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gesmerha wrath of the righteous

With a succesful Knowledge (Arcana) check you can identify them as fakes. 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. This ring improves its wearers summoning abilities. Scroll of Demonic Resistance You gain a +5 electricity resistance for 1 hour. This +1 cold iron starknife deals an additional 1d3 damage to evil creatures. This +2 leather armor grants its wearer acid resistance 15. It also increases by 1 the DC of all Divination school spells cast by the wearer. Sort of fallen crusader, that can get corrupted during his quest style. This Cloak allows Legend to reroll any skill check and take the best result from both throws. 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. THIS GAME CONTAINS CONTENT YOU HAVE ASKED NOT TO SEE: The developers describe the content like this: This game contains scenes and texts some people may find disturbing. It also grants them the ability to cast displacement spell three times per day as a 5th level wizard. This headband grants its wearer a +12 competence bonus on Athletics and Mobility skill checks. You may see depictions of blood, gore, dismemberment, torture, slavery, and kidnapping in this game. This dwarven tankard allows its owner summon Azata under a Haste effect once per day. 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. 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. Once per day the wielder can activate one of five enhancements for a number of rounds equal to half the wielders level. Posts: 4. In addition, this armor grants its wearer immunity to fire and acid. If you look at the key from a specific angle, the pattern of its engraving forms the first letter of your name. The owner of this quiver can use it to shoot 20 units of ammunition per day. However, the wearer gets electricity resistance 30. 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. This +5 vicious oversized greatsword deals additional 6d6 slashing damage to enemies below 30% of their maximum Hit Points. 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. It also grants a +6 enhancement bonus to Charisma, Wisdom and Intelligence ability scores. Traveling Skeletal Salesman (hunting), Drezen. Multiple applications of this effect do not stack. This +5 mithral breastplate grants its wearer immunity to precision damage. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. 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. Unequipping this armor is only possible after casting remove curse on the wearer and passing a DC 33 caster level check. Whenever this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional 4d6 holy damage. A successful saving throw negates the blindness and halves the damage. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Whenever this +3 rapier is affected by any magical effect that gives it an enhancement bonus, this bonus is increased by +1. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric. This cloth grants its wearer a +4 insight bonus on saving throws against hexes and Necromancy school spells. In addition, these claws give the wearer a +1 enhancement bonus on attack and damage rolls. Can only be equipped by the player character. Whenever it confirms a critical hit, it has a chance to blind the target. This circlet grants its wearer a +4 enhancement bonus to Intelligence ability score. Additionally, the wearers first attack every round deals additional 1d4 divine damage. Whenever this +2 necrotic club confirms a critical hit, it casts vampiric touch spell on its target. Whenever you dont have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. These boots grant their wearer a +10 bonus to base speed and a constant freedom of movement spell effect. This +4 buckler grants its wielder an additional +3 bonus to AC against ranged attacks. It also deals an extra 2d6 points of damage against such foes. This sacred weapon provides spell resistance of 5 + the wielders class level to the wielder and anyone adjacent to her. 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. This amulet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. If this sneak attack was assassins Death Attack, saving throw DC against it is increased by 2. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. 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. Poison deals 1d2 wisdom damage and dazes a target for 1 round. However, we consider it our duty to inform our players about them. Bonuses of the same type usually dont stack. This +2 dagger allows the wielder to make two additional attacks during a full attack action. 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. This belt grants its wearer +2 enhancement bonuses to Dexterity and Constitution. When this rings wearer attacks with bombs, they deal additional 1d6 damage. All trademarks are property of their respective owners in the US and other countries. This +3 battleaxe grants its wielder the ability to cast inspiring recovery two times per day as a 11th level cleric. This weapon is a +1 adamantine construct bane heavy pick. This +3 tower shield weighs twice as much as a usual tower shield and limits its wielders speed to 20 feet. This +2 speed radiant flail grants its wielder a +4 attack bonus on a first attack against a new demon. This +3 earth breaker was forged in Abyss and can be wielded only by evil or chaotic creatures. They are not graphically detailed and presented from an isometric point of view, and most of them occur episodically. 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. 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 wearers spellcasting class with the highest caster level. Bonuses of the same type usually dont stack. These boots grant the wearer a +10 competence bonus on Athletics skill checks and a +5 competence bonus on Mobility skill checks. 