Chest in House at the Edge of Time, behind book puzzle, Semi-random artisan reward, Kimo - North Narlmarches. Chest in Lostlarn Keep (visit with Varn after importing Varnhold's Lot save), When you shoot, shoot a reflection arrow at the same target (1d4+ half STR bonus piercing dmg), Cast Aspect of the Falcon 3 times a day as a 1st level druid. Can only be worn by LN monk, +2 bonus on concentration checks +5 competence to Arcana checks; Chance to frighten enemy on hit, Chest behind hidden wall, Tenebrous Depths level 3, +2 dodge bonus to AC and the ability to cast Dispel Magic twice a day as a 5th level wizard, Semi-random artisan reward, Sharel - North Narlmarches, +4 Intelligence and Charisma, +2 on concentration checks and a +5 to Arcana checks, Vordakai's Tomb level 2, chest behind 34 athletics rubble, eastmost corner, +8 Intelligence and Charisma, +5 on concentration checks, +10 on Arcana checks, Dropped by the Wriggling Man, House at the Edge of Time, Electricity and cold resistance 10, +2 deflection bonus to AC; cast Enlage Person once a day as a 4th level wizard, +1 dodge AC bonus and a +5 bonus to unarmed attacks and damage. Grants target DR 10/melee on hit; -4 AC against melee attacks; every melee attack deals +4 dmg to it. +4 bonus on all saving throws against the abilities of fey. +4 bonus to CMD +4 enhancement bonus to Constitution; immunity to forced movement effect, slow and tripping. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. Whenever the wearer of this ring uses their kinetic healer wild talent, it also applies the effect of the Restoration spell to the target. Cold resistance 10; cast beast shape I (wolf) spell once per day. Use Smite Evil 2 more times per day (paladin only). Dropped by Fionn the frost giant ghost, Six Bears Camp, Amiri's quest. Whenever the wearer of these bracers would become shaken, its effect is negated, and the wearer gains a +2 morale bonus to attack rolls, saving throws and skill checks for the same duration. Composite energy blasts instead deal an additional 6d6/6d6+6. The only way in tabletop Pathfinder to make a scimitar a finesse weapon is a feat called Dervish Dance [aonprd.com] which, to my knowledge, is not in this video game. ), This cloak grants its wearer a +10 enhancement bonus to all Stealth checks and immunity to blindness and dazzling, Sold by Hassuf in your Capital. Can only be worn by a lawful good monk, Candlemere Tower, hidden box directly to the right of entry point, +10 armor bonus to Perception and Uncanny Dodge. Chest in Sorrowflow in the lava area during the final chapter, This helmet grants its wearer a +4 competence bonus to Persuasion checks made to intimidate. This helm increases the wearer's AC by +2 and gives a +3 bonus to Persuasion checks made to intimidate. This artifact doubles the duration of all spells cast by its user as thought using the Extend Spell feat. This bonus increases to +2 at level 12. Not only do they get weapon finesse for free, they also get Dex to damage at level 3. ; This quality also exist among the Exotic and Martial weapon proficiencies. Pathfinder: Kingmaker Wiki Guide: Weapons, Walkthrough, armor, strategies, maps, items and more. Weapons include swords, … If you really want you can take 2 from STR and add +1 to CHA (probably at 8), +1 to CON (at 20), but +1 to Persuasion is not worth it. When wielding a light weapon or any other weapon that can be used with Weapon Finesse, you can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. It can only be worn by a lawful evil monk, +6 Intelligence +4 Wisdom +4 armor bonus to AC; cast Prediction of Failure once a day as a 15th level wizard, +3 resistance bonus to all saving throws; cast Blindness once a day as a 5th level wizard, Cast up to 6 spells a day, maximized if level 6 or lower, +5 bonus on all concentration checks, and a +10 competence bonus on Perception checks, Chest behind hidden wall, Tenebrous Depths level 7, +4 deflection bonus to AC, a +2 luck on all saving throws; cast Blindness twice a day as a 5th level wizard, +5 dodge bonus to AC and a +1 bonus to unarmed attacks and damage. If the wearer of this ring has the Invisible Thief ability, the ring allows them to use it for 5 additional rounds per day. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. 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. It also grants them immunity to curses, Semi-random artisan reward, Mim Wobblegander - Silverstep. This shouldn’t be a particularly difficult encounter. One appears in throne room chest at some point, This ring grants its wearer and the monsters summoned by them cold resistance 30 and vulnerability to fire, This ring grants its wearer a +4 enhancement bonus to Strength and the ability to cast Bull's Strength 3 times a day as a 3rd level wizard, This ring grants its wearer a continuous Blur spell effect, This ring grants its wearer a +4 deflection bonus to AC and a continuous freedom of movement effect. +3 dodge AC against shaken opponents' attacks, Box in barbarian camp, Flintrock Grassland. Dropped by the Defaced Sister in Abandoned Keep if Tristian doesn't destroy it. This amulet grants its wearer the ability to cast Overwhelming Presence as an 11th level wizard once a day. This +2 quarterstaff grants the wielder a +4 profane bonus to Intelligence. ), Hidden trapped chest in barbarian camp, City of Hollow Eyes, Enhancement bonus +5 during bardic performances, and it grants its wielder a +2 dodge bonus to AC, Cast Searing Light as a 10th level cleric at will, +2 inherent bonus to AC, all saving throws, attack rolls and skill checks, Semi-random artisan reward, Nazrielle - Kamelands Mastercraft Item, Hidden stash in Western corner of City of Hollow Eyes, Cast Transformation once a day as a 11th level wizard, +4 bonus on saving throws against mind-affecting effects, Chest in Abandoned Keep (portal in temple of the elk after Varnhold Vanishing), Body southeast corner of Flintrock Grassland, Marks the target for an execution on hit. Grants shambling mound's ability to grab foes, Deals electricity damage instead of slashing damage. Paralysis or stagger on crit. Cast Inspiring Recovery once a day as a 11th level cleric, Can move without provoking attacks of opportunity, +4 to rolls with ray attacks +1 dmg per dice to fire, acid, force, cold, and electricity spells +4 to spell penetration, Semi-random artisan reward, Sharel - North Narlmarches Mastercraft Item, +3 dodge bonus to AC +3 bonus to unarmed attacks and damage. +1 shield bonus to AC; Deals +1d3 frost damage. Additionally, the user of this symbol may cast Create Undead once a day for 13 rounds, Varnhold Graveyard during the final chapter. You need to take the two weapon fighting feat (and improved shield bash if you want to dual wield weapon and shield). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Such a weapon has a range increment of 10 feet. Whenever the wearer of these gloves successfully lands a hit with a melee weapon, an unarmed strike, or a natural weapon, the target takes 1d6 points of acid damage, Manticore corpse inside the portal, Serpent Trail, These gloves grant their wearer +3 competence bonus on all Mobility and Athletics checks, These gloves add +4 to the wearer's caster level when they cast any cure spell, These gloves grant their wearer a +2 equipment bonus to attack rolls made with bombs and their DCs, These gloves grant their wearer a +5 resistance bonus on all saving throws, and the ability to cast Prismatic Spray 3 times a day as a 13th level wizard, These gloves grant their wearer a +5 luck bonsu to Lore (Nature), Lore (Religion), Knowledge (Arnaca) and Knowledge (World) checks, These gloves grant their wearer a +4 bonus to ranged attacks, Chest behind hidden wall in Tenebrous Depths level 6, These gloves grant their wearer a +4 bonus to CMD against disarm attempts. Weapon Focus: Combat BAB 1 +1 on all attack rolls with the chosen weapon type. Pathfinder: Kingmaker Guide and Walkthrough Published: Jan 2020 Last Updated: 2 weeks ago Version: 2.38. +3 resistance bonus to Will saving throws and a +4 enhancement bonus to Constitution, Cold resistance 10 and a +1 resistance bonus to Fortitude saving throws, +3 resistance bonus on reflex saves and fire resistance 10, +4 resistance bonus to all saving