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Whenever its wielder casts spells with force descriptor, they deal +2 damage per dice. This benefit doesn't stack with any other effects that expand the threat range of a weapon. If the target fails a DC 24 Reflex saving throw, it becomes ensnared by the chain. Pathfinder: Kingmaker. Good chars only, Chest behind the sun/moon puzzle, Dwarven Ruins/Trobold bottom floor, +3 Wisdom; cast Angelic Aspect once a day as a 9th level wizard, Negative Energy Resistance 30, Fire, Cold, Electricity, Acid resistance 10, cast Searing Light once a day as a 5th level cleric, +8 enhancement bonus to Strength and increases their movement speed by 20, Semi-random artisan reward, Dragn - South Narlmarches Mastercraft Item, +5 competence bonus to Trickery checks +3 resistance bonus to Reflex saving throws. This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day. Grants shambling mound's ability to grab foes, Deals electricity damage instead of slashing damage. It appears where you designate and acts according to its initiative check results. Acid bombs launched from this mace deals 3d6+5 acid damage on a direct hit. This +1 light hammer has a 19-20/x3 critical range. The soul within the Ovinrbaane can manipulate reality around its wielder, allowing them to cast a mall assortment of spells from Abjuration and Transmutation schools. This +5 holy axiomatic longsword grants its wielder the ability to cast searing light spell as a 10th level cleric at will. Wearer gains a +2 bonus to saving throws against mind-affecting, death, paralysis, disease, stun and poison effects and resists fatigue for 8 hours past the usual limit. When you have a touch spell charged, the weapon's enhancement bonus is +2 better than its actual bonus. This +5 flaming greatsword deals additional 2d6 divine damage on hit. Given by the Herald of Nethys, Kaessi's quest. This allows the option of experiencing alternate campaigns like the hero of Varnhold, or heading into Tenebrous Depths to test all sorts of parties.. Related: Pathfinder Kingmaker … Cannot be equipped by good or lawful characters, Dropped by Bandit Leader, Lone House, top left. Building your character in Pathfinder: Kingmaker can be as complicated or as simple as you want it to be. This +2 quarterstaff grants its wielder the ability to cast fire snake spell twice per day, and burning hands spell at will. Removing the ring will immediately remove all bonuses from it. Composite energy blasts instead deal an additional 6d6/6d6+6. Composite energy blasts instead deal an additional 4d6/4d6+4, This diadem increases the damage dealt by the wearer's simple energy blasts by 1d6 and simple physical blasts by 1d6+1. -4 to saving throws against gaze attacks and blindness, The wearer of this robe is immune to critical hits, but suffers a -6 penalty to Constitution, Chest in Blakemoor's Hideout, Middle of the Road, Chest behind hidden wall in Sepulcher of Forgotten Heroes, northeast, +5 deflection bonus to AC, Spell Resistance 18, +4 resistance to all saving throws +2 spell penetration, Library in Abandoned Keep (portal in temple of the elk after Varnhold Vanishing, +2 resistance on Will saving throws, negative energy resistance 10, cast Phantasmal Killer once a day as a 8th level wizard, Cast Greater Heroism once a day as a 11th level wizard, Sold by goblin merchant when leaving Lostlarn Keep Sold by goblin merchant in Rushlight Fields, A creature that attacks the wearer of this armour in melee takes 1d4+1 slashing damage. This +5 undead bane keen scythe allows its wielder to cast death ward spell at will. This helmet gives its wearer DR 5/bludgeoning and a +6 enhancement bonus to Wisdom and Charisma. It also grants its wielder the ability to cast empowered magic missile spell at will. Whenever you score a critical hit with this weapon, your opponent becomes stunned for 1d4 rounds. +6 to Saving throws against Fear. This weapon is a +2 giant bane heavy pick. Whenever the wielder of this weapon successfully lands a hit, the target must succeed at a Fortitude saving throw (DC 15) or be injected with acid that deals 2d4 damage every round for 3 rounds. Whenever this +3 cold iron sickle lands a hit, its target has to succeed on a Fortitude saving throw (DC 17) or suffer 1d4 Dexterity damage. This +1 crossbow has a chance to slow the enemy on hit. strong enough to destroy any thing from the First World and Golarion as if Groetus was guiding your hand. Flaming weapon is sheathed in fire that deals an extra 2d8 points of fire damage on a successful hit. Pathfinder Kingmaker Builds – Linzi the Bard. This +5 sickle grants its wielder a shambling mound's ability to grab