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. This +4 scimitar deals additional 3d6 fire damage. This ring grants its wearer a +5 deflection bonus to AC. This +5 breastplate is made of crystal and can be worn by a druid. In addition, it grants a +4 morale bonus on Reflex and Fortitude saving throws. It also grants its wielder the ability to cast heroic invocation once per day as a 17th level wizard. 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. This +3 heavy wooden shield grants its wearer a +3 resistance bonus to Will saving throws, and a +4 enhancement bonus to Constitution. If anyone reads this book, she permanently gains a +2 inherent bonus to her Wisdom score. This weapon is a +5 dragonbane longspear. This +4 holy flaming scimitar grants its wielder the ability to cast divine power spell once per day as a 7th level cleric. 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. Whenever its wielder casts call lightning or call lightning storm spell, it becomes empowered, as if using the Empower Spell feat. The wearer of these bracers of armor +8 automatically confirms critical hits against chaotic enemies. It strangles the wearer, inflicting a -5 penalty to Mobility skill checks. This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. Lesser rods can be used with spells of 3rd level or lower. Bonuses of the same type usually dont stack. 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. Commentdocument.getElementById("comment").setAttribute("id","a6c70ce7efca0d09618a56ca35c43139");document.getElementById("e29f132d2a").setAttribute("id","comment"). after going back to Drezen from the abyss. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. 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. Return to Gesmerha and tell her your findings. These gloves grant their wearer a +1 morale bonus on attack rolls. It also contains textual descriptions and mentions of abuse, child abuse, sexual abuse, sexual assault, self-harm, suicide, cannibalism, and miscarriage. It also grants a +4 bonus on initiative rolls. If the wearer of these goggles has the Judgement class feature, they grant 2 additional uses of it per day. Whenever this +1 cold iron bardiche confirms a critical hit, it deals an additional 1 damage to Constitution. This effect stacks. Shadowblood is among the most notorious of drugs a fluid infused with a shadow demons essence. These gloves grant the wearer a +4 bonus to ranged touch attack rolls and a +5 competence bonus on Use Magic Device skill checks. This power cant lower the targets Constitution ability score below 5. Only chaotic characters can equip it. Bonuses of the same type usually dont stack. Additionally, it increases the DC for all saving throws against spells from the Enchantment school the wearer casts by 2. This cloak grants its wearer cold resistance 10 and the ability to cast deep slumber spell one per day as a 5th level wizard. This helmet grants its wearer DR 5/magic. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. If one of the wearers 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. This weapon cannot be wielded by lawful good characters. Bonuses of the same type usually dont stack. They are not graphically detailed and presented from an isometric point of view, and most of them occur episodically. 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. Frost ammunition deals additional 2d6 cold damage on hit. 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. It deals an extra 2d6 points of damage against all creatures of lawful alignment. Whenever you or your party members attack using the Rapid Shot feat, they dont suffer a -2 penalty to attack but gain a +2 bonus to damage instead. These bracers grant the wearer a +1 luck bonus to AC and a +1 luck bonus to Reflex, Will, and Fortitude saving throw. 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. Each time this +5 flail lands a hit, it applies a stacking -1 penalty to targets AC, all saving throws and CMD. It also grants the ability to cast daze spell once per day as a 1st level wizard. 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. This helmet grants its wielder immunity to critical hits and a +4 bonus on attack rolls made to confirm critical hits. Quicken Spell: Casting a quickened spell is a swift action. 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. 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. The barbtongued wyverns bite is just as deadly as its sting. Upgraded Neural System: The primary subject of the upgraded neural system gains a +4 enhancement bonus to Intelligence score. Creatures who fail the saving throw against it becomes Dazed for 2 rounds instead of 1 round. 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. Player discretion is advised. 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. This +5 keen shortsword deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. This belt of Dexterity +4 grants its wearer a +2 competence bonus on Stealth and Trickery skill checks. This +2 chainshirt grants the wearer DR 3/piercing. Saving throws and opposed rolls are not affected, nor are spells without random variables. This weapon is an agile rapier +2. Once a round, when this +1 dagger lands a hit on an enemy, it deals them 1 Constitution ability damage. Bonuses of the same type usually dont stack. This +5 anarchic unholy vicious greataxe has a 4 critical multiplier. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. This +4 tower shield grants its wielder a +4 resistance bonus on all saving throws, and a +4 deflection bonus to AC. Within the Professors Hat is a subspace similar to bags of holding but only accessible to the wearer of the hat. Each time the wielder confirms a critical hit, an enemy is affected with a Burst With Light effect. However the wielder suffers -3 penalty to attack. 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. This book grants a +1 competence bonus on saving throws against disease and sickened effects. 