using the Empower Spell feat. Regular rods can be used with spells of 6th level or lower. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Extend Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. Regular rods can be used with spells of 6th level or lower. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. | Blackwing Library (Storyteller) |
Faerie Dragon | Summons a tiny pet dragon. Dragon’s Useful Advice provides +2 morale bonus on Knowledge (World), Knowledge (Arcana) and Lore (Religion) checks. | |
Fatal Mark | The owner of this quiver can use it to shoot 30 units of ammunition every day. On hit, this ammunition marks its targets and creates an invisible bond among them. Whenever the wielder hits a marked enemy, all other marked enemies suffer 2d6 damage. | |
Flayleaf | For 1 hour, the user gains a +2 alchemical bonus on saving throws against mind-affecting effects and fatigue. However, the user also suffers 1 point of Wisdom ability damage. | |
Francest’s Charming Voice | The owner can activate this item once per day. 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. | |
Francest’s Mighty Call | This item grants its wielder the ability deal 10d10 sonic damage as standard action to a single target three times per day. A successful Fortitude saving throw (DC 36) halves the damage. | |
Grand Owl of Wisdom | This figurine of a cat is engraved with a name that doesn’t fit its appearance. Once activated, it grants the user a permanent +1 bonus on all skill checks, and then vanishes. | Hellknights Outpost |
Grandmaster’s Rod | This rod grants its wielder the ability to make up to three spells they cast per day infused with the primal magical essence. Those spells are Maximized and Empowered as though using Maximize Spell and Empower Spell feats, and ignore spell resistance and magic immunity of the target. | |
Greater Bolster Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. Greater rods can be used with spells of 9th level or lower. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. The spell no longer applies precision damage. | |
Greater Empower Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day empowered, as though using the Empower Spell feat. Greater rods can be used with spells of 9th level or lower. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Greater Extend Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. Greater rods can be used with spells of 9th level or lower. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. | |
Greater Maximize Metamagic Rod | 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. Greater rods can be used with spells of 9th level or lower. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Greater Persistent Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. Greater rods can be used with spells of 9th level or lower. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. | |
Greater Quicken Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Greater rods can be used with spells of 9th level or lower. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | |
Greater Reach Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. Greater rods can be used with spells of 9th level or lower. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. | Wilderness Encounter |
Greater Selective Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. Greater rods can be used with spells of 9th level or lower. Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell. | |
Headchomper | Summons a pet owlcat. Owlcat’s Feral Instincts provide +2 morale bonus on Perception and Lore (Nature) checks. | Gray Garrison |
Hodo’s Torch | This torch, while equipped, grants the owner’s bow a limning effect. Additionally, with each hit it deals randomly 1d6 of acid, fire, cold, electricity or sonic damage. Limning effect: When a liming weapon is wielded, a pale glow outlines it. On a successful strike against a creature affected by a means of magical concealment, the weapon outlines the creature in faerie fire (as per the spell) for 1 round. | |
Holy Water | You can throw a flask of Holy Water as a splash weapon with a range increment of 10 feet. A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of holy damage from the splash. | Defender’s Heart (Gemyl Hawkes), Gray Garrison |
Jharsygax | Summons a Jharsygax familiar. Jharsygax provides randomly additional 1d4 cold, fire, acid or electricity damage on a successful hit with a weapon. | |
Joke of Nature Quiver | The owner of this quiver can use it to shoot 20 units of ammunition. This ammunition deals additional 1d6+5 piercing damage and on a confirmed critical hit transforms the enemy into a pony for 1 round. | |
Lann’s Beads | This item grants the wearer +2 morale bonus on Concentration checks, Initiative rolls as well as Will saving throws whenever Lann is an active party member. Can only be equipped by the player character. | |
Lapis Lazuli Wyvern | This figurine is capable of summoning a barbtongued wyvern once per day for 10 minutes. The barbtongued wyvern’s bite is just as deadly as its sting. 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. | |
