Act 2, Underground Hideout (Perception 28). For 1 hour, the user gains a +2 alchemical bonus on saving throws against mind-affecting effects and fatigue. Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to 5d6. Act 1, Market Square, House cellar in the North. This +5 vicious sacrificial bleed scimitar grants its wearer a +2 bonus to CL on transmutation school spells. 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. Xarra, Lower City (northeast), Chapter 4 (say "Do as you please"). In addition, all the wearer's allies deal additional 3d6 fire damage on successful attacks with weapons for 1 round. 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.
Rovagug - Deities - Archives of Nethys: Pathfinder RPG WebScorpion's Kiss is a magic weapon in Pathfinder: Wrath of the Righteous . All critical hits against this creature deal additional 3d6 piercing damage. Act 4, Middle City, Rooftop opposite Ten Thousand Delights. This cloak gives its wearer a +3 resistance bonus on all saving throws. 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. The affected creature suffers 1d4 unholy damage for each scorch. Whenever the wielder successfully disarms a trap, they get a +4 bonus on damage rolls for 5 minutes. The wearer of these goggles is under constant confusion effect.
Festering Ulunat (The Unholy First) - Monsters This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. Only the Knight Commander can equip it. Act 4, Upper City (Cambion Defiler in Vellexia fight). The type of the summoned creature depends on the caster's character level. Zaori's Pin - Circlet - Option 2 is actually +6 charisma and WISDOM. 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. 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. Source Received from Enchanting the Unholy Symbol of Rovagug event. 76 - 85: owner gains a +4 insight bonus on Knowledge (Arcane) and Knowledge (World) skill checks for 1 hour. 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 unique bomb was created by Alichino. Location Finnean the Talking Weapon: Any: This is a +1 cold iron ghost touch weapon. These gloves grant their wearer spell resistance 30 as well as a +2 luck bonus on all saving throws. Act 4, Fleshmarkets, (Sarzaksys' Interpreter). This +4 half-plate grants its wearer a + 5 bonus on Reflex saving throws. 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. Act 4, Wirlong Black Mask, Fleshmarkets, looted from his corpse. Regular rods can be used with spells of 6th level or lower. This weapon is good on healers, who can have their AI disabled to time heals well, and ignore up to one crippling debuff per encounter. After this ability has been activated, it can't be activated again for 1d4 rounds. These boots grant their wearer a +10 bonus to base speed and a constant freedom of movement spell effect. 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. Not finding them anywhere can be a bit confusing until you learn it's because you don't have a preorder copy of the game. This belt grants its wearer +2 enhancement bonuses to Strength, Dexterity, and Constitution. This book grants a +1 competence bonus to AC against demons. These bracers grant their wearer an armor bonus of +9, just as though they were wearing armor. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. Lost Chapel part of the Legend Mythic quest (accept Areelu's offer to stop purging your power in exchange for artifacts). This shortspear deals 1d4 damage instead of 1d6. 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. 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. 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. While in it the wearer gets +3 morale bonus to AC and Reflex saving throws. Option 2 You can cover yourself in an invisible corrupted fire. Act 4, Lower City (Perception 36, to the left of the portal to the nexus). 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. This headband grants its wearer +2 enhancement bonuses to Wisdom and Charisma ability scores. Kill the God: Slew numerous other deities and seeks the destruction of the entire cosmos, gods included. Inevitable Excess DLC, Threshold, Blacksmith, Half-Measure Tavern (Fye, Chapter 5).
