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, 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, Semi-random artisan reward, Bokken - Outskirts. It appears where you designate and acts according to its initiative check results. This rod grants its wielder the ability to make up to 3 spells per day infused with the primal magical essence. This helmet gives its wearer DR 2/- against ranged attacks, DR 10/- against falling and thrown rocks, and the ability to cast Good Hope and Crushing Despair once a day (Caster level 11, DC 17). 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. Chance to stun the opponent on a successful hit and grants the wielder the ability to cast Sirocco once a day as a 13th level wizard, Deals additional 2d6 fire damage on unsuccessful hit. Such a weapon has a range increment of 10 feet. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. These arrows deal additional 2d6 cold damage on hit. Cast Mass Heal once a day as a 17th level cleric, Cast Divine Power once a day as a 7th level cleric, Box next to sarcophagus, Lake Silverstep Village cave, +4, Shock, Thundering, Wrath of the Bear God, Natural attacks have +1d6 sonic/+1d6 electricity dmg (1d10 for bears), Chest in Ancient Cemetery on the way to Vordakai's Tomb, Cures you for 1d4 HP each time you successfully hit a living creature, Chest in Vordakai's Tomb level 1, side room in soul eater area, Cast Death Ward at will as a 7th level cleric, Given to Jaethal in the House at the Edge of Time if you, Deals negative energy damage instead of piercing, +3 insight bonus to AC against fey's attacks, Body in Flintrock Grassland during the final chapter, Chance to cast Crushing Despair (DC 21) on hit. A subreddit for all things involving Pathfinder Kingmaker made by Owlcat Games. Only chaotic characters can equip it, The wearer of this ring can, after resting while wearing it, activate up to 4 abilities from the list below. Whenever a fey successfully hits the wearer, that fey has to succeed at a Will saving throw or become frightened for 1d4 rounds. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. And neither is kingdom management. +10 competence bonus on Stealth skill checks, This quiver provides a limitless supply of lawful, cold iron arrows that give a +2 bonus to both attack and damage rolls against fey, Chest in barbarian camp, Flintlock Grasslands, This grimoire summons a Furious Squirrels swarm for 1 round per level. Manipulates reality allowing you to cast a small assortment of spells from Abjuration and Transmutation schools; each round you risk losing control over your actions. Physical and mental perfection—that is the life goal of every monk. The only way in tabletop Pathfinder to make a scimitar a finesse weapon is a feat called Dervish Dance [aonprd.com] which, to my knowledge, is not in this video game. "Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Pathfinder: Kingmaker – Unique Items: Weapons, Armour, Shields, Belts, Boots, Gloves, Helmets, Bracers, Cloaks, Amulets, and Rings One appears in throne room chest at some point, This ring grants its wearer and the monsters summoned by them cold resistance 30 and vulnerability to fire, This ring grants its wearer a +4 enhancement bonus to Strength and the ability to cast Bull's Strength 3 times a day as a 3rd level wizard, This ring grants its wearer a continuous Blur spell effect, This ring grants its wearer a +4 deflection bonus to AC and a continuous freedom of movement effect. It also grants its wearer a +2 bonus to Necromancy school spells DCs. This amulet grants its wearer the ability to cast Overwhelming Presence as an 11th level wizard once a day. Enjoy a classic RPG experience inspired by games like Baldur’s Gate, Fallout 1 and 2 and Arcanum. Those in the Light Melee Weapon category can be used with the Weapon Finesse Feat. when the wearer uses the Combat Expertise feat, it provides an additional +2 bonus to attack rolls, This helmet grants its wearer a +6 enhancement bonus to Wisdom and immunity to stun and daze. Weapons include swords, … 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, This necklace gives its wearer +2 dodge bonus to AC against ranged attacks, Given by the Guardian of the Bloom during chapter 1, This amulet grants its wearer a +4 morale bonus to Initiative checks, 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 1 additional time per day. Mastery deals dmg to target as if landing hit upon combat maneuver success, Semi-random artisan reward, Shaynih'a - South Narlmarches Mastercraft Item, Applies stacking -1 penalty to target's AC, all saving throws, and CMD on hit, Dropped by Hellknight of the Rack cleric upstairs in Secluded Lodge, Cast Heroic Invocation once a day as a 17th level wizard, Dropped by Siroket, Blakemoor's Hideout, Middle of nowhere if you use 40 arcana option, +5, Anarchic, Unholy, Vicious, Destructive, Sold by Issili, House at the Edge of Time/ Camp at the Capital Gates, Cast Dragonkind III once a day as a 16th level wizard, Cast Resist Cold once a day as a 3rd level wizard, Cast Summon Huge Fire Elemental once a day for 11 rounds, Cast Eaglesoul once a day as a 14th