Book2
Book2
Name Type
Finnean the Talking Weapon Any
Decimation Bardiche
Disemboweler Falcata
Nightmare Falcata
Jinx Falchion
Rushlight Fauchard
Aizerghaul Glaive
Soulshear Glaive
Soulshear Glaive
Soulshear Glaive
Blocker Greataxe
Splintershred Greataxe
Exterminator Greatsword
Peacemaker Handaxe
Maimer Kama
Deadeye Longbow
Starbow Longbow
Wicked Longbow Longbow
Daybreak Longsword
Finnean Longsword
Radiance Longsword
Radiance Longsword
Radiance Longsword
Radiance Longsword
Radiance Longsword
Radiance Longsword
Radiance Longsword
Kapao Nunchaku
Nunchaku +5 Nunchaku
Ashmaker Quarterstaff
Interceptor Rapier
Mind Piercer Rapier
Rapscallion Scimitar
Annihilator Scythe
Bonesnatcher Scythe
Riftcarver Scythe
Coldbite Shortspear
Impaler Shortspear
Stormcaller Spear
Venom Spear
Dissolution Tongi
Rulebreaker Tongi
Tidebringer Trident
Triumph of Pain Trident
Roaster Urgrosh
Battle-Forged Warhammer
Entomber Warhammer
Facesmasher Warhammer
Armour
Name Type
Banded Mail of Dope Heavy
Snakeskin Light
Dragonfall Medium
Shields
Name Type
Agile Spiked Light Shield
Head
Name Desc
Whenever the
wearer of this
headband of
Intelligence +6 lands
a hit against a new
enemy for the first
time, the enemy
Blinding Enlightenment 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.
Whenever an ally in a
15 feet radius of this
helmet's wearer
confirms a critical hit,
this helm heals its
Cheerful Warrior's Helm
wearer for 1d6 HP,
and grants a +1
morale bonus to AC
and attack rolls for
one round.
This is an
Circlet of Ghostly Pathways intermediate step of
relic creation.
This Headband of
Perfection +8 allows
its wearer to add
Darkness Caress
their Charisma bonus
to all damage dealt
by ranged weapons.
Whenever the
wearer of this helmet
is under a rage effect,
the rage's effect
bonuses on melee
Demonic Resentment
attack rolls, melee
damage rolls, thrown
weapon damage
rolls, and Will saving
throws increase by 1.
Whenever the
wearer of this
headband of
perfection +6
summons a
Doubling Annoyance Perpetually Annoyed
Wizard, they actually
summon two wizards
instead of one. Can
only be equipped by
a player character.
Whenever the
wearer of this
Headband of
Intelligence +6 casts
a spell that affects
the enemy, the
wearer gains a +1
bonus to checks
Gnawing Magic 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.
Whenever the
wearer of this hat
uses any song, this
song also grants fast
Hat of Heartening Song healing 1 at level 1,
fast healing 2 at level
5 and increasing by 1
point every 4 levels
thereafter.
Whenever the
wearer of this hat
slays an enemy, they
get a +2 bonus on
Hat of the Bitter End
attack rolls for 3
rounds. Multiple
applications of this
effect stack.
This headband of
Wisdom +6 grants its
Headband of Reshaping wearer a +1 CL on
transmutation school
spells.
This headband of
Wisdom +6 allows its
Headband of Rigorous Training wearer to declare
Perfect Strike five
more times per day.
Whenever the
wearer of this
headband of
Intelligence +6 lands
a hit against a new
enemy for the first
time, the enemy
Headband of Subjugator 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.
Whenever the
wearer of this helm
successfully charges
an enemy, that
enemy must pass a
Headbutter's Helm
Reflex saving throw
(DC 27) or suffer a -2
penalty to AC and
attack rolls for 3
rounds.
Whenever the
wearer of this helm
receives healing, she
Helm of Fearless Vanguard
also gains 5
temporary Hit Points
for 1 round.
According to legend,
this helmet belonged
to a mighty warrior
who was doomed to
Helmet of the Abyss Killer endlessly slay hordes
of demons. It doesn't
seem to have any
magic, but it looks
formidable.
This diadem
increases the damage
dealt by the
kineticist's simple
energy blasts by 2d6
points and by
kineticist simple
physical blasts by
Kinetic Diadem
2d6+2. Composite
energy blasts instead
deal an additional
4d6 damage, while
composite physical
blasts deal an
additional 4d6+4
damage.
These lenses make it
easier to keep an eye
on someone. Worn
by a powerful Aeon,
Lenses of Prolonged Gaze
they grant 3
additional uses of
Enforcing Gaze per
day.
This diadem
increases the damage
dealt by the
kineticist's simple
energy blasts by 1d6
points and by
kineticist simple
physical blasts by
Lesser Kinetic Diadem
1d6+1. Composite
energy blasts instead
deal an additional
2d6 damage, while
composite physical
blasts deal an
additional 2d6+2
damage.
This Headband of
Mental Perfection +4
allows its wearer to
Pristine Mind
reroll 3 failed saving
throws against death
effects per day.
This helmet grants its
wearer fire resistance
10. Additionally,
three times per day,
the wearer can
breathe out a blast of
Red Dragon Helmet
fire, dealing 3d4 fire
damage in a 15-feet
cone. Successful
Reflex saving throw
(DC 15) halves the
damage.
Whenever the
wearer of this
Headband of Mental
Perfection +4 casts a
9th level spell, all
Victims' Madness enemies in a 30-foot
radius must pass a
Will saving throw (DC
30) or become
unable to cast any
spells for 1 round.
This Headband of
Mental Perfection +4
grants its wearer the
ability to summon
two Labyrinth
Warden's Circlet
Demodand
Destroyers to fight on
their side for 2
minutes twice per
day.
This is an
Zaoris's Tiara intermediate step of
relic creation.
Face
Name Desc
This is an
Colorless One's Spectacles intermediate step of
relic creation.
Whenever the
wearer of this mask
hits an enemy with a
bite attack for the
Mask of the Rapid Bites first time in a round,
they immediately
make another bite
attack with the full
attack bonus.
Necklaces
Name Desc
This amulet of
natural armor +1
additionally grants
Amulet of Apothecary the wearer a +4
morale bonus on
saving throws against
poison.
Whenever the
wearer of this amulet
uses a hex, the DC of
Amulet of Blackened Mirror
the saving throw
against it is increased
by 1.
Whenever the
wearer of this amulet
is under a Bloodrage
effect, they gain fast
Amulet of Circulating Blood healing 5 for the
duration of the
effect. This amulet
can only be worn by
a Bloodrager.
This is an amulet of
natural armor +2.
Additionally, if the
wearer possesses the
Bardic Performance
Amulet of Epic Songs
class ability, the
amulet grants them 6
additional rounds of
Bardic Performance
per day.
Whenever the
wearer of this amulet
declares a Knight's
Amulet of Jousting Challenge, he gains a
+3 damage bonus
against the
challenged enemy.
This is an
Amulet of Ooze intermediate step of
relic creation.
This is an
Amulet of the Cursed Bard intermediate step of
relic creation.
Whenever the
wearer of this amulet
deals elemental (fire,
cold, electricity or
acid) damage
through a spell to an
enemy for the first
Amulet of Unforgiving Elements 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.
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
Angel's Heart
damage reduction on
attacks against
demons. This aura
can be active for (10
+ the wearer's
Charisma modifier)
rounds per day.
