Option 2 This rod grants you the ability to modify up to 6 spells per day so that the energy type of the damage they deal changes to unholy. If an attack of opportunity was a critical hit, the enemy is staggered. Such mark can only be on 1 target at a time. Option 3 +3, vicious, whenever the wielder of lands a hit on an enemy who doesnt wield a 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. A successful saving throw negates the blindness and halves the damage. Under its effect, all your fire spells deal additional 2d6 unholy damage. Voice of the Cursed Bard Amulet Option 2 - it is increased by 50% rather than 150%. If you think Ive missed a relic, or have extra information youd like me to add, then please let me know. Option 1 +2, whenever you dont have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. If they suffer any electrical damage, the armor becomes infused with electricity: for the next round, the wearers attacks deal additional 1d12 electric damage, and the spells with the electric descriptor they cast become quickened, as though using the Quicken spell feat. Its sometimes hard for me to connect relics I have created back to the original item on your list. Option 1 Whenever you cast a grease spell, all creatures within the affected area must pass a reflex saving throw or suffer 5d6 acid damage. Option 2 +2 enhancement bonus to charisma. Option 1 Whenever this shield is under the affect of warpriests 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 the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. If an attack of opportunity was a critical hit, the enemy is staggered. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. They also gain a +2 circumstance bonus on attack rolls against this target. Your email address will not be published. While under this effect, an enemy thats attacking the wearer must pass a reflex saving throw (DC 17) or suffer 3d4 piercing damage. Option 2 +3, +2 morale bonus to dexterity. Pathfinder: Wrath of the Righteous All Relics Restored in Crusader Mode Guide + Obtaining Relics in All Act Added: September 23, 2021, 3:07pm UTC SteamsPlay Guides 0 This is a guide to all of the restored relics in crusade mode, and what gear you can get from it. And strange to see a former thief and a street urchin wearing the shining armor of Iomedae's paladin. The wearer can choose to suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. Each round it tries to pass a will saving throw (DC 20) against the effect, if the save was successful the damage is halved. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. Under its effect, all your fire spells deal additional 2d6 unholy damage. Please see the. Option 1 +2, +2 scared bonus to fortitude saving throws. Option 2 Whenever the wielder lands a melee touch attack, the enemy must pass a will saving throw (DC 20) or his heart and mind is consumed with agonizing lust, any critical hit against effected enemy drives him even crazier, paralyzing for one round. Option 2 +5, flaming burst, whenever the wielder lands a first hit against a new enemy, the enemy must pass a fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. Pathfinder Adventure Path: Wrath of the Righteous Part 2 - Sword of Valor Book: Paperback 22 - 10 - 2013 Product ID: 1540110615401106 The amulet also increases the DC of spells with sonic descriptor you cast by 2. Each hit any of these weapons deals additional 3d6 unholy damage. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or they become nauseated for one round. The first two will have additional quests "Ranhild's Day" and "Unconquered Spirit" for you. They also gain a +2 circumstance bonus on attack rolls against this target. Option 1- +3, grants ferocity as per the universal monster rule. 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 -8 penalty on damage rolls for 2 rounds. Regardless of what you do, you'll get access to the relics (passing the checks will mean a bit of extra XP though). document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); All content cited is derived from their respective sources. Option 2 +4, uses intelligence modifier as a damage bonus, you also use your intelligence bonus for attacks instead of strength (Not clear if both intelligence and strength both grant a damage bonus.). 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. Each time you cast a spell on an enemy, it must pass a reflex saving throw (DC 20) or be entangled in a web for 1d4 rounds, trying to break free each round. Though the enemy becomes immune to bleeding, they suffer -2 penalty to reflex saving throws. Not sure if you care about those, wanted to chime in that the Option 2 for the Ring for the Phylactery of Stevanius actually takes a standard action to activate. Option 1 While wearing this belt a monk can spend 1 ki point to enshroud the targets heartand lungs in the fine veil of emerald. Option 3 +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. Option 1 The owner can activate this item once per day. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Pathfinder: Wrath of the Righteous Army Once promoted to commander of the Fifth Crusade by Queen Galfrey in Act 2 of Pathfinder: WotR, you have the monumental task of leading the crusader. Option 2 +2, ghost touch, whenever this scythe misses a hit it tears the enemys soul a bit, dealing 1d12 negative energy damage. This weapon also has an 18-20 critical threat range. Option 3 +3, +3 bonus to saving throws against fear and nauseated condition. All Traits in Pathfinder Wrath of the Righteous. Option 2 +3, radiant. If you believe your item has been removed by mistake, please contact, This item is incompatible with Pathfinder: Wrath of the Righteous - Enhanced Edition. Option 2 Whenever the wearer of this shirt kills an enemy with a fire spell, they gain immunity to ability score damage and their mental ability scores are increased by +6 for 3 rounds. A successful saving throw negates the blindness and halves the damage. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Whenever the wearer is attacked, the enemy has to pass a reflex saving throw (DC 20) or suffer -10 penalty on damage rolls for 1 round. Whenever the wearer is mounted, and they or their mount confirms a critical hit against an enemy, that enemy is afflicted with the exploding head effect for 1d3 rounds. Im writing this guide to save people the time and effort of testing to figure out []. In addition, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any soruce, it suffers a -3 penalty on all saves for 2 rounds. The effects of multiple applications of this ability do not stack. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. All enemies in a 50 feet cone must pass a will saving throw (DC 32) or suffer 2d4 ability damage to intelligence (doesnt affect creatures with intelligence lower than 3) and become confused for 1d4 rounds. I honestly can't think of a single good bastard sword in Wrath. Wrath of the Righteous. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. Great guide, thank you so much for bringing light to this fantastic game. Bardiche/Heavy Pick (both options come with same enchantments) . Option 2 mental perfection +4, whenever the wearer casts a 9th level spell, all enemies in a 30 feet radius must pass a will saving throw (DC 30) or become unable to cast any spells for 1 round. Option 3 +3, +3 bonus to saving throws against fear and nauseated condition. Option 2 +5, made of crystals and be worn by a druid. Name Type Desc If you are hit, this bonus resets. If they suffer any electrical damage, the armor becomes infused with electricity: for the next round, the wearers attacks deal additional 1d12 electric damage, and the spells with the electric descriptor they cast become quickened, as though using the Quicken spell feat. This shield also deals additional 2d8 points of holy damage to undead creatures. Name Type Desc Location Arrowguard: Buckler: This +4 buckler grants its wielder an additional +3 bonus to AC against ranged attacks. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. Option 2 +3, +2 morale bonus to dexterity. Option 1 +3, deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaeonously. Option 2 +3, radiant. The wear also gains a +1 insight bonus to attack rolls against outsiders. Option 2 +2, this weapon glows with an invisible flame. Option 2 +6 enhancement bonus to charisma and intelligence. 20 units per day. Each time the wielder confirms a critical hit, an enemy is affected with a Burst with Light effect. If demon already summoned, heals for 1d8+5 and +1. Bardiche/Heavy Pick (both options come with same enchantments) . The enemy also suffers -2 penalty to all saving throws until the end of combat. Greater rods can be used with spells of 9th level or lower. This is a guide to all of the restored relics in crusade mode, and what gear you can get from it. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds. Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. Option 1 Whenever you cast a grease spell, all creatures within the affected area must pass a reflex saving throw or suffer 5d6 acid damage. This shield also deals additional 2d8 points of holy damage to undead creatures (Note, when choosing this option it just shows up as an unfinished item when hovering over the tooltip, but it came out as this item.). Option 1- +3, grants ferocity as per the universal monster rule. You become immune to fire damage, but gain weakness to cold and holy damage. (Note, when choosing this option it just shows up as an unfinished item when hovering over the tooltip, but it came out as this item.). It should be noted that some of the relics aren't rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. Option 2 +4, whenever the wearer is hit, gain fast healing 1 (stacks up to 10) until the end of combat. Bardiche/Sling Staff/Trident (Same effects across all three weapons) . Contact Us | Privacy Policy 2016 - 2023 | Gameplay.tips - Game Guides, Walkthroughs, Tips & Tricks, Cheat Codes and Easter Eggs. This bonus can stack up to +5. Act 3 - First Retriever - Padded Armor/Shirt, Act 3 - Unholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe, Act 3 - Chillboar's Hide and Tusks - Shortspear/Spiked Light Shield, Act 3 - Phylactery of Stevanius - Ring/Scythe, Act 3 - Crest of the Fallen Knight - Belt/Chainmail/Shortsword, Act 3 - Faultless Daybreak - Heavy Flail/Light Shield/Scalemail, Act 3 - Stone of Ghostly Pathways - Circlet/Ring/Sai, Act 3 - Wicked Dope - Banded Armor/Quarterstaff, Act 3 - Branch of the Last Ash (Sakoris Map) - Bardiche/Heavy Pick, Act 3 - Attractive Impulse - Gloves/Light Crossbow/Metamagic Rod, Act 5 - Mask of the Facestealer - Belt/Mask, Act 5 - Burning Brand - Bardiche/Sling Staff/Trident, Act 5 - Remains of the Colourless One - Arrows/Breast Plate/Spectacles, Act 5 - Voice of the Cursed Bard - Lyre/Amulet, Zaori's Pin - Circlet - Option 2 is actually +6 charisma and WISDOM. Three times per day you can try to dominate outsiders, this creature has to pass a will saving throw (DC 22) or will be under the dominating effect till the end of the fight. You also get a +1 insight bonus to AC against outsider creatures. (Shows as a flail, even if choosing a club. 