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This amulet makes the wearer's voice stronger and allows it to maintain its power for a longer periods of time. You can cover yourself in an invisible corrupted fire. This amulet adds +2 to the DC for all saving throws against mind-affecting abilities used by the wielder. Limning effect: When a liming weapon is wielded, a pale glow outlines it. It deals an extra 2d6 points of damage against all creatures of evil alignment. This +2 hide barding grants its wearer cold resistance 10 and a +2 competence bonus on saving throws against movement-impairing effects. Whenever the wearer of these boots casts the same spell for the fourth time during the day, their next spell becomes quickened, as though using the Quicken Spell feat. Act 2, Crusader's Camp (Wilcer Garms); Act 3, Drezen Streets (Wilcer Garms). Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. This diadem increases the damage dealt by the kineticist's simple energy blasts by 1d6 points and by kineticist simple physical blasts by 1d6+1. Whenever the wearer of this hat slays an enemy, they get a +2 bonus on attack rolls for 3 rounds. While you are wielding this +2 spiked light shield you deal +1 bonus damage per dice rolled for spells with cold descriptor. The enemy under this condition suffers 2d6 acid damage on a successful hit and 6d6 acid damage if the hit was critical. This belt of Dexterity +4 grants its wearer a +2 competence bonus on Stealth and Trickery skill checks. Option 1 +2 enhancement bonus to wisdom, summoned elementals gain 50 additional hitpoints. This mask doesn't work against Areshkagal's followers and its wearer suffers a -6 penalty on all saves and AC while in Areshkagal's domain. This bonus does not stack with other natural armor enhancement bonuses. This potion can protect you from fire by absorbing first 36 fire damage. Act 3, Drezen (Arcane Weaver); Act 4, Colyphyr Mines Upper level (Kestoglyr); Whenever the wearer of these gloves casts a level 7 (or higher) spell, they get 20 temporary Hit Points for 1 minute. Location Finnean the Talking Weapon: Any: This is a +1 cold iron ghost touch weapon. Act 2, Crusader's Camp, reward from Horgus Gwerm. Option 1 +3, deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaeonously. This +1 light hammer deals an additional +1 holy damage on a hit. Let me know if you find out about Krei. A direct hit deals 1d6 points of fire damage. This breastplate can be worn by druids. This +4 white dragonhide breastplate grants the wearer a cold aura and cold resistance 30. The relic of Baphomet's fire have been fixed with the gloves. 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. Augmented Heart: The primary subject of augmented heart gains a +6 enhancement bonus to Constitution score and fortification 25. This +5 cruel elder corrosive burst elven curve blade grants its wearer a +2 circumstance bonus on attack and damage rolls against exhausted enemies. Multiple applications of this effect do not stack, but extend the effect's duration. This lockpicker's kit grants its owner a +2 bonus on all Trickery skill checks. Whenever the wearer of this helm suffers from negative energy or fire damage, for the next 3 rounds they gain a +2 morale bonus on attack and damage rolls, and their attacks are treated as good-aligned for the purpose of overcoming DR. If the wearer is no longer hidden blur effect stays for 1d4 rounds. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. This +3 leather armor allows its wearer to cast spells from the Plants domain as if they were 2 caster levels higher. This +5 scimitar deals additional 2d6 holy damage on hit. Whenever the wearer of this helmet is under a rage effect, the rage's effect bonuses on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws increase by 1. 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. This +3 Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6 points of cold damage on a successful hit. It also makes enemies sickened for 1d3 rounds upon landing a sneak attack unless they pass a Fortitude saving throw (DC 26). Quicken Spell: Casting a quickened spell is a swift action. 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. This cloak grants its wearer immunity to blindness and dazzle, a +3 resistance bonus on Will saving throws, and the ability to cast prayer spell at will as a 9th level cleric. This +2 tower shield grants its wielder negative energy resistance 10 and a +1 morale bonus on saving throws against fear effects. If you die under this effect, you immediately come back to life with 50 hit points. This amulet in a form of a snake grants the wearer +2 DC on poison spells, all ray spells deal additional (1d6 + 5 points of acid damage. This ammunition deals additional 2 sonic 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. 