Mystical amulet in
the shape of a snake
made from bone. The
pendant is a snake
Bone Amulet skull. The
enchantments on this
amulet allow the
wearer to conceal
their alignment.
An exquisite pendant
shaped like a key. If
you look at the key
from a specific angle,
Daeran's Gift
the pattern of its
engraving forms the
first letter of your
name.
This choker protects
the wearer from
losing their head, and
not only in bed. Once
per day whenever
Deathly Arousal the enemy, deals the
wearer a killing blow,
the choker restores
them 50 HP and
knocks the attacker
prone for 2 rounds.
This amulet of
natural armor +8
grants its wearer
immunity to fire and
acid. However,
whenever the wearer
of this amulet is hit
Dragon's Heirloom by a dragon in melee,
they become
petrified for 1 round.
If the owner has a
dragon subtype, they
become just stunned
for the same duration
instead.
Whenever two
creatures wearing
different halves of
this pendant are
within a 10 feet
Half of the Pair distance to each
other, each gets a +2
circumstance bonus
on attack rolls and a
+2 circumstance
bonus to AC.
attacks deals an extra
2d6 points of holy
damage against all
non-human
creatures. Secondly,
7 times per day,
whenever the wearer
confirms a critical hit,
the amulet unleashes
the ire of the Last
Azlanti, dealing 20d6
points of holy
damage to all non-
human enemies
within 30 feet (a
successful Will saving
throw halves the
damage). If the
wearer is on the Lich
Legacy of the Last Azlanti
Mythic Path, the
damage type changes
to unholy. 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
An ancient fossilized
insect lies trapped
within this ornate
amber clasp, impaled
by the long golden
pin that fastens the
wearer's cloak. The
wearer's weapons,
unarmed attacks, and
natural attacks deal
full damage to
swarms, regardless of
Swarmbane Clasp the swarm's
immunity to weapon
damage (if any,
although damage
reduction applies as
normal). If the
wearer is damaged
by a swarm, they
automatically
succeed on their
saving throw against
the swarm's
distraction ability.
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
Voracious Spirit
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 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
Ward Master's Amulet 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.
Cloaks
Name Desc
Whenever the
wearer of this cloak
of resistance +2 lands
a killing blow, they
Blood Clarity
gain immunity to
mind-affecting
conditions for 3
rounds.
This cloak of
resistance +4 also
grants its wearer a 30
feet aura which
Call to Violence
grants all enraged
allies in the area a +2
bonus on attack and
damage rolls.
This cloak of
resistance +2 grants
Cape of Pest Control the wearer DR 5/-
against all swarms'
attacks.
Whenever the
wearer of this cloak
suffers ability
damage, next time
Cloak of Arcane Reserves they cast a spell, its
caster level and the
difficulty of saving
throws against it are
increased by 2.
Whenever the
wearer of this cloak
of resistance +5 lands
a killing blow, all
Cloak of Astounding Prowess enemies in a 15 feet
radius must pass a
Will saving throw (DC
32) or become
blinded for 4 rounds.
Whenever the
wearer of this cloak
of resistance +2 is
under a Rage effect,
Cloak of Blood Scent
they gain a +2 attack
bonus on attack rolls
against wounded
enemies.
This cloak of
resistance +5 also
grants its wearer a
fiery aura which
Cloak of Cinders
deals every enemy in
a 10-foot range 2d8
fire damage every
turn.
This cloak of
resistance +2
additionally grants
the wearer a +2
Cloak of Cleansing
bonus on saving
throws against
compulsion and
disease effects.
This cloak of
resistance +1 also
Cloak of Disguise grants its wearer a +3
competence bonus to
Stealth skill checks.
Whenever the
wearer of this cloak is
attacked in melee,
the attacker must
pass a Fortitude
saving throw (DC 29)
Contagious Shroud or become sickened
and vulnerable to
acid for 4 rounds.
This effect can only
occur once per
attacker during a
combat.
This cloak of
resistance +5 grants
its wearer a +15
competence bonus
Dungeoneer's Cloak
on Trickery skill
checks as well as
resistance 5 to all
elements.
This cape grants its
wearer a +1 bonus to
Enchanter's Cape
Enchantment school
spells' DC.
Whenever the
wearer of this cloak
channels energy to
harm undead, for the
next 2 rounds they
become surrounded
Living Flame with a fire shield that
deals 1d6 + character
level fire damage to
the attackers for each
successful melee
attack against the
wearer.
Whenever the
wearer of this cloak
has no enemies or
allies around in a 10
feet area, they get a
Lone Wolf's Cloak
+3 bonus to damage
rolls on their ranged
attacks and a +2
bonus on all saving
throws.
This cloak of
resistance +4 grants
the wearer +2 insight
Misty Cover bonus to AC against
flying creatures and
summoned
creatures.
Whenever the
wearer of this cloak
lands a killing blow,
they are affected by
Greater Invisibility
spell as it was cast by
Perilous Shade
15th level wizard. In
addition, this cloak
grants a +10
competence bonus
on Stealth skill
checks.
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
Skinned Leather Cloak
partially skinned.
Those who fail the
save become
staggered and take 2
points of Constitution
drain per round for
1d4 rounds.
This cloak grants its
wearer a +8
enhancement bonus
to Charisma and the
Strigoi's Embrace
ability to cast energy
drain spell once per
day as a 13th level
wizard.
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
The Bound of Possibility
wearer gets sad
afterwards and
suffers a -1 penalty to
AC, attack and
damage rolls until the
end of the next
combat.
Whenever one of the
Locust's clones dies,
it spawns a CR 18
Locust Swarm after
The Bound of Possibility
itslef, which attacks
your enemies to the
best of its abilities for
3 minutes.
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
The Bound of Possibility
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.
This cloak of
resistance +2 grants
Thick Pelt Cloak
the wearer immunity
to fire.
This cloak grants its
wearer immunity to
acid. It also makes
enemies sickened for
Toxic Wrap 1d3 rounds upon
landing a sneak
attack unless they
pass a Fortitude
saving throw (DC 26).
Torso
Name Desc
This shirt grants its
wearer immunity to
nauseated condition
Alchemist's Shirt
and a +3 bonus on
saving throws against
acid.
This is an
Baphomet's Fiery Robe intermediate step of
relic creation.
These tattered and
ragged garments
extend the duration
of a shifter's
transformation,
allowing then to shift
into their aspects'
minor forms for 5
Bestial Rags
additional minutes
per day. When the
wearer assumes a
major form, they gain
a +2 racial bonus to
Strength, Dexterity,
and Constitution
ability scores.
This is an
First Retriever's Shirt intermediate step of
relic creation.
Whenever the
wearer casts a spell
with electricity
Robe of Air
descriptor, its saving
throw DC is increased
by 2.
Whenever the
wearer casts a spell
Robe of Fire with fire descriptor,
its saving throw DC is
increased by 2.
Whenever the
wearer casts a spell
Robe of Water with cold descriptor,
its saving throw DC is
increased by 2.
Whenever the
wearer polymorphs
into any creature,
they get a +4
enhancement bonus
to attack and damage
Shroud of the Eternal Hunger
rolls made with
limbs. Whenever a
creature hits them
with a melee attack,
that creature suffers
1d6 piercing damage.