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. Option 1 +3, extra 1d10 holy damage on critical hit, 2d10 is x3 multiplier, 3d10 if x4 multplier. To obtain it I had to add the relic to my inventory through toybox. Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. Option 1 Whenever the wearer is fighting defensively and lands a first attack in this condition, the enemy is pushed 10 feet away and is knocked prone for 1 round. Each time the wielder confirms a critical hit, an enemy is affected with a Burst with Light effect. Is it possible to add the names of the completed items to the list? $19.99. You can find them throughout the game by completing different quests,. If you know the specific location of any unique, please leave a comment! The enemy starts doubting that violence is the answer and thus will suffer -1d4 penalty on attack rolls for one round. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. Posted on October 21, 2021 July 14, 2022 By saadtariq Character traits are abilities that are not tied to your character's race or class. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. Option 3 +4, keen, whenever the wielder lands a sneak attack with this sai against a new living enemy that enemy is infested with tiny spiders. Option 1 These glasses allow their wearer to use the Maddening Gaze ability three times per day. 6250gp,+3, Adamantine,On kill summon demon 1x per fight. While activated, all enemies in a 10 feet area around the owner must pass a will saving throw (DC 36) or suffer a -5 penalty on saving throws against mind-affecting spells, -2 penalty on saving throws against enchantment school spells, and become vulnerable to sonic damage for 5 rounds. By carefully nursing the Crusade effort, the army will bounce back strong and healthy. Option 2 Whenever the enemy confirms a critical hit against the wielder of this shield every enemy in a 30 feet area must pass a fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positve energy damage. Moving the relics and remains will mean more people will come to Drezen to pay homage to Delamere. Option 1 This rod grants you the ability to modify up to 6 spells per day so that in addition to their main effect they affect the target with a dominate person spell. $28.99. 20 units per day. Whenever you use shield bash, the enemy has to pass a fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than usual until the end of battle. Option 2 +2, speed, can never become flat footed. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. Option 2 mental perfection +4, whenever the wearer casts a 9th level spell, all enemies in a 30 feet radius must pass a will saving throw (DC 30) or become unable to cast any spells for 1 round. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. As a free action, you can lose HP equal to half your level to grant target creature a +2 bonus to attack rolls, and transform their damage type into force, for 1 round. Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. A successful fortitude saving throw (DC 36) halves the damage. Option 1 +2, whenever the wielder lands a hit with this shortsword the enemy must pass a reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. Option 2 You bound a part of your soul to the ring. Option 1 Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions around you for 2 minutes. Option 1 +2, whenever the wielder lands a hit with this shortsword the enemy must pass a reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. I will try to update this later. Option 2 Whenever the wielder lands a melee touch attack, the enemy must pass a will saving throw (DC 20) or his heart and mind is consumed with agonizing lust, any critical hit against effected enemy drives him even crazier, paralyzing for one round. This effect stacks up to 3 times and persists for 1d4 rounds. 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. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. Whenever this wearer is hit by a non-slashing weapon, they must pass a reflex saving throw (DC 20) or become staggered for the first attack in a round, as well as suffer -2 penalty to attack rolls for one round. Queen's Gratitude. All the wearers bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. They also gain a +2 circumstance bonus on attack rolls against this target. This item will only be visible in searches to you, your friends, and admins. Option 2 +2, speed, whenever the wielder of this shortspear uses the cleave or vital strike feat, the next attack against the affected creature deals additional 3d6 sonic damage. Pathfinder Wrath of the Righteous Unique Shields and Locations. 20 units per day. Option 1 mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. This effect lasts 1d3 rounds. Option 2 You bound a part of your soul to the ring. Option 2 Whenever the wearer of this shirt kills an enemy with a fire spell, they gain immunity to ability score damage and their mental ability scores are increased by +6 for 3 rounds. Once per day you can charge both weapons in your hands with this flame for 10 minutes. N/A. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Has same description as the original relic item, no idea what it does if anything. Whenever you use shield bash, the enemy has to pass a fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than usual until the end of battle. Option 1 +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. Dragon or Giant subtype. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage.