On a successful saving throw, the enemy becomes immune to this poison. This weapon cannot be wielded by lawful good characters. Until the end of combat, you gain 5 temporary HP per your character level. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. This +1 dagger adds +1 to the DC for all saving throws against spells from the evocation school the wielder casts. This +4 breastplate grants its wearer DR 2/-. 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. 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. 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. You gain a + 2 bonus on Persuasion skill checks made to intimidate for 1 hour. This headband grants its wearer a +4 enhancement bonus to Wisdom. These lenses make it easier to keep an eye on someone. For 1 minute you gain a +8 bonus to all ability scores and become immune to mind-affecting effects. Act 5, Hellknights Outpost (Regill quest). You can perform another action, even casting another spell, in the same round as you cast a quickened spell. Amulet of agile fists +3 and +4 are available from the Drezen arcane weaver in act 5, You have both Dark Acolyte and Master Robe listed as just "The Last Sarkorians", where exactly are they? It also grants a +2 insight bonus to AC against anomalies. This +3 greatsword is merged with Numerian technology. 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. Act 1, Market Square ((Nabasu (only appears after Tavern defence)). These gloves grant their wearer a +5 competence bonus on Mobility checks. These bracers grant the wearer a +5 competence bonus on Trickery skill checks. Additionally, three times per day, the wearer can breathe out a blast of fire, dealing 3d4 fire damage in a 15-feet cone. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage. 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. Act 4, Middle City, secret room in Latverk's house (DC 38 Perception). Summons a Jharsygax familiar. Act 1, Defender's Heart (Joran Vhane shop). Whenever this +3 corrosive longsword lands a hit on an enemy, it deals additional 2d6 corrosive damage to all enemies in 30 feet area. Option 1 +4, -2 to attack rolls and constitution, electricty resistance 30. This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical hit. It also grants the wielder a +2 bonus on caster level checks made to overcome spell resistance. This headband grants its wearer a +12 competence bonus on Athletics and Mobility skill checks. The wielder takes a -3 penalty to their Charisma ability score. 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). Saving throws and opposed rolls are not affected, nor are spells without random variables. Option 2 +2, speed, whenever the wielder of this shortspear uses the cleave or vital strike feat, the next attack against the affected creature deals additional 3d6 sonic damage (This one currently shows up as null when moused over in crusade mode.). The belt grants its wearer a +6 enhancement bonuses to Strength, Dexterity, and Constitution ability scores. This amulet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. These knee pads allow their wearer to deal additional 2d6 unholy damage on hit on attacks with natural weapons. Every wearer's successful attack (including spells that require an attack roll) deals additional 5d6 negative energy damage and gives the wearer the same number of temporary HP. Whenever the wielder of this +5 furious bastard sword lands a killing blow, it casts Greater Shout as a 18th level wizard immediately afterwards. 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. This book grants a +1 competence bonus against Fear and Frightened effects. Every enemy that enters a 10 feet area around the wearer must pass a Fortitude saving throw (DC 37) or suffer 4d6 cold damage, lose 10 base speed and receive a -4 penalty to Dexterity score as well as a -3 penalty on Reflex saving throws for 3 rounds. This +1 heavy shield grants its wielder cold resistance 10. When Lich wears this cloak his Lord Beyond the Grave grants additional +4 bonus to Strength, Dexterity, and Charisma ability scores. Whenever the wielder successfully disarms a trap, they get a +4 bonus on damage rolls for 5 minutes. The Unholy symbol's prayer bonus is the same as the Holy symbol 's bonus, but the Unholy This belt grants its wearer a +4 enhancement bonus to Strength. Act 4, Lower City (Perception 36, to the left of the portal to the nexus). It's sometimes hard for me to connect relics I have created back to the original item on your list. 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. 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. Inevitable Excess DLC, Threshold, Arcane Weaver. Under its effect, all your fire spells deal additional 2d6 unholy damage. This is a great guide. 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. When this +1 heartseekernunchaku is wielded by a monk, it grants its wielder a +5 enhancement bonus to CMD and CMB. This is curse effect. Cold Aura: All creatures within 5 feet of this creature take 2d6 points of cold damage at the beginning of its turn. 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. Festering Ulunat (The Unholy First) - Monsters Traveling Skeletal Salesman (hunting), Underground Hideout. If this weapons deals damage against a prone or paralyzed creature first time in a round, it deals double the weapon damage.
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