unholy symbol of rovagug location For 5 rounds all your attacks have their critical multiplier increased by 1. Successful saving throw negates blindness and halves the damage. While the wielder of the dagger is in combat, each time someone dies, the dagger increases its potency. This ammunition deals additional 1d8 bludgeoning damage. Scroll of Demonic Resistance - You gain a +5 electricity resistance for 1 hour. 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. Act 3, DLC3, Island 5. This +4 dragon bane dwarven waraxe doubles any insight bonus to attack and damage the wielder might have. Saving throws and opposed rolls are not affected, nor are spells without random variables. This amulet grants its wearer a +3 natural armor enhancement bonus to Armor Class. After that you receive 10d10 negative energy damage (a successful DC 35 Fortitude saving throw halves the damage). 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. This shield also deals additional 2d8 points of holy damage to undead creatures (Note, when choosing this option it just shows up as an unfinished item when hovering over the tooltip, but it came out as this item.). Act 3, Skeletal Salesman (Personal Protective Equipment). This +3 earth breaker was forged in Abyss and can be wielded only by evil or chaotic creatures. This cloak grants the wearer a +3 resistance bonus on Will saving throws. While the wearer is on the ground, ghostly roots grow from the boots' soles, granting their wearer tremorsense 30 feet. 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. Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy, it marks it with "Obedience". This +5 mithral chainshirt grants its wearer heavy fortification and immunity against bleed effects. 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. Greater rods can be used with spells of 9th level or lower. This condition lasts until the end of the battle. This +2 falcata grants its wearer a +5 morale bonus on all Persuasion checks. 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). This ring also grants the wearer a +2 morale bonus on saving throws against all effects that are mentioned in Dead Inside ability. This amulet grants its wearer a +7 natural armor enhancement bonus to Armor Class. It grants the wearer a +4 shield bonus to AC. This +4 spiked light shield provokes a shield bash dealing 2d6 piercing damage to the attacker whenever its wielder is critically hit. This +5 agile brilliant energy estoc grants its wielder a +2 bonus to DC on Evocation school spells. Option 1 mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. 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. To cast a spell, the wearer still needs to have a spell slot of the required level. 50% damage is redirected to Aivu. Restored in Act 2. This amulet grants its wearer an immunity to sonic damage and a +5 competence bonus on Perception skill checks. Its sometimes hard for me to connect relics I have created back to the original item on your list. In addition, this armor grants its wearer immunity to fire and acid. Act 4, Ten Thousand Delights (Herrax shop). Act 3, Skeletal Salesman (Magic, sells 2 copies). This +5 unholy glaive deals additional 6d6 unholy damage on a successful charge. From outside the Dead Vault, Rovagug can be seen, immobile and imprisoned, like an insect preserved in amber. 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. Traveling Skeletal Salesman (hunting), Underground Hideout. This ring grants its wearer a +7 deflection bonus to AC. This belt grants its wearer a +6 enhancement bonus to Dexterity. 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. This robe grants is wearer a +3 bonus on saving throws against mind affecting spells. This rod grants its wielder the ability to make up to six spells they cast per day infused with the primal magical essence. This +1 cold iron starknife deals an additional 1d3 damage to evil creatures. Whenever this +3 rapier is affected by any magical effect that gives it an enhancement bonus, this bonus is increased by +1. Option 1 +6 enhancement bonus to charisma and intelligence. This +5 ghost touch quarterstaff allows its wearer to cast Illusion school spells as if they were 3 levels higher. Summons a tiny pet sovereign dragon. It also grants a +4 bonus on Initiative rolls. 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. 2 more unnamed but pretty unique & decent weapons that could be added o the list: Also The Debilitator double sword is mentioned 2 times. Whenever this +2 battleaxe lands a hit, the target must pass a Fortitude saving throw (DC 17) or suffer 1d3 Constitution ability damage. This headband grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Stainless Skin: The primary subject of stainless skin gains a +4 natural armor bonus to AC and +4 bonus to AC against touch attacks. These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor. 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). 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. General of Hell's armies, Moloch endlessly trains his infernal legions to be the greatest martial force in the multiverse, 2 and ultimately defeat the hosts of Heaven and goodness throughout the Great Beyond. This is an amulet of natural armor +2. 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. This +5 leather armor grants its wearer resistance to electricity 30. Option 1 +2, this shortspear absorbs water from the target on each hit. Act 4, Upper City (Mage's Tower rotating puzzle). 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. 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. Thirdly, the amulet holds the memory of the time when Aroden was still a mortal archmage, and this memory guides the wearer: all their spells with elemental descriptors (acid, cold, electricity, fire, or sound) deal 2 additional points of damage per dice rolled to all their targets, and their save DCs increase by 2. Quicken Spell: Casting a quickened spell is a swift action. Act 3, DLC3, Island 7. Whenever the wielder uses it to attack an evil creature, it grants a +5 bonus to the attack roll, and deals additionally 1d12 slashing damage on hit. These bracers grant the wearer a +5 competence bonus on Trickery skill checks. This +3 weapon was made for a commander who didn't like to be in the front line. I've added the items of interest that they drop. It grants the wearer a +5 morale bonus on Persuasion skill checks. Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for 1 round. 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. Act 5, Hellknights Outpost (Regill quest). 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.