Lesser Bolster Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. Lesser rods can be used with spells of 3rd level or lower. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. The spell no longer applies precision damage. | Traveling Skeletal Salesman (magic) |
Lesser Empower Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day empowered, as though using the Empower Spell feat. Lesser rods can be used with spells of 3rd level or lower. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | Defender’s Heart (Kyado) |
Lesser Extend Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. Lesser rods can be used with spells of 3rd level or lower. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. | Defender’s Heart (Vissaliy Rathimus) |
Lesser Kineticist Rod | This rod increases the damage dealt by the kineticist’s simple energy blasts by 1d6 points and by kineticist simple physical blasts by 1d6+1. Composite energy blasts instead deal an additional 2d6 damage, while composite physical blasts deal an additional 2d6+2 damage. | Artisan’s Tower |
Lesser Maximize Metamagic Rod | 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. Lesser rods can be used with spells of 3rd level or lower. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | Lost Chapel |
Lesser Persistent Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. Lesser rods can be used with spells of 3rd level or lower. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. | |
Lesser Quicken Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Lesser rods can be used with spells of 3rd level or lower. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | |
Lesser Reach Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. Lesser rods can be used with spells of 3rd level or lower. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. | |
Lesser Selective Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. Lesser rods can be used with spells of 3rd level or lower. Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell. | |
Lesser Sonic Quiver | The owner of this quiver can use it to shoot 20 units of ammunition. This ammunition deals additional 2 sonic damage. | Gray Garrison |
Lockpicker’s Kit I | This lockpicker’s kit grants its owner a +1 bonus on all Trickery skill checks. | Thieflings Hideout |
Lockpicker’s Kit II | This lockpicker’s kit grants its owner a +2 bonus on all Trickery skill checks. | |
Lockpicker’s Kit III | This lockpicker’s kit grants its owner a +3 bonus on all Trickery skill checks. | |
Lucky Dice | These dice randomly grant the owner a +1 luck bonus on an attack or damage roll, or to AC during an enemy’s attack, once per day. This effect lasts for the whole day. | Citadel Drezen |
Lyre of the Cursed Bard | This is an intermediate step of relic creation. | |
Manual Of Bodily Health +2 | This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book. | |
Manual of Gainful Exercise +2 | This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book. | |
Manual of Quickness of Action +2 | This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book. | |
Maximize Metamagic Rod | 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. Regular rods can be used with spells of 6th level or lower. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Mhakaracca’s Malefic Manuscript | Once per day you can activate this book. You roll 1d100 1 — 75: owner gains a +4 insight bonus to Intelligence ability score for 1 hour. 76 — 85: owner gains a +4 insight bonus on Knowledge (Arcane) and Knowledge (World) skill checks for 1 hour. 86 — 95: owner is affected with the effect of confusion spell for 1d4 rounds in the beginning of the next combat. 96 — 100: owner suffers 4 negative levels. | |
Midnight Bolt | The owner of this bolt can shoot it to deal 50 points of damage that can’t be ignored or reduced. This bolt can not miss. | Market Square |
Oil of Bane Everything | This very adaptive oil can copy the effect of Bane Everything. | |
Oil of Enhancement II | Gives +2 temporary enhancement to a chosen weapon. | |
Oil of Extreme Frost | Adds 4d6 frost damage to a weapon. | |
Oil of Unholiness | Adds 2d6 damage against all creatures of good alignmet to a weapon. | |
Old Grimoire | This old grimoire grants its owner 3 slots for 1 level spells, 2 slots for 2 level spells, and 2 slots for 3 level spells for the wearer’s spellcasting class with the highest caster level. | |
Passion’s Sweet Poison | 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. | relic (Attrative Impulse) |
Peridot Wyvern | This figurine is capable of summoning a mighty wyvern once per day for 10 minutes. 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 12 HD. | |
Persistent Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. Regular rods can be used with spells of 6th level or lower. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. | |
Pipefox | Summons a Pipefox familiar. Pipefox provides a +3 insight bonus on Knowledge (Arcana) and +2 insight bonus on Perception skill checks. | Ancientries and Wonders Shop |
