On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard. In this guide it should be noted that some of the relics arent rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. Find this claw in Leper's Smile and the Storyteller will direct you to Terendelev's Lair, where the Golden Dragon Mythic Path is unlocked. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. Other Pathfinder Wrath of the Righteous Guides: Unique Items List; Cheats (Trainer and Mod) Secret Ending; All Pathfinder WotR Guides; Unique Items List. 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 (This one currently shows up as null when moused over in crusade mode.). A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. Option 1 +2, Radiant, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. Option 2 +2, ghost touch, whenever this scythe misses a hit it tears the enemys soul a bit, dealing 1d12 negative energy damage. This effect stacks up to 3 times and persists for 1d4 rounds. Option 2 Whenever the wielder of this ammuntion lands a hit, the enemy must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. Option 1 -5 penalty to mobility skill checks, electricity resistance 30. Option 3 +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. They also gain a +10 competence bonus on lore (nature)skill checks. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. The wearer can choose to suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. Option 3 You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. Mask (These take up the helmet slot rather than the eye slot, despite it being a mask.). Option 1 +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. Option 1 +3, whenever the wielder lands the first hit in a round against an enemy, that enemys consciousness and love to all life awaken. Option 1 +4, -2 to attack rolls and constitution, electricty resistance 30. Whenever a creature hits them with a melee attack, that creature suffers 1d6 piercing damage. Effects dont stack. How to get ALL Storyteller Relics for some of the BEST Items in the game! Please see the. 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. This effect stacks up to 3 times and persists for 1d4 rounds. Option 2 +5, made of crystals and be worn by a druid. This is a guide to all of the restored relics in crusade mode, and what gear you can get from it. A successful saving throw negates the blindness and halves the damage. While in this state you share an unbreakable bond, while under this effect all members get an additional attack of opportunity per round. You become immune to fire damage, but gain weakness to cold and holy damage. Likewise, some of the act 5 relics can be obtained in act 4, but cannot be restored until act 5. When you are hit by an enemys attack of opportunity, they enemy must pass a reflex saving throw (DC 15) or suffer 2d6 acid damage. Wrath of the Righteous. Option 1 +3, adamantite, grants +2 additional daily uses of lay on hands, fervor, and channel energy class abilities, if you possess them (applied after rest). 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 1 This amulet makes the wearers voice stronger and allows it to maintain its power for longer periods of time. Required fields are marked *, Commentdocument.getElementById("comment").setAttribute("id","a12acad173dbdb18ec855259cd8a535c");document.getElementById("f756645e86").setAttribute("id","comment"), All Restored Crusader Relics in Pathfinder Wrath of the Righteous. You gain +4 bonus to saving throws against mind-affecting effects, emotions, confusion, fear, death, and compulsion effects, but a -2 penalty to saves against poison, elemental, paralyzing and movement impairing effects. Crossbow of Judgement (Enemy Near Nameless Ruins) Tyranny of Mind (From Enemy in the Northeast (All Elemental fight)) Crest of Mallander Linds, the Fallen Knight (Level 4 demon encounter) Magician's Ring (Top Right Corner of the Map middle encounter) Belt of Giant Strength/Chillroar's Hide and . 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. Option 2 +2, this chainmail partially absorbs magic from chaotic or evil creatures. Option 1 +3, whenever the wielder casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round. 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. Option 1 +2 enhancement bonus to wisdom, summoned elementals gain 50 additional hitpoints. Otherwise, take Delamere's Armor and Delamere's Bow for yourself. However, whenever the wearer lands a first hit in melee against a new enemy the target must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. 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.). Greater rods can be used with spells of 9th level or lower. Queen's Gratitude. Option 3 +2 enhancement bonus to intelligence. On a critical hit it hits so hard that enemy would need to pass a fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. All the wearers bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. 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. The amulet also increases the DC of spells with sonic descriptor you cast by 2. Option 2 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. Option 2 If the companions of the wearer of this ring attack the same target as the wearer, they deal additional 1d6 points of precision damage with each successful melee attack. Likewise, some of the act 5 relics can be obtained in act 4, but cannot be restored until act 5. Each round it tries to pass a will saving throw (DC 20) against the effect, if the save was successful the damage is halved. It also has to pass a fortitude saving throw (DC 19) or all bludgeoning damage it receives will be multiplied by 1.5 until the end of combat. Option 2 If the companions of the wearer of this ring attack the same target as the wearer, they deal additional 1d6 points of precision damage with each successful melee attack. Temple of the Good Hunt walkthrough - Pathfinder: Wrath of the Righteous You'll find this temple slightly west of Drezen. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. Option 3 +2, whenever the wielder of this weapon is paralysed, staggered, stunned, petrified, or entangled, they suffer the weapons damage and immediately remove such an effect. 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. Option 1 -5 penalty to mobility skill checks, electricity resistance 30. 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. I couldnt find the source for this relic, if you know then please let me know. All critical hits against this creature deal additional 3d6 piercing damage. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. ), Bardiche/Sling Staff/Trident (Same effects across all three weapons). Content For This Game Browse all (11) Pathfinder: Wrath of the Righteous - Season Pass 2. Some quests are time-limited and some can only be completed with certain companions. Required fields are marked *. If you are hit, this bonus resets. Option 1 +6 enhancement bonus to charisma and intelligence. Option 1 mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. Instead it deals (1d6 + 1 per two caster levels) points of damage. Play crusade 60 days straight until you have 1-2 fortresses left. (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.). The wearer can choose to suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. Has same description as the original relic item, no idea what it does if anything. 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. Option 2 +6 enhancement bonus to charisma and intelligence. Option 1 +2, Radiant, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. Bugged. Option 3 You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. A successful saving throw negates the blindness and halves the damage. Option 2 This item grants its wielder the ability to deal 10d10 sonic damage as a standard action to a single target three times per day. 