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This choker protects the wearer from losing their head, and not only in bed. This unholy symbol contains the soul of Nahyndri's long-dead Archpriest. Whenever the wearer of this ring hits 2 or more enemies with a single spell, it grants the wearer total concealment against ranged attacks for 2 rounds. Act 5, Ineluctable Prison, (Lich Path, Bring Kestoglyr). The spell no longer applies precision damage. 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. A successful saving throw negates the blindness and halves the damage. This belt, adorned with a buckle shaped like a stylized shooting star, grants its wearer a pale semblance of the powers once wielded by the immortal warrior wizard himself. They also double bonuses to AC, attack rolls and Reflex saving throw from Haste spell cast upon the wearer. You gain an additional use of the Smite Evil ability per day permanently. When this effect ends, you must make a successful Fortitude saving throw (DC 25) or become stunned for 1 round. This bonus does not stack with other natural armor enhancement bonuses. It gives the wielder a -2 penalty on attack rolls made with it. Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. 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). This +1 breastplate grants its wearer sonic resistance 10. This +5 flaming burst javelin grants its wielder a +5 competence bonus on Mobility checks. If the wielder confirms a critical hit, the enemy instead suffers 1d10 acid damage per round for 2d3 rounds. The wielder takes a -3 penalty to their Charisma ability score. This penalty stacks up to -5. This belt grants the wearer a +2 enhancement bonus to the Constitution score. This cloak grants the wearer a +3 resistance bonus on Will saving throws. Act 5, Crusade event with Mephistopheles (Legend mythic path). Act 1, Defender's Heart (Joran Vhane shop). It's sometimes hard for me to connect relics I have created back to the original item on your list. It also grants a +15 competence bonus on Intimidation skill checks. These boots give the wearer a +4 enhancement bonus to Dexterity ability score. This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. This amulet of natural armor +8 grants its wearer immunity to fire and acid. 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. 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. WebThe earliest recorded appearance of a spawn of Rovagug, in ancient Ninshabur, was of Festering Ulunat, the Unholy First, whose immortal carapace towers over Osirions All the wearers bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. Act 3, Midnight Fane (Near Playful Darkness (Per 28 check)). This bolt can not miss. Act 4, House of Silken Shadows, need to keep the secret of the Nahyndrian Crystals from Shamira. Act 3, Relic Decree (The Phylactery of Stevanius The Rotten). It also grants the wearer a +2 bonus on caster level checks made to overcome spell resistance, +4 bonus to concentration checks, and spell resistance 18. Option 1 +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. This +5 full plate mail grants its wearer immunity against fear and compulsion effects. Enemies can only be affected by this aura once. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its constitution score. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. This robe grants its wearer +2 circumstance bonus to Wisdom ability score. Whenever the wearer of this cloak lands a killing blow, they are affected by Greater Invisibility spell as it was cast by 15th level wizard. Profane Vigor: A summoned creature gains a +2 profane bonus on attack rolls, saves, and skill checks. All allies, including the wearer, within 30 feet gain a +2 bonus to weapon damage rolls and a +2 bonus on saving throws against attacks made or effects created by chaotic creatures. While wielding this +5 thundering burst spear, all creatures summoned by the wielder deal additional 1d6 sonic damage. This +4 mithral chainshirt grants its wearer a +4 bonus on Reflex saving throws and a +10 competence bonus on Mobility checks. Summons a pet owlcat. This +3 mithral full plate grants the wearer additional Spell Resistance 23. Limning effect: When a liming weapon is wielded, a pale glow outlines it. Whenever the wearer casts a spell with fire descriptor, its saving throw DC is increased by 2. Once per combat these goggles allow their wearer to cast hellfire ray, using their character level instead of spell level, as a free action. The enemy also suffers -2 penalty to all saving throws until the end of the combat. However, the wearer gets electricity resistance 30. Whenever the wearer of this headband of Intelligence +6 lands a hit against a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or become dazzled for 3 rounds. Whenever this +4 ultrasound punching dagger lands a hit on a flat-footed or helpless target, the target suffers additional 2d6 sonic damage. It also deals an extra 2d6 points of damage against such foes. This weapon, skillfully forged from bright steel, is a +1 dagger. Bonuses of the same type usually don't stack. Whenever the wearer of this belt of Dexterity +6 confirms a critical hit, for the next 3 rounds the wearer gets +2 circumstance bonus to attack and damage rolls. This robe grants the wearer an additional +1 bonus to AC whenever the wearer is under the effect of a mage armor spell. The enemy also suffers -2 penalty to all saving throws until the end of combat. It also grants one additional attack of opportunity per round. This book grants a +1 insight bonus on Perception and Stealth skill checks, Lost Chapel; Drezen Barracks (first floor) after capturing Drezen, This book grants a +1 shield bonus to AC against Demons. The wearer of this +5 mithral fullplate is immune to mind affecting conditions and "can not attack" condition. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. 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. If the effect occurs while the previous creature is still alive, it disappears, and the new creature is summoned instead. This token grants its wearer a +2 circumstance bonus to Charisma and a +5 circumstance bonus to Persuasion skill checks. 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. This rod grants its wielder the ability to make up to three spells they cast per day maximized as though using the Maximize Spell feat. If the wielder is a Lich, spell cast from this wand ignore any spell resistance the target might have and also require two successful consecutive saving throws instead of one. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. When the wearer assumes a major form, they gain a +2 racial bonus to Strength, Dexterity, and Constitution ability scores. If this charge results in a killing blow, it summons one CR 19 gallu to fight alongside you for 1 minute. Whenever the wearer of this ring deals damage to an enemy for the first time, the enemy suffers a -2 penalty on saving throws against hexes for 1 minute. Whenever an enemy confirms a critical hit against the wearer of this +1 padded armor, they must pass a Fortitude saving throw (DC 16) or become unable to attack with a weapon for one round. These bracers of armor +4 increase the save DC against all Enchantment school spells they cast by 2. 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. The belt grants its wearer a +6 enhancement bonuses to Strength, Dexterity, and Constitution ability scores. The poison deals 1d3 Constitution damage per round for 3 rounds. Act 4, Ten Thousand Delights, Reward for killing Chivarro. This weapon is a +5 adamantine glaive. This effect can be activated up to three times per day. 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. 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. It would also make it easier to exchange one for the other using ToyBox if necessary. A single enemy can be a subject to this effect only once. Whenever this +1 heavy crossbow makes its first attack during a round, it shoots two bolts at once. Position your team in [], After writing down the possibilities, i figured out the answer to the Blue Glyph puzzle at the Core Of The Riddle. Option 2 +2, ghost touch, whenever this scythe misses a hit it tears the enemys soul a bit, dealing 1d12 negative energy damage. The owner of this quiver can use it to shoot 20 units of shock speed ammunition per day. While under this effect, any failed save by the enemy makes it suffer 3d6 fire damage. This weapon is a +6 cold iron longsword. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. These gloves grant the wearer a +4 bonus to ranged touch attack rolls and a +5 competence bonus on Use Magic Device skill checks. Extend Spell: An extended spell lasts twice as long as normal. 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. Whenever the wearer of this mask hits an enemy with a bite attack for the first time in a round, they immediately make another bite attack with the full attack bonus. In addition, whenever the wearer of this belt confirms a critical hit with a natural weapon, the enemy must pass a Will saving throw (DC 28) or become vulnerable to negative energy and unholy damage for 2 rounds. Summons a tiny pet sovereign dragon. 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. The Unholy Book and Book 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. This helmet can be used once per day to summon an ancient black dragon to fight alongside the wearer for an hour. Sonic ammunition deals additional 1d3 sonic damage on hit. The wearer gets a +2 bonus to their AC and saving throws against all attacks made by the chosen enemy, until the wearer chooses another one. Given at the start of the final dungeon if you never accept Nocticula's profane gift (possibly requires no demonic gifts?). You become immune to all damage for 3 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. 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. Saving throws and opposed rolls are not affected, nor are spells without random variables. If the wearer has a claw attack, the damage dice for this attack increases by one step (for example, 1d4 becomes 1d6).
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