This robe grants its
wearer a +1 dodge
bonus to AC, and a +2
enhancement bonus
Silky Veil
to attack and damage
rolls with unarmed
attacks. Only a monk
can wear it.
Whenever the
wearer of this robe
uses a divine power
to summon a
Source of Dividing Power creature, they can
choose to give these
creatures' attacks
either Holy or Unholy
special quality.
Whenever the
wearer of this shirt
kills an enemy with a
fire spell, they gain
immunity to ability
score damage and
their mental abilities
Treacherous Flame 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.
This shirt grants its
wearer spell
True Serenity resistance 34 against
the enemies of
chaotic alignment.
Bracers
Name Desc
These bracers
empower the wearer
to use any bow with
a +2 competence
Bracers of Archery
bonus on attack rolls
and a +1 competence
bonus on damage
rolls.
Whenever the
wearer of these
bracers confirms a
critical hit, the enemy
Bracers of Breaching must pass a Fortitude
saving throw (DC 23)
or become
vulnerable to piercing
damage for 2 rounds.
Whenever the
wearer of these
bracers confirms a
critical hit with a two-
handed weapon, the
Bracers of Dominance
enemy must pass a
Will saving throw (DC
24) or become
unable to attack for 1
round.
These +6 bracers of
armor grant a +5
competence bonus
Bracers of Eldritch Scholar on Knowledge
(Arcana) and Use
Magic Device skill
checks.
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
Bracers of Harmful Conversion
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
These bracers of
armor +4 increase
the save DC against
Bracers of Mind Break
all Enchantment
school spells they
cast by 2.
Whenever the
wearer of these
bracers lands a hit
while having full hit
Bracers of Overwhelming Vigor points, the enemy
must pass a Fortitude
saving throw (DC 28)
or be knocked prone
for 2 rounds.
These bracers
empower the wearer
Lesser Bracers of Archery to use any bow with
a +1 competence
bonus on attack rolls.
These bracers grant
its wearer a +4 bonus
on saving throws
against mind-
affecting conditions
Negotiator's Bracers
and a +10
competence bonus
on Persuasion skill
checks when used for
diplomacy.
Whenever the
wearer of these
bracers hits their
Studied Target for
the first time, the
Phantom Slayer's Bracers
enemy must pass a
Fortitude saving
throw (DC 24) or
become blinded for 3
rounds.
Belts
Name Desc
Whenever the
wearer of this belt of
Dexterity +6 confirms
a critical hit, for the
Assailant's Belt next 3 rounds the
wearer gets +2
circumstance bonus
to attack and damage
rolls.
This belt of Dexterity
+4 also grants its
wearer a +4
Belt of Alacrity
competence bonus
on Reflex saving
throws.
This belt of
Constitution +4 also
grants its wearer a +4
competence bonus to
Belt of Beastly Sturdiness CMB on Bull Rush
and Overrun combat
maneuvers as well as
immunity to Trip
combat maneuver.
Whenever the
wearer of this belt of
Strength and
Dexterity +4 charges
Belt of Courageous Charge an enemy, they gain
a +4 morale bonus on
attack and damage
rolls against this
enemy for 1 round.
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.
Belt of Demonic Shadow
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.
This belt of
Constitution +6
grants its wearer a +2
bonus on Fortitude
Belt of the Venerated Champion
saving throws and a
+1 insight bonus to
AC against Evil
creatures and effects.
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
Belt of Thunderous Charging 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.
This belt of
Constitution +4 also
Energizing Belt allows its wearer to
regain one used spell
per day.
This is an
Face-Stealer's Belt intermediate step of
relic creation.
This belt grants its
wearer +8
enhancement
bonuses to Strength,
Dexterity, and
Constitution ability
Flawless Belt of Physical Perfection +8 scores. Bonuses of
the same type usually
don't stack. In
addition, this belt
increases the critical
range of the wearer's
weapon by 1.
This is an
Girdle of Ooze intermediate step of
relic creation.
This is an
Linds Family Belt intermediate step of
relic creation.
Whenever the
wearer of this belt
Specialist's Belt uses a scroll or
potion, it gives +1 to
its caster level.
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)
Storm King's Belt
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
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
Timely Assistance 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.
Gloves
Name Desc
This is an
Baphomet's Fiery Gloves intermediate step of
relic creation.
Whenever the
wearer of these
gloves announces a
Quarry, targeted
Big Game Gloves
enemy suffers a -2
penalty to AC and
becomes sickened for
3 rounds.
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
Broken Gauntlets
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.
These gloves grant
their wearer the
ability to ignite inner
fire within
themselves. While
the ability is active,
the wearer suffers
2d6 fire damage (this
damage bypasses all
resistances and
Call of the Fiery Things immunities) per
round but deals the
same amount to
enemies with every
melee attack that
hits. In addition,
whenever the wearer
is mounted, they can
use this ability on a
mount instead of
themself.
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
Devouring Lust
mind is consumed
with agonizing lust,
any critical hit against
affected enemy
drives him even
crazier, paralyzing for
one round.
These bracers grant
the wearer a +3 luck
bonus to AC and a +3
Embroidered Gloves
luck bonus on Reflex,
Will, and Fortitude
saving throws.
Whenever the
wearer of these
gloves makes a full
attack and
successfully strikes a
single enemy with
Eviscerator's Gloves both their main-hand
and off-hand
weapons, the enemy
suffers a -2 penalty
on attack rolls and is
bleeding for 3
rounds.
Whenever the
wearer of these
gloves is using gather
power, she can
Gloves of Colliding Elements
reduce the total burn
cost of a single wild
talent by an
additional point.
Whenever the
wearer of these
gloves confirms a
critical hit, the target
must make a
Fortitude save or
take 1d6 bleed
damage. Multiple
applications of this
Gloves of Phlebotomy
effect stack, but the
target can repeat the
saving throw each
turn to stop it. The
DC of the saving
throw is 10 + the
wearer's Wisdom
modifier + their
character level.
Whenever the
wearer of these
gloves casts a cantrip
or a 1st level spell,
Gloves of the Neophyte
that spell deals 1
additional point of
damage per die
rolled.
Whenever the
wearer of these
gloves lands a hit on
a flanked enemy with
Gloves of Unfriendly Fire a ranged weapon,
they deal additional
2d6 damage both to
the enemy and to the
ally flanking it.
Whenever the
wearer of these
gloves confirms a
critical hit with any
bow, the enemy
Passion's Sweet Poison
starts losing mind,
thus suffering -1
damage to
Intelligence, Wisdom
or Charisma.
These gloves are
made of the hide of a
legendary ancient
Sarkorian bear-god. If
the wearer has a
claw attack, the
damage dice for this
attack increases by
Paws of the Bear King one step (for
example, 1d4
becomes 1d6). They
also grant the wearer
a +5 enhancement
bonus on all attack
and damage rolls
with unarmed attacks
and natural weapons.
Whenever the
wearer of these knee
pads confirms a
critical hit with a
natural weapon, that
Rabid Rippers enemy must pass a
Fortitude saving
throw (DC 33) or
become vulnerable
to slashing and acid
damage for 3 rounds.
These gloves grant
their wearer and his
animal companion a
+3 insight bonus on
Savage Unity
attack and damage
rolls for the duration
of the Animal Focus
ability.