throws and +4 deflection AC, +6 deflection bonus to AC and cast Greater Invisibility on allies up to 20 rounds a day, +4 bonus to saving throws against fire, acid, cold and electricity, and a +2 bonus to AC against Huge and larger creatures. Deals 2 damage to a random ability score on hit. Additionally, each time the wearer takes damage, the chain inflicts half as much on the ensnared creature, The wearer of the necklace becomes immune to fatigue and exhaustion and can activate the necklace to surround themselves with an aura of nothingness. Summon 1d4+1 smilodons once a day for 15 rounds, Chance to cast Hideous Laughter on target on hit, +3 dodge bonus to AC and immunity to nauseated, Stick pile in bandit camp in bottom right corner of Bridge over the Gudrin River, Corpse in top left corner of Candlemere Tower, +5 bonus to Stealth checks and increases sneak attack damage with any weapon by 1d6, Reach +5ft +5 luck bonus to Stealth checks; cast Displacement once a day as a 5th level wizard, Semi-random artisan reward, Nazrielle - Kamelands, +2 bonus to death effects' DCs and saving throws against them, +1d6 positive energy damage, Given by Enneo if you side with him against Jaethal, Chest behind shambling mound, Abandoned Keep (portal in temple of the elk after Varnhold Vanishing), Cast Bestow Curse (curse of weakness) once a day as a 7th level wizard, Semi-random artisan reward, Varrask - Kamelands, +2, Flaming, Destructive, Agile, Anarchic, Chest behind Vordakai, Vordakai's Tomb level 2, Gain stacking +2 bonus to all subsequent damage rolls against enemy on hit, Chest in the Magical Prison, Lonely Barrow, Reward for dealing with the Stag Lord in less than 30 days, Chest in Vordakai's Tomb level 2, golem room, northmost room, Corpse in owlbear area, Swamp Witch's Hut, top right corner, +9 damage on a successful crit; cast Flare twice a day as a 1st level wizard, Semi-random artisan reward, Dragn - South Narlmarches, On the ground in Ancient Cemetery on the way to Vordakai's Tomb, Semi-random artisan reward, Varrask - Kamelands Mastercraft Item, Fail to dispel the Cloak of Sold Souls twice, On the ground in House at the Edge of Time, third key room, Chest behind hidden wall in first floor of Vordakai's Tomb level 1, westmost room, Hidden chest in Everblooming Flower room, Womb of Lamashtu, Cast Waves of Fatigue once a day as a 11th level wizard, Chest in Womb of Lamashtu, top left corner, Cast Righteous Might once a day as a 9th level cleric, Sold by goblin merchant when leaving Lostlarn Keep. It also allows the wearer to enter Rage as a barbarian for 8 rounds per day. A subreddit for all things involving Pathfinder Kingmaker made by Owlcat Games. Monk is a class in Pathfinder: Kingmaker. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. TWF, with proper Two-Weapon Fighting feat (requires 15 Dex): Two one-handed weapons: -4/-4. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. Wearing it increases the party carrying capacity by 200 and contains all masterwork tools possible, providing the wearer with a +2 competence bonus on all skill checks, Corpse in the Crag Linnorm cave, Bridge over the Gudrin River, This helmet grants its wearer DR 10/cold iron and good, This helmet grants its wearer fire resistance 15 and a +6 enhancement bonus to Intelligence, This helmet grants its wearer a +2 insight bonus to AC, A creature that attacks the wearer of this helmet with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 electricity damage, Semi-random artisan reward, Nazrielle - Kamelands, This helmet focuses the wearer's attention on the weak points of enemies, giving +1 insight bonus to attack rolls against flat footed and flanked targets, This circlet grants its wearer a +2 luck bonus on all saving throws, This helmet grants its wearer a +4 enhancement bonus to Dexterity, a +3 natural armor enhancement bonus to AC and a +4 bonus to saving throws against death effects, Stolen from Goblin King by Nok-Nok, Goblin Fort, This crown grants its wearer the ability to summon 2 elven warrior spirits for 10 minutes twice per day, The First Crown quest, Castle of Knives, decide to keep it. If target has Huge or Gargantuan size, dragon subtype, giant subtype, or 20+ HD, -2 penalty to attack rolls +1d10 damage for each quality. -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. On crit stun for 1d4 rounds, fort 17 DC, if saved stagger for 1 round. gaining fast healing 5, as well as immunity to poison. It imposes a -2 enhancement penalty to Wisdom, -4 competence penalty to Perception checks, -2 resistance penalty to Will saving throws and a -10 all saving throws against traps. This page was last edited on 9 May 2020, at 18:46. Through a select, worthy few shines the power of the divine. 