level cleric, Chest in Lonely Barrow, room with Lonely Warrior, Cast Remove Paralysis twice a day as a 3rd level cleric, Inside chest in ruined tower scripted event, Immunity to Boneshaker and Boneshatter; Chance to cast Boneshatter on crit, Merchant in Brineheart if you side with Darven; Trader in Rushlight Fields, +2d6 divine damage on hit (+3 if wielder is good and target is evil), Cast Spike Stones twice a day as a 7th level druid, Cast Umbral Strike once a day as a 13th level wizard, Sold by Brevis in Lake Silverstep Village, +2 luck bonus to Initiative and the ability to cast Summon Medium Air Elemental once a day for 7 rounds, Appears in throne room chest at some point. Using this quiver grants chances to dominate the target for 1d6 rounds, The owner of this quiver can use it to shoot 20 unholy speed arrows or bolts per day. Sack in barbarian camp, Flintrock Grassland One appears at some point in throne room chest, This ring grants its wearer a +4 deflection bonus to AC, immunity to confusion and fear. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. On crit stun for 1d4 rounds, fort 17 DC, if saved stagger for 1 round. At the mansion of the Swordlord Jamandi Aldori, adventurers have gathered, lured by the promise of dominion should one of them conquer the nearby Stolen Lands and oust its current overlord - the Stag Lord. Charges 0, Caster level 3. Dropped by Cephal Lorentus, Vordakai's Tomb level 2, +4 morale bonus to Constitution, a +2 morale bonus on Fortitude saving throws, and the ability to cast Resist Sonic twice a day as a 4th level wizard, +2s6 force damage on hit; +4 to spell pen if chaotic; +6 CON checks if lawful; +2 spell pen and +3 on CON checks if neutral, Semi-random artisan reward, Kimo - North Narlmarches Mastercraft Item, Cast Summon Monster VIII twice a day for 15 rounds and Glitterdust at will as a wizard of equal level to the wielder's character level, +3 morale bonus on Persuasion skill checks when used to intimidate, and the ability to cast Remove Paralysis once a day as a 4th level cleric. The Fighters are archers, while the Rogues are two-weapon melee fighters. 0 thumbs! So going to make a dual wielder, know my light offhand will be Kukri since I know there is some good ones, were first thinking bastard sword for mainhand cus of a +5 oversized bastard sword but noticed even tho bastard swords are one handed, that specific one is two handed use only due to its size, so whats the best +4 or stronger non light one handed weapons you have come across in the game? Cast Invisibility at will as a 3rd level wizard, Cast Summon Nature's Ally II once a day as a 5th level druid. +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 +1 circumstance bonus to weapon damage rolls +2 circumstance bonus to all skill checks +5 circumstance bonus to movement speed +1 circumstance bonus to AC +1 circumstance bonus to DCs of all spells and usable abilities, This ring grants the monsters summoned by its wearer a +2 enhancement bonus to their weapons, Barrel in Brineheart if you side with Darven. Composite energy blasts instead deal an additional 4d6/4d6+4, This diadem increases the damage dealt by the wearer's simple energy blasts by 1d6 and simple physical blasts by 1d6+1. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. Cast Finger of Death on you upon unequp. -4 to saving throws against gaze attacks and blindness, The wearer of this robe is immune to critical hits, but suffers a -6 penalty to Constitution, Chest in Blakemoor's Hideout, Middle of the Road, Chest behind hidden wall in Sepulcher of Forgotten Heroes, northeast, +5 deflection bonus to AC, Spell Resistance 18, +4 resistance to all saving throws +2 spell penetration, Library in Abandoned Keep (portal in temple of the elk after Varnhold Vanishing, +2 resistance on Will saving throws, negative energy resistance 10, cast Phantasmal Killer once a day as a 8th level wizard, Cast Greater Heroism once a day as a 11th level wizard, Sold by goblin merchant when leaving Lostlarn Keep Sold by goblin merchant in Rushlight Fields, A creature that attacks the wearer of this armour in melee takes 1d4+1 slashing damage. A light shield is light. If the wearer has inquisitor's judgement class ability, it allows them to use it 1 additional time per day, This diadem increases the damage dealt by the wearer's simple energy blasts by 2d6 and simple physical blasts by 2d6+2. Received as a gift from the Skjegge clan if you give them the gems in Harrim's quest, This hat grants its wearer a +4 enhancement bonus to Intelligence, Charisma and Wisdom, and DR 5/melee, If the wearer of this headband has the ability to Channel Negative Energy, it increases the amount of damage to the living and heal to the undead by +2d6, Box in bandit camp in bottom right corner of Bridge over the Gudrin River. Things involving Pathfinder Kingmaker made by Owlcat Games based off of the 3.5 Ruleset of Dungeons and.! Merchant in Brineheart if you want to dual wield weapon and shield ) morality and.... Competence bonus on Initiative rolls item for 5 ronds three small fire elementals that can used! 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