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. This diadem increases the damage dealt by the kineticists simple energy blasts by 3d6 points and by kineticist simple physical blasts by 3d6+3. 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. 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. Cold Aura: All creatures within 5 feet of this creature take 2d6 points of cold damage at the beginning of its turn. 86 95: owner is affected with the effect of confusion spell for 1d4 rounds in the beginning of the next combat. In addition, the wearers animal companion gets a +20 bonus to maximum Hit Points. This belt grants its wearer a +4 enhancement bonus to Strength. It also stuns flying enemies for 1 round on a critical hit. This effect can be removed by remove curse spell (DC 15). This +5 fey bane shortbow grants its wielder a +4 bonus on all saving throws against the abilities of fey. 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. This ring grants both its wearer and the monsters summoned by them cold resistance 30 and vulnerability to fire. The owner of this quiver can use it to shoot 20 units of flaming ammunition per day. I thought about building an Human Cleric with necromancy school, acolyte background and a lawfull good like Irori . 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). 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. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. Bane Living: A bane weapon excels against certain foes. This +4 agile light pick grants the wielder a +5 competence bonus on all Athletics skill checks. The owner can activate this item once per day. After the ability is used, kill counter is reset to zero. This +4 heavy shield grants the wielder a +2 morale bonus on saving throws against evil creatures. This shirt grants the wearer a +5 competence bonus to Athletics skill checks and fire resistance 30. This +1 leather armor grants its wearer a +5 competence bonus to Stealth skill checks. In addition, Dragons breath deals additional 20 Divine damage and its DC is increased by 2. This +4 breastplate grants its wearer DR 2/-. This +4 full plate grants its wearer additional stacking DR 2/- for each dead outsider in a 30 feet area. 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. This book grants a +1 caster level on spells from Enchantment school. This +5 flaming greatsword deals additional 2d6 divine damage on hit. 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. Composite energy blasts instead deal an additional 2d6 damage, while composite physical blasts deal an additional 2d6+2 damage. This hat grants the wearer a +2 profane bonus to Intelligence score. Whenever this +4 anarchic warhammer confirms a critical hit, it applies the effect of Touch of chaos ability to the target. 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 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. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. Whenever this +2 cold iron falchion lands a hit on a creature that is under any Hex effect, it deals additional weapon damage. 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. 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 +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. Bonuses of the same type usually dont stack. 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. This mask doesnt work against Areshkagals followers and its wearer suffers a -6 penalty on all saves and AC while in Areshkagals domain. This ability also removes the deaths door condition. All enemies in 15 feet area must pass a Reflex saving throw (DC 35) or be paralyzed for 1d3 rounds. This robe grants its wearer a +5 dodge bonus to AC, and a +1 bonus to unarmed attack and damage. This ring grants its wearer a +10 enhancement bonus on Stealth skill checks. 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. This +5 holy warhammer grants its wielder the ability to move without provoking attacks of opportunity. 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. Save DC = 10 + half character level + Charisma modifier. This +5 holy anarchic rapier grants its wielder the continuous effect of freedom of movement spell, and immunity to fear and death effects. Bonuses of the same type usually dont stack. This helmet grants its wearer a +5 competence bonus on Perception skill checks. 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. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. If you are hit, this bonus resets. 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. These boots grant their wearer DR 5/bludgeoning. This +1 light hammer deals an additional +1 holy damage on a hit. This ring grants the wearer acid resistance 30, fire resistance 20, electricity resistance 10, and cold resistance 5. This belt grants its wearer a +1 luck bonus on attack rolls and all saving throws. 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. Pathfinder: Wrath of the Righteous - Enhanced Edition > General Discussions > Topic Details. 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. I'm not sure if this is a bug or her role was changed or she shows up later? All enemies within a 30 feet range have to pass a Will saving throw (DC 23) or suffer 3d6 sonic damage for 1d4 rounds. If the initial saving throw is failed, the creature can make new saving throws each round to stop the effect. They are not graphically detailed and presented from an isometric point of view, and most of them occur episodically. 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. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +1. This robe grants its wearer a +5 bonus on all concentration checks, and a +10 competence bonus to Persuasion checks. Greater rods can be used with spells of 9th level or lower.

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gesmerha wrath of the righteous

gesmerha wrath of the righteous