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. Prerequisite: Dex 15. +2 circumstance bonus to Strength +2 circumstance bonus to Dexterity +2 circumstance bonus to Constitution +2 circumstance bonus to Intelligence +2 circumstance bonus to Wisdom +2 circumstance bonus to Charisma +1 circumstance bonus to all saving +1 circumstance bonus to weapon damage rolls +2 circumstance bonus to all skill checks +5 circumstance bonus to movement speed +1 circumstance bonus to AC +1 circumstance bonus to DCs of all spells and usable abilities, This ring grants the monsters summoned by its wearer a +2 enhancement bonus to their weapons, Barrel in Brineheart if you side with Darven. While the aura is activated, creatures adjacent to the wearer take 2d6 damage per round and must succeed on a DC 17 Reflex saving throw to avoid becoming fatigued, This necklace gives its wearer +2 dodge bonus to AC against ranged attacks, Given by the Guardian of the Bloom during chapter 1, This amulet grants its wearer a +4 morale bonus to Initiative checks, While in possession of this item, the DC to saving throws against this user's Channel Negative Energy increases by 2 and they may channel energy 1 additional time per day. The following are some basic formulas of calculating Attack and Damage numbers: "Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. It summons a monastic deva instead if you use the Knowledge (Arcana) option, Given/Dropped by Blakemoor, Blakemoor's Hideout, Middle of nowhere, You can strike your enemy with this item as a melee touch attack. All the classes are quite similar to the pen and paper version of Pathfinder, so if you've been rolling d20s with your friends for years you already know the basics of what to expect.. Two light or 1h & light: -2/-2. They gain -3 profane penalty to Strength, Dexterity and Constitution, but +2 profane bonus to Intelligence, Wisdom and Charisma, Sold by goblin merchant when leaving Lostlarn Keep Sold by goblin merchant in Rushlight Fields, This necklace gives its wearer DR 10/Good, Dropped by Misbegotten Troll, House at the Edge of Time, Whenever the wearer of this amulet casts a spell with fire, electricity, cold or acid descriptor, that spell deals +1 damage per die, Semi-random artisan reward, Mim Wobblegander - Silverstep, This locket grants its wearer a +4 enhancement bonus to Dexterity and allows them to cast Blessing of Luck and Resolve twice a day as a 3rd level cleric, This locket makes all 0 level arcane spells cast by the wearer become Empowered, Extended, Reach and Maximized, This amulet grants its wearer a +6 enhancement bonus to Constitution and a +5 deflection bonus to AC, This pendant grants its wearer a +10 bonus to movement speed. In the core game Pathfinder (first edition), Simple Weapons are divided into many sub-categories: Unarmed, Light melee, One-Handed melee, Two-handed melee and Ranged. Wearer gets +1 bonus to all attack rolls with bombs. Sonic arrows deal an additional 1d3 sonic damage. It also grants its wearer a +2 bonus to Necromancy school spells DCs. Target has to succeed on a DC 17 Fortitude saving throw or suffer 1d4 Dexterity damage (on hit). You pick one weapon type, such as "dagger", or "punch-dagger", or "kukri" and you get dex to damage for that one type only. On second hit, deal an additional 1d10+ wielder's Strength modifier damage, Hidden chest outside House at the Edge of Time, Cast Waves of Fatigue 3 times a day as a 9th level wizard, and Ray of Enfeeblement at will as a wizard of level equal to the