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. These gloves grant their wearer additional 1d8 bludgeoning damage on hit with unarmed attacks and a +10 competence bonus on Athletics skill checks. Whenever the wearer of this ring is 10 feet from the companion who wears the same ring, they both gain the effect of Back to Back feat. Shock ammunition deals additional 1d6 electric damage on hit. This cloak grants its wearer a +7 resistance bonus on all 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. Act 4, Upper City, Mage's Tower (Storyteller shop). This +3 adamantine battleaxe gives its wielder a +3 competence bonus to attack rolls on the attacks of opportunity. It's sometimes hard for me to connect relics I have created back to the original item on your list. 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. Unholy symbol. If the wearer of this headband has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. 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. In addition, this aura grants all undead allies a +4 circumstance bonus on attack rolls against enemies under fear effects and deal additional 2d6 precision damage on a successful hit against such targets. The owner of this quiver can use it to shoot 20 units of cursed ammunition. Saving throws and opposed rolls are not affected, nor are spells without random variables. This +2 falcata grants its wearer a +5 morale bonus on all Persuasion checks. Whenever the wearer of this hat uses any song, this song also grants fast healing 1 at level 1, fast healing 2 at level 5 and increasing by 1 point every 4 levels thereafter. This ring also grants the wearer a +2 morale bonus on saving throws against all effects that are mentioned in Dead Inside ability. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. This cursed scroll is inscribed in bloody runes on human skin. This cloak grants its wearer a +2 resistance bonus on all saving throws. Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to 5d6. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +1. Summons an Imp Devil familiar. Scroll of Wings of Freedom - You gain a +2 bonus on saving throws against ground effects for 1 hour. Whenever the wielder of this +2 cold iron dueling sword confirms a critical hit with it, the target become sickened for 1d4 rounds. It can be read as a free action. However, everybody in the party take 10d6 fire damage. This cloak of resistance +4 grants the wearer +2 insight bonus to AC against flying creatures and summoned creatures. Bonuses of the same type usually don't stack. Under its effect, all your fire spells deal additional 2d6 unholy damage. This +4 mithral tower shield gives the wielder DR 5/good and a -2 penalty to attack rolls against evil characters. The type of the summoned creature depends on the caster's character level. It also grants a +4 bonus on saving throws against mind-affecting conditions. Once per day the owner of this silver mirror can spend a standard action to look into it and gain a +4 bonus to Charisma ability score for 1 hour. Act 4, Middle City, secret room in Latverk's house (DC 38 Perception). This sacred weapon provides spell resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her. I have looked far and wide how to actually START this relic quest for Gravesinger but I cannot find an answer. For 1 minute you gain a +8 bonus to all ability scores and become immune to mind-affecting effects. The wearer can fully embrace the power of these braces, allowing them to turn all their energy attacks into electrical. 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. It grants the wearer a +3 competence bonus on touch attack rolls. Asmodeus This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. Act 3, DLC3, Island 8. This weapon, skillfully forged from bright steel, is a +1 dagger. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. This +2 mithral heavy shield grants its wielder DR 5/magic. If anyone reads this book, she permanently gains a +2 inherent bonus to her Constitution score. This weapon is good on healers, who can have their AI disabled to time heals well, and ignore up to one crippling debuff per encounter. Some quests are time-limited and some are only available based on the Appearance This ring grants its wearer DR 10/- and immunity against movement-impairing conditions. Whenever this +5 speed scythe hits a non-incorporeal enemy, it deals 2d6 additional precision damage. Whenever this +1 light mace confirms a critical hit, it deals additional 1d8 damage. Its wielder can cast the horrid wilting spell 3 times per day as a 15 level wizard. Every creature within 5 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or be stunned for 1d3 rounds. Act 