Precious Treat | While this item is active, the owner’s animal companion (if they have one) gets a +2 insight bonus on attack and damage rolls, as well as saving throws. However the wielder suffers -3 penalty to attack. | |
Protection from Fire | This potion can protect you from fire by absorbing first 36 fire damage. | |
Quicken Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Regular rods can be used with spells of 6th level or lower. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | |
Quiver of Cold Iron Ammunition | The owner of this quiver can use it to shoot 20 units of cold iron ammunition. Cold iron ammunition is known for its effectiveness against demons and fey creatures. It is forged at a lower temperature to preserve its delicate properties. | Neathholm (Dyra) |
Quiver of Cold Iron Ammunition | The owner of this quiver can use it to shoot 50 units of cold iron ammunition. Cold iron ammunition is known for the effectiveness against demons and fey creatures. It is forged at a lower temperature to preserve its delicate properties. | Neathholm (Dyra) |
Quiver of Cursed Thorns | The owner of this quiver can use it to shoot 20 units of cursed ammunition. 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. Each round enemy tries to break from this entanglement, if this try was unsuccessful, the vines deals 1d10 unholy damage. | Greengates |
Quiver of Flaming Ammunition | The owner of this quiver can use it to shoot 20 units of flaming ammunition per day. Flaming ammunition deals additional 1d6 fire damage on hit. | Traveling Skeletal Salesman (hunting) |
Quiver of Forceful Push | The owner of this quiver can use it to shoot 30 units of enchanted ammunition. This ammunition deals additional 1d8 bludgeoning damage. Each time the projectile hits an enemy, the enemy must pass a Fortitude saving throw (DC 15 + wielder’s STR modifier) or it will be pushed back on 5 feet and become prone. | |
Quiver of Holy Ammunition | The owner of this quiver can use it to shoot 10 units of holy ammunition. A holy ammunition is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. | |
Quiver of Lightning Ammunition | The owner of this quiver can use it to shoot 20 units of shock speed ammunition per day. Shock ammunition deals additional 1d6 electric damage on hit. Using this quiver increases chances of critical hit as well as critical damage. | |
Quiver of Lovers Ammunition | The owner of this quiver can use it to shoot 20 units of frost speed ammunition per day. Frost ammunition deals additional 2d6 cold damage on hit. Using this quiver grants chances to dominate the target for 1d6 rounds. | |
Quiver of Marksman’s Aid | The owner of this quiver can use it to shoot 40 units of ammunition. Though this ammunition does not deal any damage, it marks the target on a hit, thus all other companions get additional 2 bonus on each attack against this enemy. This effect doesn’t affect the initiator even if she equips other quivers or weapons. Only one creature can be marked per encounter. | |
Quiver of Marksman’s Aid | The owner of this quiver can use it to shoot 40 units of ammunition. Though this ammunition does not deal any damage, it marks the target on a hit, thus all other companions get additional 2 bonus on each attack against this enemy. This effect doesn’t affect the initiator even if she equips other quivers or weapons. Only one creature can be marked per encounter. | |
Quiver of Monstrous Humanoid Bane | The owner of this quiver can use it to shoot 20 units of monstrous humanoid bane ammunition. A bane ammunition excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. | |
Quiver of Rose’s Thorns | The owner of this quiver can use it to shoot 20 units of unholy speed ammunition per day. This ammunition deals additional 2d8 unholy damage on hit. Using this quiver grants chances to weaken the target for 1d6 rounds as if it was under Curse of Weakness spell. | |
Quiver of Sacred Vengenance | The owner of this quiver can use it to shoot 30 units of ammunition. This ammunition hits first enemy as well as two additional enemies, each of which must be within 15 feet of the primary target. It deals additional 1d6 points of holy damage. | Drezen (Wilcer Garms) |
Quiver of Ultrasound Ammunition | The owner of this quiver can use it to shoot 20 units of sonic speed ammunition per day. Sonic ammunition deals additional 1d3 sonic damage on hit. The structure of the ammunition allows shooting twice as often. | |
Reach Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. Regular rods can be used with spells of 6th level or lower. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. | Blackwing Library (Storyteller) |