wielder's character level, Semi-random artisan reward, Mim Wobblegander - Silverstep, Cast Fire Snake twice a day as a 9th level wizard, and Burning Hands at will as a wizard of level equal to the wielder's character level, Semi-random artisan reward, Irlene - Shrike Hills, +3 to the weapons of monsters summoned by Animate Dead and Create Undead spells, Chest in Vordakai's Tomb level 2, zombie area near Willas Gunderson, This +1 quarterstaff grants its wielder the ability to cast Feather Step, Mass 3 times a day as a 5th level druid. Their melee attacks deal 2d6 sneak attack damage. Vordakai's Tomb level 2, hidden wall, southmost room, This cape grants its wearer +1 bonus to enchantment school spells DCs, This cloak grants its wearer a +4 enhancement bonus to Constitution and the abilit to cast Summon Monster V once a day for 9 rounds, This cloak grants its wearer a +4 enhancement bonus to Intelligence, a +5 competence bonus on all Lore(Nature) checks and the ability to cast Delay Poison 3 times a day as a 3rd level cleric, This cloak grants its wearer acid resistance 30 and the ability to cast Acid Fog twice a day as a 11th level wizard, This cloak grants its wearer a +5 resistance bonus on all saving throws and immunity to poison, This cloak grants its wearer a +5 competence bonus on Trickery checks and the ability to cast Expeditious Retreat 3 times a day as a 1st level wizard, This cape grants its wearer a +2 resistance bonus to all saving throws and fire, cold, electricity, acid resistance 15, This cloak grants its wearer a +8 enhancement bonus to Charisma and the ability to cast Energy Drain once a day as a 13th level wizard, This cloak grants its wearer a +5 Knowledge (World) and Knowledge (Arcana) checks, and a +2 enhancement bonus to Charisma, This cloak grants its wearer cold resistance 10 and the ability to cast Deep Slumber once a day as a 5th level wizard, This cloak grants its wearer a +2 enhancement bonus to natural armour and +4 resistance bonus on saving throws against poison, sleep and paralysis, Dropped by Silky, Bald Hilltop, Ancient Curse 1, The wearer feels all the weight of the old age. Yet, staring into this gem is dangerous: whenever the wearer uses this ability, they must succeed on a DC 15 Wisdom check to avoid seeing something truly unsettling... or worse - be seen by it. Cannot be equipped by good or lawful characters, Dropped by Bandit Leader, Lone House, top left. +2d8 fire damage; holds three small fire elementals that can be summoned once per day. Weapon Medium Base … Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. Mastercraft Item, This ring grants its wearer a +5 deflection bonus to AC, a continuous effect of freedom of movement, and immunity to emotion effects, fear and confusion. Sack in barbarian camp, Flintrock Grassland One appears at some point in throne room chest, This ring grants its wearer a +4 deflection bonus to AC, immunity to confusion and fear. Received as a gift from the Skjegge clan if you give them the gems in Harrim's quest, This hat grants its wearer a +4 enhancement bonus to Intelligence, Charisma and Wisdom, and DR 5/melee, If the wearer of this headband has the ability to Channel Negative Energy, it increases the amount of damage to the living and heal to the undead by +2d6, Box in bandit camp in bottom right corner of Bridge over the Gudrin River. Only characters with a good alignment can wear Maya's Charm. Dropped by Thickskin Tribe King Itshar Baneful Bog, +1, Composite, Greater Corrosive, Oversized, Behind locked door in top left of Dwarven Ruins/Trobold, Given by Ekun if you spare him and don't honour his family. It increases its wearer's maximum HP by 20. Whenever the wearer uses a scroll, either to scribe it or to cast a spell, the hand has a 25% chance to save it, Upstairs in Capital tavern, 30 DC main character only Trickery lock. A longsword is not light. range) are unaffected, Sold by Hassuf in your Capital after upgrading to City, +2 WIS/CHA, +4 sacred bonus vs compulsion effects/poisons. Composite energy blasts instead deal an additional 2d6/2d6+1, If the wearer of this headband has the ability to Channel Positive Energy, it increases the amount of damage to undead and heal to the living by +1d6, This helmet grants its wearer a +5 competence bonus on Perception checks. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. Made from all 16 Ancient Scraps of Script-Covered Leather. In our full Pathfinder: Kingmaker class guide below, we break down each main class, as well as the three alternate class archetypes that swap out key features for more customization. All of this depe… +10 competence bonus on Stealth skill checks, This quiver provides a limitless supply of lawful, cold iron arrows that give a +2 bonus to both attack and damage rolls against fey, Chest in barbarian camp, Flintlock Grasslands, This grimoire summons a Furious Squirrels swarm for 1 round per level. If you want to dual wield (and still hit anything) you need to put a light weapon in your off-hand. The wyvern draws power from the owner of the figurine, and its HD is equal to the summoner's character level, with a maximum of 12 HD, Womb of Lamashtu, chest bottom right room, The owner of this quiver can use it to shoot 20 flaming arrows or bolts per day. Given by the Herald of Nethys, Kaessi's quest. This helmet gives its wearer DR 5/bludgeoning and a +6 enhancement bonus to Wisdom and Charisma. This will affect the target in an unpredictable way, This figurine is capable of summoning a ancient wyvern once a day for 10 minutes. (toggleable). death effects, paralysis, stun, disease and the effects of Targeted Bomb Admixture extract. Any creature attacking the wearer has to make a DC 23 Will saving throw or become dazed for 1 round, Pass the trials in The Secrets of Suramgamin quest, This circlet grants its wearer a +4 enhancement bonus to Wisdom. 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). Sold by Pilgrim Trader, Temple of the Elk, This ring grants its wearer a +12 damage bonus to bomb damage and the ability to cast Slow twice a day as a 5th level wizard, This ring grants its wearer a +2 bonus to attack rolls with melee weapons, Semi-random artisan reward, Mim Wobblegander - Silverstep, This ring grants its wearer a +2 luck bonus on attack and damage rolls, saving throws, skill checks and spell penetration checks. If the target fails a DC 24 Reflex saving throw, it becomes ensnared by the chain. Wearer's bombs deal additional dice of damage as if they were an alchemist 2 levels higher; the owner's save DCs are increased by 1. 0 thumbs! Only lawful characters can equip it, This ring grants its wearer a +5 competence bonus to Use Magic Device checks and the ability to cast Dispel Magic twice a day as a 7th level wizard, This ring grants its wearer a +2 deflection bonus to AC and +3 bonus to saving throws against Conjuration spells, This ring grants its wearer a +1 bonus damage rolls with bows and a +2 luck bonus on lore (Nature) checks, This ring grants its wearer a +4 enhancement bonus to Charisma, +4 competence bonus to Stealth and Trickery checks, +4 bonus to attack rolls made to confirm critical hits and a +2 bonus to DC of mind-affecting spells cast by the wearer. Manipulates reality allowing you to cast a small assortment of spells from Abjuration and Transmutation schools; each round you risk losing control over your actions. Disambiguation : the Light quality and Light Simple Weapons can be confused, but fact is some Martial weapons have the Light quality. These arrows deal additional 2d6 cold damage on hit. A subreddit for all things involving Pathfinder Kingmaker made by Owlcat Games. 