Whenever the
wearer of these
gloves lands a hit
with a ranged
weapon on an enemy
Surefire Gloves
within 30 feet, it
deals additional 1d6
piercing damage and
applies bleed for 1d3
rounds.
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
The Stern Hand
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.
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
Treacherous Flame
addition, 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.
These gloves increase
the save DC of all
Enchantment school
spells the wearer
casts by 2. In
addition, whenever
Twisted Temptation 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.
Whenever the
wearer of these knee
pads successfully
charges an enemy,
the enemy falls prone
Vicious Stompers
for 1 round and
suffers a -2 penalty
on attack and
damage rolls till the
end of combat.
Rings
Name Desc
Whenever the
wearer of this ring is
10 feet from the
companion who
wears the same ring,
they both gain the
All-round defense effect of Back to Back
feat. If they both
already have the
Back to Back feat,
they gain an
additional +2 bonus
to AC.
Whenever the
wearer of this ring
becomes a target of
Avenging Ring an attack of
opportunity, the
attacker suffers 1d8
force damage.
Once per day,
whenever your HP
falls below 0, your HP
is restored by twice
your character level,
Bane of Flesh
and the ring
summons 1d4+2
undead skeletal
champions around
you for 2 minutes.
This is a ring of
protection +2.
Additionally, it
increases the DC for
all saving throws
against spells from
the Enchantment
Ring of Chaotic Fascination
school the wearer
casts by 2. It also
grants the wearer a
+2 bonus on saving
throws against spells
of the Enchantment
school.
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
Ring of Devastating Will
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.
This ring continually
grants the wearer the
ability to avoid
damage as if the
player had evasion
ability. Whenever she
Ring of Evasion
makes a Reflex saving
throw to determine
whether she takes
half damage, a
successful save
results in no damage.
This ring of
protection +4 grants
its wearer the ability
Ring of Extreme Feints to get a +6 dodge
bonus to AC against
ranged attacks for 5
rounds once per day.
This is an
Ring of Ghostly Pathways intermediate step of
relic creation.
Whenever the
wearer of this ring
makes an attack of
opportunity, the
enemy must pass a
Fortitude saving
throw (DC 26) or be
Ring of Imminent Demise
knocked down. The
ring also grants a +2
competence bonus
on attack and
damage rolls with
two-handed
weapons.
Whenever the
wearer of this ring is
being attacked with a
ranged weapon, they
gain a +2 morale
Ring of Nahyndrian Courage bonus to AC, one
extra attack of
opportunity, and
their speed is
increased by 10 feet
for 1 round.
Whenever the
wearer of this ring
deals fire damage
through a spell, they
deal additional 1d6 +
Ring of Pyromania
5 fire damage. They
also get a +2 bonus
to caster level checks
made to overcome
spell resistance.
Whenever the
wearer of this ring
shoots an enemy
engaged in melee
Ring of Sharp Strike
combat, and hits, the
enemy suffers a -1
penalty on attack
rolls for one round.
This is a ring of
protection +2. It
grants the wearer a
Steady Finger
+3 competence
bonus on touch
attack rolls.
This is an
Stevanius's Ring intermediate step of
relic creation.
This ring of
protection +7 grants
its wearer a +10
bonus on saving
The Unveiler throws against
Illusion school spells.
It also grants a +2
insight bonus to AC
against anomalies.
This ring grants its
wearer a +2
competence bonus
on Trickery and
Thiefling Ring
Stealth skill checks. If
the wearer is a
Tiefling, the bonus
increases to +3.
If the companions of
the wearer of this
ring attack the same
target as the wearer,
they deal an
additional 1d6 points
Zaoris's Beauty of precision damage
with each successful
melee attack. They
also gain a +2
circumstance bonus
on attack rolls against
this target.
This is an
Zaoris's Ring intermediate step of
relic creation.
Feet
Name Desc
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
Ronneck's Sacrifice 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.
Twigs sprout from
these tall brown
boots. While the
wearer is on the
ground, ghostly roots
grow from the boots'
soles, granting their
Rootspeaker's Boots wearer tremorsense
30 feet. While the
roots are active the
wearer gains a +4
bonus to CMD
against trip, bull rush,
overrun and grapple
combat maneuvers.
Items
Name Desc
This is an
Arrows of the Colorless One intermediate step of
relic creation.
Summons an Imp
Devil familiar. Imp
Devil, Imp provides a +2 profane
bonus on Trickery
and Stealth checks.
Summons a pet
owlcat. Owlcat's
Feral Instincts
Headchomper provide +2 morale
bonus on Perception
and Lore (Nature)
checks.
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
Hodo's Torch
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.
This is an
Lyre of the Cursed Bard intermediate step of
relic creation.
Summons a Pipefox
familiar. Pipefox
provides a +3 insight
bonus on Knowledge
Pipefox
(Arcana) and +2
insight bonus on
Perception skill
checks.
While this item is
active, the owner's
animal companion (if
they have one) gets a
+2 insight bonus on
Precious Treat
attack and damage
rolls, as well as saving
throws. However the
wielder suffers -3
penalty to attack.
You gain an
additional round of
Rage per day
Scroll of Resourceful Rage
permanently. This
effect can be applied
once per creature.
You gain an
additional use of the
Smite Evil ability per
Scroll of Resourceful Smite day permanently.
This effect can be
applied once per
creature.
This is an
The Colorless One's remains intermediate step of
relic creation.
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
The Covenant of the Inheritor
checks made to
overcome spell
resistance. Their
weapons become
Good-aligned and
count as if they were
made of cold iron.
Summons a pet cat.
Cat's Feral Instincts
provide +2 morale
Tiger
bonus on Perception
and Lore (Nature)
checks.
This is a +3 brilliant energy heartseeker weapon. This weapon can tear the soul of a
living enemy: whenever it lands a hit, it deals additional 1d6 force damage.
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.
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.
This +3 weapon 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.
Whenever this +1 cold iron bardiche confirms a critical hit, it deals an additional 1
damage to Constitution.
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.
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.
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.
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.
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.
This +3 adamantine battleaxe gives its wielder a +3 competence bonus to attack rolls
on the attacks of opportunity. If equipped together with the Guardian's shield, this
bonus is increased to +6, and on a successful hit an attack of opportunity made with
it deals additional 2d6 damage.
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.
This +3 Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6
points of cold damage on a successful hit.
Whenever the wielder of this +4 corrosive burst battleaxe confirms a critical hit, it
deals x4 damage instead of the normal x3, 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.
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.
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.
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.
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.
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.
Whenever the wielder of this +3 greater corrosive club kills an enemy, it summons a
huge Earth Elemental for 2d3 rounds.
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.
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.
This +5 speed elder caustic dagger allows its wearer to cast poison breath spell 3
times per day as a 20th level druid.
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.
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.
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.
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.
Whenever the wielder of this +2 cold iron dagger casts a spell with force descriptor, it
deals additionally 2 force damage per dice rolled.
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.
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.
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.
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.
This +1 dagger adds +1 to the DC for all saving throws against spells from the
evocation school the wielder casts.
This +2 cold iron dagger has an increased critical multiplier of x3.
This is a +5 caustic dagger.
Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for
1 round.
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.
This weapon, skillfully forged from bright steel, is a +1 dagger. It is good-aligned and
thus bypasses the corresponding damage reduction. On the sheathe, the name of the
former owner is imprinted: "Sosiel Vaenic".
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.
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.