their foes. A holy weapon is imbued with holy power. Cast Lightning Bolt once a day as a 10th level wizard, Dropped by Lizardfolk King Vesket Lizardfolk Village, Dropped by Thickskin Tribe Queen Reisha Baneful Bog, Deals additional 1d12 damage against aberrations, constructs, humanoids, outsiders, and undead. This weapon is a +5 furious greater frost oversized bastard sword. Instead of becoming fatigued after raging, the wearer takes 1 damage per 2 rounds spent raging, This belt grants its wearer a +8 enhancement bonus to Dexterity and Constitution. This +5 greatclub deals additional 2d6 negative energy damage on a hit, and has a chance to cast vampiric touch on a critical hit. +6 competence bonus on Perception checks +2 bonus to ranged attack rolls. Dropped by Cephal Lorentus, Vordakai's Tomb level 2, +4 morale bonus to Constitution, a +2 morale bonus on Fortitude saving throws, and the ability to cast Resist Sonic twice a day as a 4th level wizard, +2s6 force damage on hit; +4 to spell pen if chaotic; +6 CON checks if lawful; +2 spell pen and +3 on CON checks if neutral, Semi-random artisan reward, Kimo - North Narlmarches Mastercraft Item, Cast Summon Monster VIII twice a day for 15 rounds and Glitterdust at will as a wizard of equal level to the wielder's character level, +3 morale bonus on Persuasion skill checks when used to intimidate, and the ability to cast Remove Paralysis once a day as a 4th level cleric. This +4 shortspear deals negative energy damage. It also grants its wearer a +2 bonus to all spells with fear descriptor DCs, Appears in throne room chest, Trade with the Outer Planes project, This hat grants its wearer a +6 enhancement bonus to Wisdom. A fully illustrated, wire-bound book with clear instruction for teaching Pilates to people with Parkinson’s. This +5 elven curve blade is a bane weapon against creature of every type except undead and constructs. Weapon deals an extra 2d6 points of acid damage on a successful hit. A +4 bonus on all saving throws against poison. This ability doubles the threat range of a weapon. videogame_asset My games. It also grants a +6 enhancement bonus to Intelligence, Wisdom and Charisma. This modifier to damage is not increased for two-handed weapons, but still reduced for off-hand weapons. Deal 3d6 cold dmg instead of usual dmg. Owner of this item gets +2 enhancement bonus to attack with touch spells. Weapon Proficiency is a Feat in Pathfinder: Kingmaker. This weapon is a +5 dragonbane longspear. Explore and conquer the Stolen Lands and make them your kingdom! It adds +2 to the wearer's caster level when they cast a Necromancy school or Summoning subtype spell for the purpose of calculating all level-variable effects of that spell. This helmet gives its wearer DR 2/- against ranged attacks, DR 10/- against falling and thrown rocks, and the ability to cast Good Hope and Crushing Despair once a day (Caster level 11, DC 17). This wounding battleaxe deals 1 point of bleed damage when it hits a creature. This +5 undead bane dagger grants its wielder a +2 bonus to death effect's DCs and saving throws against them, and deals additional 1d6 positive energy damage. In my Pathfinder: Kingmaker Chargen guide, I mentioned towards the end the four classes I would recommend for new players, mostly for their ease of use and utility. This +5 holy composite longbow grants its wielder blindsense. Can only be worn by Regongar, This cloak grants its wearer the ability to cast Heroism once a day as a 2nd level wizard, Appears in throne room chest at 140 community (? Whenever the wielder succussfully performs a combat maneuver, Mastery also deals damage to its target as if it landed a hit. Hidden chest left of Lizardfolk Village walls. Guiding Beacon is a quest in Pathfinder: Kingmaker. When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This +5 composite Longbow has 19-20 critical range. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. It also deals an extra 2d6 points of damage against such foes. It grants the ability to cast Vampiric Touch 3 times a day, with a caster level equal to character level. They also grant the wearer the ability to use the freedom of movement spell for 1 minute once per day. Can be used by druids, Positive and negative energy resistance 10; cast Daze once a day as a 1st level wizard, +4 morale bonus on saves against fear effects, Key-locked chest on ramparts of Dwarven Ruins/Trobold, +4 enhancement bonus to Constitution; cast Aspect of the Wolf once a day as a 10th level druid, Cast Fireball once a day as a 5th level wizard and Fire resistance 10, Protection from critical hits and sneak attacks.
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