Rod of Flaming Vengeance | This rod is hot to touch. It vibrates slightly with the power burning inside. It transforms all wielder’s spell damage into fire damage, increasing caster level by 1 and +3 bonus to Evocation school spells’ DC. It also grants its wielder the ability to make up to five spells they cast per day maximized as though using the Maximize Spell feat. Greater rods can be used with spells of 9th level or lower. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Rod of Mysticism | This rod grants the wielder the ability to cast up to three spells from Oracle/Cleric spell list per day that are maximized as though using the Maximize Spell feat. This rod can be used with spells of 6th level or lower. Only an Oracle or Cleric can wield it. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Rod of Power Source | This heavy, softly humming rod grants the wielder a +4 bonus to Conjuration school spells’ DC and the ability to make up to five spells they cast per day empowered, as though using the Empower Spell feat. Regular rods can be used with spells of 6th level or lower. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Rod of the Fearless | This rod grants the wielder a +3 bonus to saving throws against fear. It also grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Lesser rods can be used with spells of 3rd level or lower. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | |
Rod of Undeath | This rod grants its wielder a +2 bonus to Necromancy school spells’ DC and grants the ability to make up to four spells they cast per day extended as though using the Extend Spell feat. Regular rods can be used with spells of 6th level or lower. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. | |
Rune of Jandelay | 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. Chaotic creatures in the area of a rune of Jandelay must pass a Will saving throw (DC 28) or gain 2 negative levels for as long as they remain in the area. | |
Scroll of Abyssal Regeneration | You gain a +5 fast healing for 1 hour | |
Scroll of Angelic Knowledge | You gain a +2 bonus to all Knowledge and Lore skill checks for 1 hour. | |
Scroll of Angelic Resistance | You gain a +2 racial bonus on saves against poison for 1 hour. | Lost Chapel |
Scroll of Demonic Intimidation | You gain a + 2 bonus on Persuasion skill checks made to intimidate for 1 hour. | |
Scroll of Demonic Resistance | You gain electricity resistance 5 for 1 hour. | |
Scroll of Divination | All your spells from the Divination school are cast as if you were 1 level higher for 1 hour. | |
Scroll of Resourceful Rage | You gain an additional round of Rage per day permanently. This effect can be applied once per creature. | |
Scroll of Resourceful Smite | You gain an additional use of the Smite Evil ability per day permanently. This effect can be applied once per creature. | Citadel Drezen |
Scroll of Stomping | You gain a +2 bonus on CMB checks for 1 hour. | |
Scroll of Wings of Freedom | You gain a +2 bonus on saving throws against ground-based effects for 1 hour. | |
Seal of Jubilex | The owner of this quiver can use it to shoot 20 units of ammunition per day. Whenever the wielder of this ammunition lands a hit, the enemy must pass a Fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. | |
Seal of Madness | The owner of this quiver can use it to shoot 20 units of ammunition per day. Whenever the wielder of this ammunition 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 (doesn’t affect creatures with Intelligence lower than 3) and become confused for for 3 rounds. | |
Secret Ingredient | Once per day you may use this ability to make all potions used by your party empowered and maximized, as though using the Empower Spell and Maximize Spell feats, for 1 minute. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Seer’s Cards | These cards can be activated to predict the future. While they are activated, you get a +1 insight bonus to attack and damage rolls, AC, all saving throws and skill checks. | |
Selective Metamagic Rod | This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. Regular rods can be used with spells of 6th level or lower. Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell. | |
Shadowblood | Shadowblood is among the most notorious of drugs — a fluid infused with a shadow demon’s essence. Anyone who drinks this substance must succeed at a DC 20 Fortitude save or take 1d6 points of cold damage and become nauseated for 1d3 rounds. Thereafter, the target gains 1d10+2 per character level temporary hit points and cold resistance 20. These effects persist for 1 hour, during which demons take a –4 penalty on saving throws against the drinker’s spells and spell-like abilities of the shadow subschool. Shadowblood is exceedingly addictive and carries some significant disadvantages. Each time a creature takes a dose of shadowblood, it must succeed at a DC 20 Fortitude save or become addicted. A creature under the influence of shadowblood or suffering from shadowblood addiction takes a –4 penalty on all saving throws against compulsion effects. | |
Signet of House Vespertilio | The owner of this token can choose any skill and rub this token to get a +5 circumstance bonus to the chosen skill checks for 1 hour. The owner must have this token equipped for the duration of the effect or it will be dispelled. | Market Square |