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.
Whenever the wielder of this +2 dart confirms a critical hit with it, the enemy
becomes flat-footed for 1 round.
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.
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.
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.
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.
This +1 cold iron orc double axe deals additional 1 cold damage with one end and 1
sonic damage with the other.
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.
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.
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.
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.
Whenever the wielder of this +2 cold iron dueling sword confirms a critical hit with it,
the target become sickened for 1d4 rounds.
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.
This +3 brilliant energy dueling sword grants its wielder a +2 luck bonus to CMD and a
+2 luck bonus to CMB.
This +4 dragon bane dwarven waraxe doubles any insight bonus to attack and
damage the wielder might have.
This +1 dwarven waraxe deals additional 1d3 acid damage on a hit.
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.
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 +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.
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.
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.
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.
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.
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.
This +5 cruel elder corrosive burst elven curve blade grants its wearer a +2
circumstance bonus on attack and damage rolls against exhausted enemies.
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.
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.
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.
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.
This +5 agile brilliant energy estoc grants its wielder a +2 bonus to DC on Evocation
school spells.
This +1 cold iron estoc deals an additional 1d3 positive energy damage on a hit.
This +5 speed shock estoc grants its wielder a +5 bonus on Initiative rolls.
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.
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.
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.
This +5 vicious sacrificial falcata allows its wearer to deal additional 3d6 slashing
damage against Medium and smaller enemies on hit.
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.
This +1 falcata grants its wearer a +2 bonus on attack rolls for all touch attacks.
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.
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.
Whenever this +2 cold iron falchion lands a hit on a creature that is under any Hex
effect, it deals additional weapon damage.
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.
This +4 cruel vicious fauchard grants its wielder one extra attack for every fifth hit.
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.
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.
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. Actually, it gives +15 caster levels to the spell,
making it much easier to cast a 24 hour version
This +2 speed radiant flail grants its wielder a +4 attack bonus on a first attack against
a new demon.
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.
This is an intermediate step of relic creation.
Whenever this +1 flail confirms a critical hit, it deals additional 1d6 positive energy
damage.
This +2 flail deals silver damage.
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.
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.
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.
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.
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.
This weapon is a +5 adamantine glaive. 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. Whenever this weapon lands a hit, it inflicts a -1 penalty to AC until
the end of combat. This penalty stacks up to -5. The wielder takes a -3 penalty to
their Charisma ability score.
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.
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).
While you are wielding this +3 adamantine glaive, your mount gets a +3 bonus on all
saving throws and a +3 bonus to CMD.
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.
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.
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.
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.
Whenever the wielder of this +5 furious bleed greataxe lands a killing blow, he gains
fast healing 10 for 3 rounds.
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.
This is an intermediate step of relic creation.
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.
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.
The wielder of this +5 adamantine greataxe can use a standard action to make a
melee attack against any enemy with a 30 feet range. If that attack hits, the target
must make a successful Fortitude save (DC 30) or become prone.
This +1 greatclub grants its wielder a +1 bonus on attack rolls against undead
creatures.
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.
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.
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.
Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she
doesn't suffer from its usual -2 penalty to AC.
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.
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.
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.
Whenever this +3 adamantine frost handaxe confirms a critical hit, it casts cone of
cold spell as 11th level Wizard
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.
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.
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.
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.
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.
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.
Whenever this +1 heavy crossbow makes its first attack during a round, it shoots two
bolts at once. If both attacks hit, the target must make a Fortitude saving throw (DC
25) or take additional 2d6 cold damage and become staggered for 1 round.
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. Succesfull Fortitude saving
throw (DC 28) halves the damage.
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.
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.
This is an intermediate step of relic creation.
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.
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.
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.
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.
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.
This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical
hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of holy damage
instead, and if the multiplier is x4, add an extra 3d10 points of holy damage.
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).
This +4 unholy heavy mace increases the amount of damage Channel Negative
Energy does to living creatures or heals undead creatures by 2d6.
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.
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.
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 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.
This is an intermediate step of relic creation.
Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy becomes
fatigued for 1d3 rounds.
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.
This +3 weapon 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.
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.
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.
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.
This +2 heavy pick allows its wielder to automatically confirm critical hits against
Large and bigger creatures.
This +5 cruel flaming burst heavy pick allows its wielder to cast Prediction of Failure
once per day as a 20th level wizard.
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.
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.
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.
This +2 javelin deals an additional 5 damage on a first hit against a new target.
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.
This +2 mithral kama grants the wielder +1 dodge bonus to AC.
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.
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.
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.
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.
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.
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 +1 cold iron kukri deals an additional +2 damage against undead creatures.
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.
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.
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.
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.
Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to
all enemies in a 10 feet radius.
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.
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.
This weapon is a +5 unholy bane all light crossbow.
This crossbow deals 1d6 damage instead of 1d8. It gives the wielder a -2 penalty on
attack rolls made with it.
Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to
all enemies in a 10-foot radius.
This weapon is a +2 unholy keen all-bane light crossbow.
Whenever this +3 frost light hammer confirms a critical hit, it deals 1d6 Strength
ability score damage to the target.
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.
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.
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.
Whenever this +1 light mace confirms a critical hit, it deals additional 1d8 damage.
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.
This +4 agile light pick grants the wielder a +5 competence bonus on all Athletics skill
checks.
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.
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.
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.
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.
This +3 composite longbow is cursed.
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.
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.
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.
This is +5 vicious composite longbow made from the spine of demon Savamelekh and
contains part of his power. Whenever the wielder of this bow hits the target, the
target becomes corrupted — it suffers a -2 penalty to all ability scores. These
penalties do not stack with themselves. This is curse effect.
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.
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.
Whenever the wielder of this +1 longspear lands a hit while mounted, it deals
additional 1d4 piercing damage.
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.
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.
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.
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.
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.
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.
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.
Whenever the wielder of this +5 unholy longsword hits an enemy with it, the target
must make a successful DC 35 Fortitude saving throw, or take additionally 1d8 fire
damage and 1d8 negative energy damage.
This is a +5 brilliant energy heartseeker weapon.
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.
Whenever this +1 cold iron longsword is used to attack a demon, it gains a +2
enhancement bonus to the attack roll and deals extra 1d10 of slashing damage on
hit.
This +1 longsword deals an additional +1 negative energy damage on a hit.
This +1 cold iron longsword deals an additional 1d3 damage to chaotic creatures.
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.
This +2 Evil Outsider Bane, Cold Iron longsword 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."
This weapon is a +2 holy evil outsider bane cold iron longsword.
The blade of this +5 vorpal unholy longsword bears the words etched in dark bile:
"My treasury is my prison". Whenever it lands a hit, the target must make a
successful Fortitude saving throw (DC = 15 + the wielder's character level), or be
imprisoned in crystal for 1 round. This condition is identical to paralysis, except this
condition can be applied to creatures who are usually immune to paralysis.
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.
Whenever this +1 ghost touch punching dagger lands a sneak attack, it deals
additional 2d6 of piercing damage, which also multiplies on a critical hit.
Whenever this +4 ultrasound punching dagger lands a hit on a flat-footed or helpless
target, the target suffers additional 2d6 sonic damage.
This +3 punching dagger increases the save DC against the assassin'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.
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.
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.
This +1 flaming quarterstaff grants the wielder an ability to cast fireball spell 3 times
per day as 8th level wizard.