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.). Under its effect, all your fire spells deal additional 2d6 unholy damage. This bonus can stack up to +5. However, whenever the wearer lands a first hit in melee against a new enemy the target must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. Option 2 +3, speed, whenever the wielder lands a hit with this sai on a summoned creature, it deals additional 1d12 piercing damage. 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. Multiple applications of this effect dont stack. The enemy starts doubting that violence is the answer and thus will suffer -1d4 penalty on attack rolls for one round. You can choose one creature at a time to concentrate on a pulsating beat of its heart. 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. 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. Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. You need to sign in or create an account to do that. This web also deals 1d6+3 bludgeoning damage each round. Whenever a creature hits them with a melee attack, that creature suffers 1d6 piercing damage. Option 2 You can cover yourself in an invisible corrupted fire. Its difficult to see through them thus the wearer suffers a -2 penalty to attack rolls. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. Option 2 +4 physical perfection, whenever the wearer kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. Look for SarenraeLifeSourceScalemailItem & SarenraeObliteratingLightScalemailItem. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. Bardiche/Heavy Pick (both options come with same enchantments) . This is a guide to all of the restored relics in crusade mode, and what gear you can get from it. The creature is staggered and loses 1 hit point each round. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. Each hit any of these weapons deals additional 3d6 unholy damage. This item will only be visible in searches to you, your friends, and admins. 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 3 +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. N/A. Bardiche/Heavy Pick (both options come with same enchantments) . Option 2 +2 enhancement bonus to strength. The effects of multiple applications of this ability do not stack. Option 1 +2 enhancement bonus to wisdom, summoned elementals gain 50 additional hitpoints. While under this effect, an enemy thats attacking the wearer must pass a reflex saving throw (DC 17) or suffer 3d4 piercing damage. Option 1 Whenever the wearer of this ring deals sneak attack damage for the first time in a fight against an enemy, that enemy becomes filled with paranoia. Regardless of what you do, you'll get access to the relics (passing the checks will mean a bit of extra XP though). Option 2 +3, radiant. I will try to update this later. Option 1 +2, this shortspear absorbs water from the target on each hit. Option 1 The owner can activate this item once per day. 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. 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. 6250gp,+3, Adamantine,On kill summon demon 1x per fight. The affected creature suffers 1d4 unholy damage for each scorch. Mask (These take up the helmet slot rather than the eye slot, despite it being a mask.). Option 2 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. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. 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. You also get a +1 insight bonus to AC against outsider creatures. Posted on October 26, 2021 May 27, 2022 By saadtariq Seelah Quest Guide. Valve Corporation. 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. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. Whenever you or your party members attack using the rapid shot feat, they dont suffer a -2 penalty to attack but gain a +2 bonus to damage instead. Pathfinder Wrath of the Righteous Relics Copy of Sheet1 Soulshear Glaive,+3, Adamantine,+2 daily uses of lay on hands, fervor and channel energy. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. 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. I assume they correspond to the order Ive listed the options, but not entirely sure. 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. Option 1 Bugged. All rights reserved. This shield also deals additional 2d8 points of holy damage to undead creatures. Option 2 +2, speed, can never become flat footed. Wrath of the Righteous leaves a memorable mark on the throwback-style RPG genre, with strong companion personality and turn-based combat. 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. 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. Option 1 +4, -2 to attack rolls and constitution, electricty resistance 30. 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. The enemy also suffers -2 penalty to all saving throws until the end of combat. Option 2 You bound a part of your soul to the ring. This weapon also has an 18-20 critical threat range. 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. This item will only be visible to you, admins, and anyone marked as a creator. 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. I'm not joking. 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. This effect lasts 1d3 rounds. Quests can provide unique adventuring experience, as well as powerful gears and treasures. If demon already summoned, heals for 1d8+5 and +1. It is only visible to you. Option 2 +3, unholy, whenever the wielder lands a hit, the enemy must pass a will saving throw (DC 20) or their armor is sundered for 1d3 rounds. Each round it tries to pass a will saving throw (DC 20) against the effect, if the save was successful the damage is halved. If you are hit, this bonus resets. You are set! $28.99. This is a great guide. You also get a +1 insight bonus to AC against outsider creatures. 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. Greater rods can be used with spells of 9th level or lower. Option 1 +5, made of crystals and can be worn by a druid. If an attack of opportunity was a critical hit, the enemy is staggered. 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. Home Guides Pathfinder: Wrath of the Righteous - All Restored Crusader Relics Guide Pathfinder: Wrath of the Righteous - All Restored Crusader Relics Guide September 22, 2021 3 This is a guide to all of the restored relics in crusade mode, and what gear you can get from it. 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. :: Pathfinder: Wrath of the Righteous - Enhanced Edition General Discussions Content posted in this community may not be appropriate for all ages, or may not be appropriate for viewing at work. Option 1 +2 enhancement bonus to wisdom, summoned elementals gain 50 additional hitpoints. Option 1 +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. (Anyone else feel like this weapon could be crazy insane on a trickster into legend build? No more wasting time on relic projects hoping you will get some useful item in the end! Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. The wear also gains a +1 insight bonus to attack rolls against outsiders. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. Maddening Gaze: As a swift action, you can look in a certain direction. It's sometimes hard for me to connect relics I have created back to the original item on your list. If you're on the Lich path, you can raise her and add her to your party. 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. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. Im writing this guide to save people the time and effort of testing to figure out []. There are a few other crossbows that are quite good, but Mythslayer is still the best one among: Rolling Thunder. 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. 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.