3, Storyteller Relic (Restored from Shards of Knight's Bracer found in Act 2, Drezen, Prison). It grants the wearer the ability to take control over an enemy for 3 rounds once per day. It gives the wielder a -2 penalty on attack rolls made with it. This +5 freezing light mace is emanating an aura that makes enemies in a 10 feet radius suffer a -2 penalty to attack and damage rolls with ranged weapons. Act 3, Midnight Fane (Near Playful Darkness (Per 28 check)). Each time the wielder confirms a critical hit, an enemy is affected with a Burst with Light effect. These effects persist for 1 hour, during which demons take a -4 penalty on saving throws against the drinker's spells and spell-like abilities of the shadow subschool. Lesser rods can be used with spells of 3rd level or lower. This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. Additionally, her Precise Strike ability now adds 1.5 of her duelist level as a bonus to her damage rolls. Two next attacks you land will result in critical hits. 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 ring grants its wearer +1 extra attack with the highest attack bonus when making full attack action, stackable with Haste and similar effects. It gives the wielder a -2 penalty on attack rolls made with it. This +5 haramaki increases the DC of saving throws against all necromancy school spells the wearer casts by 2. 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 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. Act 4, Upper City (Cambion Defiler in Vellexia fight). Touching the handle is enough to sense the latent evil within this weapon. This rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. These spectacles grant the wearer a +5 competence bonus on Perception and Trickery skill checks. This +2 leather armor grants its wearer DR 2/melee. 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. This +5 adamantine full plate mail grants its wearer 10 DR/-, immunity to cold and fire as well as all combat maneuvers. Whenever the wearer of this +5 leather barding suffers 30 or more damage in a single hit, he gets the effect of winds of vengeance spell for 1 minute. 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. Each penalty stacks up to 5 times. 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. Valve Corporation. The Fate of the Unholy Symbol of Rovagug is a Decree in Pathfinder: Wrath of the Righteous. Encouraging Spell: Any morale bonus granted by an encouraging spell is increased by 1. Act 4, Lair of the Echo of Deskari (Angel only). 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 Extend Spell feat. Act 5, Skeletal Salesman (Personal Protection Equipment). Secondly, spells and spell-like abilities that target the wearer are turned back upon the original caster. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its constitution score. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Whenever this +2 scythe lands a hit, it deals its weapon damage to all adjacent enemies. Bonuses of the same type usually don't stack. Act 5, Skeletal Salesman (Magicional Mysterical Spellthingies). Treasure of the Midnight Isles (standalone). (Lich only). When Lich wears this cloak his Lord Beyond the Grave grants additional +4 bonus to Strength, Dexterity, and Charisma ability scores. This rod grants its wielder the ability to make up to six spells they cast per day quickened as though using the Quicken Spell feat. DC of saving throws against spells and abilities they use is increased by 2. Such mark can only be on 1 target at a time. Option 1 +4, thundering, whenever the wielder lands a hit with this sai, they gain +1 bonus to damage rolls with this sai until the end of combat. Once per day you may use this item to grant your party total concealment against ranged attacks for 1 minute. Pipefox provides a +3 insight bonus on Knowledge (Arcana) and +2 insight bonus on Perception skill checks. 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. Bonuses of the same type usually don't stack. This book allows you to summon a demon or angel once per day. This +1 quarterstaff adds +1 to the DC for all Will saving throws against spells the wielder casts. The wearer of these bracers of armor +8 automatically confirms critical hits against chaotic enemies. This +5 vicious sacrificial falcata allows its wearer to deal additional 3d6 slashing damage against Medium and smaller enemies on hit. I found an unnamed brilliant energy handaxe in act 5 on one of treasure islands (dlc 3). If anyone reads this book, she permanently gains a +2 inherent bonus to her Intelligence score. Saving throws and opposed rolls are not affected, nor are spells without random variables. Additionally, once per day this hat can make any spell quickened. Bonuses of the same type usually don't stack. This +5 thundering falchion grants its wearer a +5 competence bonus to CMB. This +4 breastplate grants its wearer DR 2/-. Thanks for making it. 