This +2 quarterstaff grants the wielder ability to cast the burning arc spell at will as a
5th level wizard.
Whenever the wielder of this +4 quarterstaff casts any summon monster spell, all
summoned creatures gain a +6 competence bonus to Strength, Dexterity and
Constitution ability scores.
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.
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.
While holding this +2 quarterstaff, the wielder gains DR 5/- against the attacks of
swarms. Melee attacks with the staff deal additional 3d8 bludgeoning damage to all
swarms, even those that would normally be immune to weapon damage. The wielder
can use the staff to cast remove sickness three times per day as a swift action.
This +5 ghost touch quarterstaff allows its wearer to cast Illusion school spells as if
they were 3 levels higher.
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.
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.
This +1 quarterstaff adds +1 to the DC for all Will saving throws against spells the
wielder casts.
This is an intermediate step of relic creation.
This +1 quarterstaff grants its wielder a +1 competence bonus to AC.
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.
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.
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.
This +2 cold iron rapier deals additional 1d6 piercing damage against enemies who
are under mind-affecting effects.
Whenever this +3 rapier is affected by any magical effect that gives it an
enhancement bonus, this bonus is increased by +1.
While you are wielding this +2 necrotic rapier, whenever you cast the vampiric touch
spell, it deals 1d8 damage instead of 1d6.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
This weapon is +5 scimitar.
This +5 vicious sacrificial bleed scimitar grants its wearer a +2 bonus to CL on
transmutation school spells.
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.
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.
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).
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.
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.
This +2 thundering keen scimitar grants its wielder a +1 bonus to caster level when
casting Transmutation school spells.
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.
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.
Whenever this +2 ghost touch scythe misses a hit, it tears the enemy's soul a bit,
dealing 1d12 negative energy damage.
Whenever this +5 speed scythe hits a non-incorporeal enemy, it deals 2d6 additional
precision damage.
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.
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.
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.
This shortbow deals 1d4 damage instead of 1d6. It gives the wielder a -2 penalty on
attack rolls made with it.
This +1 shortbow grants its wearer a +1 bonus on attack rolls against chaotic
creatures.
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.
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.
This shortspear deals 1d4 damage instead of 1d6. It gives the wielder a -2 penalty on
attack rolls made with it.
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.
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.
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.
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.
This +1 sickle deals an additional 1d3 acid damage on a hit.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
This +5 caustic starknife deals additional 4d6 acid damage on sneak attacks.
This +1 cold iron starknife deals an additional 1d3 damage to evil creatures.
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.
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.
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.
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.
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.
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.
This +5 axiomatic shocking burst tongi grants its wearer a +5 competence bonus to
CMB.
Whenever the wielder of this +4 anarchic tongi successfully charges at an enemy, the
enemy loses its Dexterity bonus to AC for 1 round.
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.
This +3 trident grants the wielder an ability to summon a large water elemental once
per day as a 11 level Druid.
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.
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.
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.
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.
This +1 dwarven urgrosh grants its wielder a +1 bonus on attack rolls against magical
beasts.
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.
Whenever this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional
4d6 holy damage.
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.
This +3 warhammer deals 1d12+3 damage on a hit and has a critical range of 19-20.
This +3 furyborn keen warhammer has a doubled critical threat range. Whenever it
threatens a critical hit against a Medium sized creature, it is automatically confirmed.
Whenever it lands a hit, the target must make a successful Fortitude save (DC 35) or
become staggered for 1 round.
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.
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.
Each time this +2 warhammer lands a hit, the enemy must pass a Reflex saving throw
(DC 15) or suffer additional 1d8 piercing damage.
Desc
This is an intermediate step of relic creation.
This +1 adamantine full plate armor grants its wearer immunity to trip attacks and
bull rush combat maneuver.
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.
This +5 full plate mail grants its wearer immunity against fear and compulsion effects.
Every time the wearer becomes a target of such effect, they grant all allies (including
themselves) in a 30 feet area a +4 morale bonus on attack and damage rolls as well
as all saving throws for 3 rounds.
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.
The wearer of this +5 mithral fullplate is immune to mind affecting conditions and
"can not attack" condition.
This +1 full plate mail grants its wearer the effect of moderate fortification.
This +3 mithral full plate grants the wearer additional Spell Resistance 23.
This +3 banded armor grants the wearer fire resistance 30, immunity to sleep,
electricity, and paralysis.
This +5 halfplate grants its wearer immunity against bombs.
This +5 half-plate grants its wearer spell resistance 19.
This +3 adamantine half-plate grants the wearer additional DR 1/-.
This +2 half-plate grants its wearer a +3 resistance bonus on Will saving throws.
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.
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.
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.
This +4 full plate grants its wearer additional stacking DR 2/- for each dead outsider
in a 30 feet area.
This +5 adamantine full plate mail grants its wearer 10 DR/-, immunity to cold and
fire as well as all combat maneuvers.
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.
This +3 full plate armor grants its wearer a +3 enhancement bonus to Charisma
ability score and a +4 enhancement bonus to CMD. It also grants its wearer DR 5/-
against the attacks of the undead.
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.
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.
This +3 barding grants its wearer immunity to poison and trip combat maneuver.
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.
This +1 leather armor grants the wearer a +4 bonus to AC against sneak attacks.
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.
This +2 chainshirt grants the wearer DR 3/piercing.
This +5 chainshirt grants its wearer resistance to acid 30.
This +3 chainshirt grants the wearer a +4 profane bonus to AC against the attacks of
non-living creatures.
This is an intermediate step of relic creation.
This +3 studded leather grants its wearer a +3 armor bonus on saving throws against
blindness.
This +3 leather armor allows its wearer to cast spells from the Plants domain as if
they were 2 caster levels higher.
This is a +3 leather armor.
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.
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.
This +5 mithral chainshirt grants its wearer heavy fortification and immunity against
bleed effects.
This is an intermediate step of relic creation.
This +2 leather armor grants +5 competence bonus on Stealth skill checks.
This is a +2 mithral chainshirt.
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.
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.
This +2 studded leather armor grants its wearer an +2 insight bonus to AC against the
attacks of plants and vermins.
This +2 padded armor grants its wearer immunity to trip.
This padded armor grants its wearer a +2 bonus on concentration checks.
This +1 padded armor grants its wearer +3 resistance bonus on Fortitude saving
throws.
This +5 padded armor grants its wearer acid and sonic resistance 30.
This +3 padded armor grants the wearer resistance to negative energy 30.
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.
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.
This +5 adamantine chainshirt makes its wearer immune to ability score damage.
This +4 mithral chainshirt grants its wearer a +4 bonus on Reflex saving throws and a
+10 competence bonus on Mobility checks.
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.
This +1 leather armor grants its wearer a +5 competence bonus to Stealth skill
checks.
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.
This +4 leather armor increases its wearer's base speed by 20 feet, grants them a +4
profane bonus to Dexterity ability score, and immunity to acid damage.
This +2 padded armor grants the wielder 10 resistance against fire and electricity.
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.
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.
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.
This +1 leather barding increases animal companion's base speed by 10 feet and
grants it one additional attack of opportunity.
This +3 light shield grants its wielder a +4 bonus on saving throws against all spells of
Evocation school.
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.
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.
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.
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/-.
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.
This +5 chainmail grants its wearer a +5 competence bonus on Persuasion skill checks
made to intimidate. 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.
This +1 scale mail grants its wearer a +2 insight bonus to AC against undead.
This +5 breastplate grants its wearer a +3 armor bonus on saving throws against
blindness.
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.
This +2 scalemail gives the attacks against its wearer a 10% chance of miss due to
concealment.
This +5 breastplate grants its wearer cold resistance 30, medium fortification and
spell resistance 19.
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.
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.
This +3 scale mail grants its wearer immunity to flanking and a +3 insight bonus to AC
against flying and incorporeal creatures.
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).
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.
This +5 mithral chainmail grants its wearer +7 insight bonus on Persuasion skill checks
made to intimidate.
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.
This +2 breastplate grants the wearer a +2 insight bonus to AC against attacks made
with natural weapons.
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.
This +2 scalemail grants its wearer a +2 resistance bonus on all saving throws.
This +3 scalemail grants its wearer a +3 resistance bonus on all saving throws.
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.
This +5 mithral breastplate grants its wearer immunity to precision damage.
This is a +5 breastplate made of singing steel.
This +1 hide armor grants its wearer DR 2/-.
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.
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.
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.
This +5 chainmail barding grants its wearer a +2 bonus to Constitution ability score
and immunity to fatigue and exhaustion.
This +3 scalemail barding grants its wearer fire resistance 10 and partial concealment
against ranged attacks.
This +2 hide barding grants its wearer cold resistance 10 and a +2 competence bonus
on saving throws against movement-impairing effects.
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.
This +5 haramaki grants its wearer DR 6/- against ranged weapon attacks.
This +5 haramaki grants its wearer a +4 insight bonus on ranged touch attack rolls.
This +4 haramaki grants its wearer a +4 sacred bonus on all saving throws.
This +3 haramaki grants its wearer a +5 ?ompetence bonus on Knowledge (Arcana)
skill checks and a +4 bonus on Concentration checks.
This +5 haramaki makes its wearer immune to elemental damage for the first 3
rounds of combat.
This robe grants is wearer a +3 bonus on saving throws against mind affecting spells.
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.
This +5 haramaki increases the DC of saving throws against all necromancy school
spells the wearer casts by 2. In addition, whenever the wearer deals lethal damage to
an enemy, a random one of the following creatures is summoned to fight at their
side for 1 minute: 1) Bloodlusting Skeleton 2) Mummy 3) Spellscribed Mummy 4)
Nightshade Nightcrawler Only 1 such creature can be present at the same time. If the
effect occurs while the previous creature is still alive, it disappears, and the new
creature is summoned instead.
Desc
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.
This +3 buckler grants the wearer a +5 bonus to AC against ranged touch attacks.
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.
This +5 buckler grants its wearer a +2 circumstance bonus on attack rolls against
enemies under movement-impairing conditions.
This +2 buckler grants its wielder a +2 dodge bonus to AC against attacks with two-
handed weapons.
This +2 buckler grants its wielder a +4 morale bonus AC against the attacks of
Vermins.
This +5 heavy shield grants its wielder immunity to slashing and piercing damage
while the wielder is at full health.
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.
This +4 heavy shield grants its wielder immunity to cold and a +1 bonus to AC against
Medium and smaller creatures.
This +2 mithral heavy shield grants its wielder DR 5/magic.
This +3 shield grants its wielder immunity to prone condition. It also grants one
additional attack of opportunity per round. If equipped with the Guardian's battleaxe,
it gives the battleaxe the speed special quality.
This +2 heavy shield grants its wielder acid resistance 15 and fire resistance 15.
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.
This +4 heavy shield grants its wearer spell resistance 17 as well as negative energy
resistance 30.
This is a +1 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.
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.
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.
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.
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.
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.
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.
This +5 spiked light shield grants its wearer a +2 insight bonus on attack and damage
rolls against living enemies.
This +3 light shield grants its wielder immunity to critical hits.
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.
This +1 light shield grants its wielder negative energy resistance 10.
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.
This +2 tower shield grants its wielder negative energy resistance 10 and a +1 morale
bonus on saving throws against fear effects.
This tower shield grants its wielder a +3 bonus on saving throws against blindness.
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.
Whenever the wielder of this +5 tower shield is attacked for the first time in a round,
the wielder makes a Persuasion (intimidate) check to demoralize the attacker.
This +5 tower shield grants its wielder a +4 competence bonus to AC against touch
attacks.
This +4 tower shield grants its wielder a +10 competence bonus on saving throws
against Evocation school spells.
This +2 tower shield grants its wielder electricity resistance 15 and cold resistance 15.
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.
Location
Act 5, Gravestone Rock, puzzle (Blue, Yellow, Green, Red to open door, then Red,
Green, Yellow, Blue to swap chests)
Act 2, Drezen
Act 5, Ineluctable Prison (Father of Worms)
DLC1
DLC1
Azata Court, Magical Transmuting Soil (Azata only)
DLC1
Act 3, Blackwater
Act 4, Wirlong Black Mask, Fleshmarkets, looted from corpse (Lich or Demon only)
The Last Sarkorians
Lost Chapel part of the Legend Mythic quest (accept Areelu's offer to stop purging
your power in exchange for artifacts)
Act 3, Blackwater
DLC1
DLC1
Act 5, Ineluctable Prison (Trickster dialogue option when speaking to Svendack for
second time)
Act 3, Greengates
Act 5, Relic Decree (Zaoris's Pin)
Location
Kill Red Mask during Mercy then accept Latverk's eyeball (or kill Latverk and loot him)
Act 5, The Enigma; put the Blue Binding Sources in the outer four slots and the Green
Binding Sources in the remaining slots; Nahydrian Darkness
Act 4, Upper City, Rooftop above Savamelekh's Mansion
Location
Nahydrian Darkness
Citadel Drezen
DLC1
Act 4, House of Silken Shadows, need to keep the secret of the Nahyndrian Crystals
from Shamira
Act 3, Drezen
Act 4, Ten Thousand Delights
DLC1
Kill Red Mask during Mercy then accept Latverk's necklace (or kill Latverk and loot
him)
Act 3, Relic Decree (Dirty Squealer)
DLC1
Battlebliss arena
Airship event during Chapter 4; can only be found by Kerz (pirate captain)
(Fleshmarket start); Choice: Evil (engage in piracy and raid a settlement); Events
before the choice: harpies, hurricane, Dragon cultists
The Last Sarkorians
Location
Act 2, Nightingale Grove
Act 4, Dire Mansion near the middle city gate to the upper city
DLC1
Inevitable Excess DLC, Threshold, Arcane Weaver
(Storyteller Relic)
(Storyteller Relic)
(Storyteller Relic)
(Storyteller Relic)
(Storyteller Relic)
(Storyteller Relic)
(Storyteller Relic)
(Storyteller Relic)
(Storyteller Relic)
Location
Act 2, Drezen, Tavern
Act 5, Lost Chapel part of the Legend Mythic quest (accept Areelu's offer to stop
purging your power in exchange for artifacts)
Jeocot reward (Chapter 4; meet him at the tavern and tell him his book is a suicide
guide)
DLC1
Upper City
DLC1
Location
Act 3, Artisan's Tower; Act 5, Ineluctable Prison (Ashen Lady)
DLC1
Act 3, Wintersun
Act 4, Lower City, Rotten Guttery (Chivarro fight loot); Upper City (Merciless Tyrant)
Colyphyr Mines
Act 3, Crusade
The Last Sarkorians
Act 4, Nexus
Act 3, Blackwater
Act 3, Wintersun
Location
Act 3, Wintersun
Midnight Fane
Citadel Drezen
Wedding Meadow
Act 5, Skeletal Salesman (Hunter's Arsenal)
Act 3, Midnight Fane, Rift in Playful Darkness' Bone Pile. (Must have a completed
playthrough of Inevitable Excess where Inevitable Darkness was killed on Core or
above)
The Last Sarkorians
The Last Sarkorians
Act 4, Middle City, Demodand Mob Leader next to Ten Thousand Delights; Act 4,
Woljif's shop
Act 4, Colyphyr Mines (Hepzimirah)
Location
Act 2, Lost Chapel (Maugla loot)
Act 3, Storyteller Relic (Restored from Shards of Knight's Bracer found in Act 2,
Drezen, Prison)
DLC1
Act 3, Drezen (Arcane Weaver); Act 4, Colyphyr Mines Upper level (Kestoglyr);
Act 4, Middle City, secret room in Latverk's house (DC 38 Perception)
DLC1
Airship event during Chapter 4 (any captain); Choice: Search the ruins for any signs of
treasure; Followed by DC 39 check (Religion works but Trickery or Intimidate should
as well); Events before the choice: harpies, hurricane, Dragon cultists
Act 1, Gray Garrison
Act 4, Fleshmarkets
Act 3, Skeletal Salesman (Hunter's Arsenal)
Act 1, Defender's Heart, talk to Indarah and Pink Eye in Act 1; fail skill check to
prompt Pink Eye to speak up
Backer-exclusive item – Find it in your Personal Chest (Its label mistakenly claims
you've found it in the Gray Garrison).
Act 1, Defender's Heart (Gemyl Hawkes); Act 4, Battlebliss Arena (Arena Healer)
Act 3, Midnight Fane, Secret of Secrets
DLC1
Act 3, Midnight Fane, secret door behind Deskari shrine (Perception 35, Arcana 42)
Act 3, Blackwater
Act 2, Martyr Zacharius's Cemetery, Rift in the NW of the map. (Must have a
completed playthrough of Inevitable Excess where Inevitable Darkness was killed on
Unfair)
Citadel Drezen
Act 5, Daeran companion quest good ending
DLC1
Act 3, Scrubland by a Bend in the River (Ask for payment from Deval)
DLC1
Thieflings Hideout
Backer-exclusive item – Find it in your Personal Chest (Its label mistakenly claims
you've found it in the Gray Garrison).
Location
Act 4, Nexus
Act 5, Storyteller Relic (relic found in Act 3, Wintersun, Standing Stones puzzle)
The Last Sarkorians
Kill Red Mask during Mercy then accept Latverk's cooking (or kill Latverk and loot
him); Tracking
Traveling Skeletal Salesman (magic)
Act 2, Lost Chapel. Can be upgraded twice by finding extra pages, first upgrade in
Arueshalae's cell in Drezden in act 2 and the second in the hidden part of the lab in
act 5
Act 3, Wintersun
Act 1, Defender's Heart (Gemyl Hawkes); Act 4, Battlebliss Arena (Arena Healer)
Inevitable Excess DLC, Threshold, Arcane Weaver; Sarzaksys (Chapter 4) -
Fleshmarket
Act 3, Midnight Fane secret room. Open door by disabling all levers except the two
with the red symbol above them. One is in room with beds, the other next to the
main hall. The door is a floor panel in the main hall. Trapped with Dc 47 Perception,
Dc 55 Trickery
Act 4, Colyphyr Mines (Scorcher of Souls. Island in the middle right accessible via
Dimension Door)
"A Visitor from Distant Lands" DLC – Find this item in your Personal Chest
Act 4 loot
Act 1, Gray Garrison
Prologue, Underground Caves of Kenabres
Act 1, Market Square, burning house in the SW to get relic. Restored in Act 2.
Act 1, Market Square, NW outside Desna Temple
Alchemist in your "court" outside of Drezen where the Free Crusaders live (Azata
path). Bugged as of 9/29/21.
Trickster Path only
Act 5, after becoming a true lich, if you don't grovel to Zacharius and get him mad,
you'll fight. It's in a hidden room in your ziggurat, downstairs. (Lich only)
Location
Ancientries and Wonders Shop
Act 3, Random road encounter (you meet Baphomet cultists who talk to you about
the Bladesmith; talk to Finnean for the upgrade)
Act 5, Enigma, Hit Areshkagal (Acid form) with Scorpion Sting dagger
Act 3, Midnight Fane (might have special requirements, not always findable)
DLC1
Act 3, Wintersun (in a chest next to a stone shrine, center of the map)
Act 2, Drezen
Act 3, Greengates
Act 3, Blackwater
Act 1, Defender's Heart after attack or if you attack Grey Garrison early)
Act 2, Crusade
DLC1
DLC1
Before Threshold (Swarm path); kill former party members and loot Arueshalae
Act 1, Market Square, House cellar in the North
Given at the start of the final dungeon if you never accept Nocticula's profane gift
(possibly requires no demonic gifts?)
Upgrade at Act 5
Upgrade at Act 5, Iz
Fight where you send Berenguer to city, drops from demon, Act 4 (Angel Only)
Act 2, Drezen (near Joran Vhane)
Act 3, Ivory Sanctum, center room with Baphomet statue (check wall with buttons to
find hidden locked compartment; Perception 34, Trickery 31)
Act 3, Wintersun
Drezen (NE, near secret entrance to open final gate, in hidden pile of rubble)
Act 2, Crusader's Camp (Wilcer Garms); Act 3, Drezen Streets (Wilcer Garms)
Act 4 Lower City of Alushinyrra (Rotten Guttery portal; 40DC Trickery door in
northeast section of map, inspect it first)
DLC1
DLC1
Act 3, Drezen (Blacksmith)
DLC1
Act 1, Defender's Heart, win debate with Indarah
DLC1
Act 3, Wintersun
Act 4, Wirlong Black Mask, Fleshmarkets
Inevitable Excess DLC, Threshold, Blacksmith; Rasping Rift (Swarm path) Athletics
check at slope then PER check
Act 3, Wintersun
Act 3, Wintersun
Act 3, Blackwater
Act 3, Blackwater
Act 4, Lower City, Rotten Guttery loot from fight with Chivarro's Mercs
Location
DLC1
Forgotten Secrets
Act 1, Blackwing Library
Act 3, Wintersun
Act 3, Wintersun
Act 3, Skeletal Salesman (Personal Protective Equipment)
Neathholm (Dyra)
Act 3, Random encounter with Berenguer (Trickery 31, Angel path only?)
Shield Maze
Defender's Heart (Joran Vhane shop), Shield Maze (Neophyte Fighter), Crusader's
Camp
Act 3, Appears in Stash after Ivory Sanctum (Certain paths only: Arcane Trickster,
Trickster, Azata?)
Location
Chapter 2 Skeletal Salesman (Protection)
Act 4, Lower City (Perception 36, to the left of the portal to the nexus)
Battlebliss arena
Act 5, Iz
Act 3, Drezen (Wilcer Garms); Treasure of the Midnight Isles (Tracking: Island 10
hidden room near entrance)