Skeletal Finger | This rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Regular rods can be used with spells of 6th level or lower. Each time the wielder kills a living creature using boneshaker, vampiric touch, boneshatter or exsanguinate spell, the rod recovers one daily use. This effect can be activated up to three times per day. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | |
Stinky Bomb | You can throw a flask as a splash weapon with a range of 30 feet. Every creature within 5 feet range of the point where the flask lands must pass a Fortitude saving throw (DC 46) or become unconscious due to the smell for 1d3 rounds. On a successful saving throw creature becomes sickened for 1 round. | |
Stun Bomb | You can throw a flask as a splash weapon with a range of 30 feet. 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. | |
Tankard of Free Spirit | This dwarven tankard allows its owner summon Azata under a Haste effect once per day. At 7th level the owner can summon a single Lillend Azata, at 9th level it summons one Lillend Azata and two Advanced Bralani Azatas, and at 11th level it summons one Lillend Azata, two Advanced Bralani Azatas, and a Ghaele Azata. If the owner of this dwarven tankard is on the azata Mythic Path, the summoned Azatas are additionally affected by the Heroism spell effect. | Gray Garrison |
Terendelev’s Scale | This scale allows you to restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. This ability also removes the death’s door condition. Coming back from the dead is an ordeal. The subject of the ability gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature, thought it can not gain a number of negative levels equal to or greater than its total Hit Dice this way. A creature whose permanent negative levels already equal its Hit Dice cannot be brought back to life through raise dead. | Underground Caves of Kenabres |
The Colorless One’s remains | This is an intermediate step of relic creation. | |
The Covenant of the Inheritor | This symbol of Iomedae, when placed on the belt, emits a holy aura. All party members in 30-feet area get a +2 bonus to caster level checks made to overcome spell resistance. Their weapons become Good-aligned and count as if they were made of cold iron. | Crusader’s Camp |
The Hand of Magus Dann | Whenever the wearer uses a scroll, either to scribe it into a spellbook or to cast a spell, the hand has a 25% chance to produce a perfect copy of the expended scroll. | |
The Quest Electri | Owner of this book reads one new chapter every time on rest, granting a benefit until the next rest depending on which companion the chapter described, chapter selected randomly. The chapter about Shelburn grants an ability to use Fireball 3 times (caster level 10, DC 18) this day. The chapter about Lord Jessiahdor grants a +5 competence bonus to Persuasion and Use Magic Device checks. The chapter about Skerple allows the owner to deal 1 additional damage on each sneak attack damage die. The chapter about Wolfgang Hypeton grants +10 competence bonus to Stealth checks. The chapter about Ristof Brulston grants an ability to make the target Rage, as a barbarian, for 6 rounds 3 times this day. The chapter about Kenneth Cowannan grants an ability to use Lightning Bolt 3 times (caster level 10, DC 18) this day. | |
Tiger | Summons a pet cat. Cat’s Feral Instincts provide +2 morale bonus on Perception and Lore (Nature) checks. | Market Square |
Tome of Clear Thought +2 | This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. | Pulara Fall (Shrine) – Behind false wall after doing star sign puzzle. May require PER check and Angel path |
Tome of Leadership and Influence +2 | This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book. | |
Tome of Understanding +2 | This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book. | |
Triceratops Statuette | Once per day his statuette allows the owner to summon a temporary Triceratops animal companion if the owner don’t have animal companion. It uses the owner’s character level minus 4 as the effective druid level. | Church during Siege of Drezen |
Wand of Odd Miracles | This wand of odd miracles has 3 charges that are restored on the rest. Whenever the wielder uses this wand, one of the following spells is cast: daze, elemental assessor, feeblemind, hideous laughter, nature’s exile, rainbow pattern, scintillating pattern, touch of gracelessness, waves of ecstasy, or weird. | |
Wand of Summon Monster Zero | This wand summons an extraplanar murder pony to your side once per day. | |
Wand of Zacharius | This wand allows its wielder to cast finger of death spell as a 17th level wizard. If the wielder is a Lich, spell cast from this wand ignore any spell resistance the target might have and also require two successful consecutive saving throws instead of one. |
Important Books
These are books that when read give the main character a permanent bonus. If you know the specific location of any, edit it in or leave a comment!