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 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. It also allows its wielder to count neutral enemies as evil upon using Smite Evil ability. Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. Each hit with any of these weapons deals additional 3d6 unholy damage on hit. Act 3, Relic Decree (Altar of the First Retriever). This +1 breastplate grants its wearer sonic resistance 10. This is an intermediate step of relic creation. This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. The condition lasts for 4 rounds. 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. This cloak grants its wearer the ability to cast heroism spell once per day as a 3rd level wizard. This +5 leather armor grants its wearer resistance to electricity 30. It is not very complicated: Have a cleric with pilar of life spell (level 5 spell). These boots allow their wearer to add half their rank in Perception skill to damage on their first attack with a ranged weapon every round. Restored in Act 2. Option 1 Whenever the wielder confirms a critical hit with any bow, the enemy starts losing mind, thus suffering -1 damage to intelligence, wisdom, or charisma. It is also believed that worshipers are rewarded for their piety with prime pieces of trash, which wash up on their beach.3Many of her minion goblins drown due to her obsession.1 Home All goblin hero-gods reside in Basalfeystin the Abyss.4 Unholy symbol Zogmugot's unholy symbol is a seaweed-draped, dripping treasure chest.5 References Whenever the wearer of this cloak of resistance +2 is under a Rage effect, they gain a +2 attack bonus on attack rolls against wounded enemies. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Act 2, Crusader's Camp (Wilcer Garms), Wintersun. This sacred weapon provides spell resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her. 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 +5 chainmail grants its wearer a +5 competence bonus on Persuasion skill checks made to intimidate. A single enemy can be a subject to this effect only once. From Zacharius (must be on good terms), Lich path. Trickster confirmed), Act 2, Lost Chapel (from Duality of Conjuration and Summoning). On a critical hit, it deals 1d6 sonic damage per two caster levels of the wielder to all enemies in 15 feet area. Act 3, Areelu's Laboratory (Perception 32). This torch, while equipped, grants the owner's bow a limning effect. 86 - 95: owner is affected with the effect of confusion spell for 1d4 rounds in the beginning of the next combat. 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. This item will only be visible to you, admins, and anyone marked as a creator. All enemies within a 10 feet range must pass a Reflex saving throw (DC 23) or suffer 1d6 holy damage for 1d4 rounds. The wearer of these boots adds their rank in Athletics skill as a bonus to the damage roll on a successful charge attack. This +4 heavy shield grants its wielder immunity to cold and a +1 bonus to AC against Medium and smaller creatures. Option 2 +2 enhancement bonus to strength. 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. The Grave Singer greataxe is obtained through the Unholy Symbol of Rovagug decree chain. While the ability is active, the wearer suffers 2d6 fire damage (this damage bypasses all resistances and immunities) per round but deals the same amount to enemies with every melee attack that hits. These goggles grant their wearer a +2 bonus on damage rolls against swarms. Bane Living: A bane weapon excels against certain foes. This +5 adamantine chainshirt makes its wearer immune to ability score damage. The wearer of these glasses is always under effect of the true seeing spell. 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. Effect can be applied once per creature. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls, and AC. Each time the wielder kills a living creature using boneshaker, vampiric touch, boneshatter or exsanguinate spell, the rod recovers one daily use. Act 3, Midnight Fane, secret door behind Deskari shrine (Perception 35, Arcana 42). This is a guide to all of the restored relics in crusade mode, and what gear you can get from it. 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 partially skinned. 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. Whenever two creatures wearing different halves of this pendant are within a 10 feet distance to each other, each gets a +2 circumstance bonus on attack rolls and a +2 circumstance bonus to AC. A successful saving throw negates the blindness and halves the damage.