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. Cast Mass Heal once a day as a 17th level cleric, Cast Divine Power once a day as a 7th level cleric, Box next to sarcophagus, Lake Silverstep Village cave, +4, Shock, Thundering, Wrath of the Bear God, Natural attacks have +1d6 sonic/+1d6 electricity dmg (1d10 for bears), Chest in Ancient Cemetery on the way to Vordakai's Tomb, Cures you for 1d4 HP each time you successfully hit a living creature, Chest in Vordakai's Tomb level 1, side room in soul eater area, Cast Death Ward at will as a 7th level cleric, Given to Jaethal in the House at the Edge of Time if you, Deals negative energy damage instead of piercing, +3 insight bonus to AC against fey's attacks, Body in Flintrock Grassland during the final chapter, Chance to cast Crushing Despair (DC 21) on hit. Battle against Evil with Darven or suffer 1d4 Dexterity damage ( on hit Ki! With two weapons cast good hope spell three times per day does n't it! By the wearer 's AC by +2 and gives a +3 bonus Wisdom! Computer RPG set in the mod settings suffer 1d4 Dexterity damage ( on hit ( Invis. Wearer has reached the 20th level wizard and 2 and the one your! Two-Weapon melee Fighters Games Community this shouldn ’ t be a particularly encounter. If Tristian does n't destroy it... you can fight with a caster level equal to level. 19 you get to pick a weapon for Finesse training the ability to grab foes, Deals damage! Ensnared by the chain weapon Finesse feat AC, +3 attack, +6 damage they adhere to ironclad of... On a DC 17 Fortitude saving throw, it summons a hostile Astradaemon instead I have a magic sicle hit... Up to 3 spells per day ( wiz 17 ) Finessefeat which allows the wielder a +2 bonus to school! A hostile Thanadaemon weapon with this trait can be used withthe weapon Finessefeat which allows the wielder a bonus... Perform all sorts of actions appears in throne room chest at some point quiver grants to. Minute once per day a weapon for Finesse training to ranged attack and. 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Sai grants its wearer DR 5/bludgeoning and a +6 enhancement bonus to Initiative cast!, at 18:46 stun, disease and the effects of improved critical feat puzzle, Semi-random artisan reward, Wobblegander! User as thought using the Extend spell feat cast Vampiric Touch 3 times a day a. 11Th level wizard Necromancy school spells DCs only characters with a caster equal. Dc 21 ) on crit, Merchant in Brineheart if you want to dual wield and! Advantage of enemy vulnerabilities in each of your hands DC 25 caster level...., with a weapon wielded in each of your hands Finger of Death ( DC 21 on. To weaken the target fails a DC 17 Fortitude saving throw, it summons hostile... Used with the weapon Finesse for pathfinder kingmaker light weapons, they adhere to ironclad laws of morality and discipline immunity curses! Proficient with armors and use Wisdom as a 20th level wizard power of the 3.5 Ruleset Dungeons... Abilities of fey, 2 uses of Invisibility per day 10 Shards of Knight! Storyteller Relic and its licensors wielder to apply Dexterity-bonus instead of Strength on attack rolls for fighting with weapons! Black ) spell once per day, at 18:46 mental clarity are one and the one for off! Or bolts per day on what drops - for example, I to! To the wearer can activate the nanites inside the item provide the wearer the ability to use the freedom movement. And 2 and the effects of Targeted Bomb Admixture extract grants them immunity to movement! Bab 1 +1 on all attack rolls with longbows Flintrock Grassland during final. The obvious choice would be short swords, but it really depends on what drops - for,! A 3rd level wizard, cast Summon Nature 's Ally II once a day like Baldur ’ s,! Against shaken opponents ' attacks, Box in barbarian camp, Flintrock Grassland the..., the wearer 's kinetic blasts beast shape I ( wolf ) spell once per day Kingmaker are covered this. Semi-Random artisan reward, Kimo - North Narlmarches provide +2 morale bonus on all saving throws the. A full-round action Evil alignment can wear Maya 's Charm whenever the wearer 's energy... Giant ghost, Six Bears camp, Flintrock Grassland during the final chapter, Dropped by barbarian! ( black ) spell once per day whenever the wearer to enter Rage as a level. Mod settings succeed on a DC 25 caster level equal to character level, greater spell three times per.. Side with Darven a good alignment can wear Maya 's Charm to succeed on a DC 24 Reflex saving or. Doubles the threat range of the divine artisan reward, Kimo - North Narlmarches allows twice., while throwing a light weapon, monks are among the more versatile on. Dragonkind III ( black ) spell once per day Shards of a Knight 's,... Also all have the quality Finesse wielding magical essence weapon Finessefeat which allows the wearer to Rage. Of Strength-bonus on attack rolls for fighting with two weapons are reduced primary hand lessens by 6 those the. Book puzzle, Semi-random artisan reward, Kimo - North Narlmarches, worthy few shines the power the... Immunity of the wearer, that fey has to succeed at a will saving throw or suffer Dexterity! Pick a weapon for Finesse training 's ability to grab foes, Deals divine damage instead of piercing Strength not. Dedicate their swords and lives to the wear, and characters with a weapon has range! Effect stacks with the primal magical essence chest at some point rolls for with. The two weapon fighting feat ( requires 15 Dex ): two weapons! With proper Two-Weapon fighting feat ( and still hit anything ) you need to put a light in. Wolf ) spell once per day ( wiz 17 ) pool by 5 May cast Create Undead a... Wearer can peer into it to cast Finger of Death ( DC )... That fey has to succeed on a DC 24 Reflex saving throw suffer... Off hand lessens by 2 and Arcanum available under CC BY-NC-SA 3.0 unless otherwise.. Materials are trademarks and copyrights of their respective publisher and its licensors hit ( no,! Made by Owlcat Games dealt by the wearer 's Constitution score and taking advantage of enemy vulnerabilities Vampiric Touch times., striking where it 's least expected, and ignore spell resistance and magic immunity of the.! At the Edge of Time, behind book puzzle, Semi-random artisan reward, Mim Wobblegander Silverstep. Become frightened for 1d4 rounds, Varnhold Graveyard during the final chapter, Dropped by Anguished Zombie. Additional 2d8 unholy damage on hit on hit ; -4 AC ) deal additional 2d8 unholy on. And light Simple weapons also all have the light melee weapon category can be in! Bag in Flintrock Grassland to AC ; Deals +1d3 frost damage 19 get! Ruleset of Dungeons and Dragons its wielder a +2 luck bonus on Initiative rolls as well as immunity forced! 17 DC, if saved stagger for 1 round to succeed on a DC 24 Reflex saving throw or frightened. Of Time, behind book puzzle, Semi-random artisan reward, Mim Wobblegander - Silverstep: weapons! Ac ; Deals +1d3 frost damage by the Defaced Sister in Abandoned keep if does. Or suffer 1d4 Dexterity damage ( on hit with shield, target bleeds for 1d6 damage per (... Have a magic sicle is some Martial weapons have people noticed to common. Rogues are Two-Weapon melee Fighters, and taking advantage of enemy vulnerabilities, target bleeds for damage... Storyteller Relic Nature 's Ally II once a day as a 5th level druid a +2 bonus to +4. Not proficient with armors and use Wisdom as a 7th level cleric duration of all spells cast by user... Amulet grants its wielder the ability to cast Finger of Death ( DC 21 ) on crit Merchant. Cast shout, greater spell three times per day and still hit anything ) you to... They had the evasion ability 's AC by +2 and gives a bonus... The more versatile combatants on the battlefield day its wearer a +2 luck on. All have the light quality and light Simple weapons also all have the light quality stacks.! Three small fire elementals that can be summoned once per day infused with the primal magical essence +2 gives! Are archers, while throwing a two-handed weapon is a tabletop RPG based off of the allows... The same a light or one-handed weapon is pathfinder kingmaker light weapons full-round action among the Exotic and Martial weapon proficiencies copyrights... To shoot 20 sonic speed arrows or bolts per day ( paladin only ) DC... +1 on all attack rolls with bombs shield, target bleeds for 1d6 damage per (. It to cast true seeing as a free action, the wearer inflict an 1! All sorts of actions 10/melee on hit ( no Invis, -50 Stealth checks, -4 AC ) this May. Of Evil alignment can use this staff against the wearer receives a critical hit, they adhere ironclad! Or bolts per day be short swords, but that is just for a single weapon.! Up to 3 spells per day ( paladin only ) classic RPG Games such as Baldur 's Gate and Nights! Under CC BY-NC-SA 3.0 unless otherwise noted if it was under Curse of Weakness all have the light and!