Name | Benefit | Location |
---|---|---|
“Baphomet the Imprisoned” | This book grants a +1 competence bonus to CMD and CMB. | Ivory Sanctum |
“Baphomet the Uncaged” | This book increases sneak attack by 1d6. | Ineluctable Prison |
“Crusade Chronicles” | This book grants a +10 hit points. | Drezen (Lost Chapel) |
“Grimoire of the Beast”, Excerpts | This book grants a +1 competence bonus on saving throws agains confusion spells. | Ineluctable Prison |
“Know Thy Enemy! A Crusader’s Brief” | This book grants a +1 insight bonus on Perception and Stealth skill checks | Lost Chapel |
“Temples of Iomedae: Father Lorian’s Guide for Neophytes” | This book grants a +1 shield bonus to AC against Demons | Blackwing Library |
“Terendelev, the Guardian of Kenabres” | This book grants a +1 morale bonus to AC against dragons. | Blackwing Library |
“The Acts of Iomedae” | This book grants a +1 competence bonus on saving throws against disease and sickened effects. | Drezen |
“The History of the Worldwound” | This book grants a +1 insight bonus on a Lore, Religion and a Lore, Nature skill checks. | Drezen (Lost Chapel) |
“The Keen Edge of Truth: Recollections and Admonitions of an Inquisitor of Asmodeus” | This book grants a +1 competence bonus on saving throws against swarms. | Blackwing Library |
An Unfinished Draft of a Letter† | This book grants a +1 insight bonus on Knowledge, World skill checks. | |
Diary of a Student of the Great Xanthir the Plagued One | This book grants a +1 competence bonus to Fortitude saving throws against Distorted Demons | |
Guino Pollen, “Notes from My Travels in Northern Avistan” | This book grants a +1 competence bonus to attacks and damage on all natural attacks. | Blackwing Library |
Laboratory Journal of Xanthir Vang, 4712 | This book grants a +1 competence bonus to DC on a spell with compulsion or mind-affect descriptors. | |
Lexicon of Paradox, Part Two | This book grants a +1 competence bonus to AC against demons. | Nocticula’s Palace |
Lexicon of Paradox, Section One | This book grants a +1 competence bonus to DC on Conjuration spells. | Areelu’s Laboratory |
Mutasafen’s Journal | This book grants a +1 competence bonus to DC on Transmutation spells | |
Tome of the Minotaur: Sermons from the Labyrinth | This book grants a +1 bonus to attack and damage by Glaive as if the affected creature had weapon training with Glaive. | Shield Maze |
Xanthir Vang, “On the Nature of Demons” | This book grants a +1 caster level on spells from Enchantment school. | |
Xanthir Vang’s Notes | This book grants a +1 competence bonus against Fear and Frightened effects. | |
Zacharius, “Toward Eternity” | This book grants a +1 competence bonus to DC on a spell with death descriptor. | Lost Chapel |
† May not give bonus.
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