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Pathfinder Wrath of the Righteous Crusader Relics Guide

Welcome to our Pathfinder Wrath of the Righteous Crusader Relics Information. This can be a information to the entire restored relics in campaign mode, and what gear you will get from it. It needs to be famous that a few of the relics aren’t rewarded correctly at the moment, and must be added through utilizing toybox, and a few objects might not perform accurately because the tooltip states they are going to.

Pathfinder Wrath of the Righteous Crusader Relics Information

A number of the act 3 relics may be obtained in act 2, however can’t be restored till act 3. Likewise, a few of the act 5 relics may be obtained in act 4, however can’t be restored till act 5.

All Restored Crusader Relics

Act 3 – First Retriever – Padded Armor/Shirt

Padded Armor –

Possibility 1 – +4, -2 to assault rolls and structure, electricty resistance 30. In the event that they undergo any electrical injury, the armor turns into infused with electrical energy: for the subsequent spherical, the wearer’s assaults deal extra 1d12 electrical injury, and the spells with the electrical descriptor they forged grow to be quickened, as if utilizing the Quicken spell feat.

Possibility 2 – +3, +2 morale bonus to dexterity.

Possibility 3 – +3, +3 bonus to saving throws towards concern and nauseated situation. Each time the wearer is attacked with a spell, the enemy should go a Will saving throw (DC 19) or they grow to be nauseated for one spherical.

Shirt

Possibility 1 – -5 penalty to mobility talent checks, electrical energy resistance 30. Each time this wearer is hit by a non-slashing weapon, they need to go a reflex saving throw (DC 20) or grow to be staggered for the primary assault in a spherical, in addition to undergo -2 penalty to assault rolls for one spherical.

Possibility 2 – Each time a druid carrying it casts a spell from their spellbook, they forged it as in the event that they had been one stage increased. Additionally they achieve a +10 competence bonus on lore (nature)talent checks.

Possibility 3 – Each time the wearer polymorphs into any creature, they get a +4 enhancement bonus to assault and injury rolls made with limbs. Each time a creature hits them with a melee assault, that creature suffers 1d6 piercing injury.

Act 3 – Unholy Image of Rovagug – Handaxe/Battle Axe/Nice Axe – Pathfinder Wrath of the Righteous Crusader Relics Information

Handaxe/Battle Axe/Nice Axe (similar results throughout all three weapons)

Possibility 1 – +2, Radiant, everytime you verify a vital hit you take up a part of magical essence, dispelling one random spell as much as fifth stage on the goal.

Possibility 2 – +2, Corrosive Burst, +3 bonus to assault rolls when peforming assault of alternative, vital menace vary doubled. If you happen to efficiently land an assault of alternative, the enemy should go a fortitude saving throw (DC 17) or grow to be paralysed for one spherical. When you find yourself hit by an enemy’s assault of alternative, they enemy should go a reflex saving throw (DC 15) or undergo 2d6 acid injury.

Possibility 3 – +2, each time the wielder of this weapon is paralysed, staggered, shocked, petrified, or entangled, they undergo the weapon’s injury and instantly take away such an impact. This weapon additionally has an 18-20 vital menace vary.

Act 3 – Chillboar’s Disguise and Tusks – Shortspear/Spiked Gentle Defend

Shortspear –

Possibility 1 – +2, this shortspear absorbs water from the goal on every hit. On each fifth hit it routinely casts the chilly ice strike spell within the course of the enemy as a twelfth stage wizard.

Possibility 2 – +2, pace, each time the wielder of this shortspear makes use of the cleave or important strike feat, the subsequent assault towards the affected creature offers extra 3d6 sonic injury. (This one at the moment reveals up as null when moused over in campaign mode.)

Spiked Gentle Defend –

Possibility 1 – +2, wielder does +1 bonus injury per cube rolledfor spells with chilly descriptor. Everytime you use protect bash, the enemy has to go a fortitude saving throw (DC 20) or grow to be susceptible to chilly injury, taking 50% extra injury than regular till the top of battle.

Possibility 2 – +2, 20 sonic resistence, +2 bonus on saving throws towards sound primarily based results, if somebody assaults with sonic injury, the wielder has to make a reflex saving throw (DC 19) for sonic injury to echo from this protect, dealing all enemies in a ten toes space 3d6 sonic injury.

Act 3 – Phylactery of Stevanius – Ring/Scythe – Pathfinder Wrath of the Righteous Crusader Relics Information

Ring

Possibility 1 – As soon as per day, each time your HP falls beneath 0, your HP is restored by twice your character stage, and the ring summons 1d4+2 undead skeletal champions round you for two minutes.

Possibility 2 – You sure part of your soul to the ring. You achieve +4 bonus to saving throws towards mind-affecting results, feelings, confusion, concern, dying, and compulsion results, however a -2 penalty to saves towards poison, elemental, paralyzing and motion impairing results. As a free motion, you may lose HP equal to half your stage to grant goal creature a +2 bonus to assault rolls, and remodel their injury kind into drive, for 1 spherical.

Scythe

Possibility 1 – +2, bleed, permits wielder to really feel nearly any heartbeat in a 15 toes space. You possibly can select one creature at a time to focus on a pulsating beat of its coronary heart. Everytime you or your get together members assault utilizing the fast shot feat, they don’t undergo a -2 penalty to assault however achieve a +2 bonus to break as a substitute.

Possibility 2 – +2, ghost contact, each time this scythe misses successful it tears the enemy’s soul a bit, dealing 1d12 unfavourable vitality injury.

Act 3 – Crest of the Fallen Knight – Belt/Chainmail/Shortsword

Belt

Possibility 1 – Whereas carrying this belt a monk can spend 1 ki level to enshroud the goal’s heartand lungs within the advantageous veil of emerald. Affected creature turns into extra fragile, getting -2 penalty to AC. It additionally has to go a fortitude saving throw (DC 19) or all bludgeoning injury it receives will likely be multiplied by 1.5 till the top of fight.

Possibility 2 – You possibly can cowl your self in an invisible corrupted hearth. Beneath it’s impact, all of your hearth spells deal extra 2d6 unholy injury. You grow to be immune to fireplace injury, however achieve weak spot to chilly and holy injury.

Chainmail

Possibility 1 – +2, +2 scared bonus to fortitude saving throws. The wearer can select to undergo a -2 penalty to AC to grant all get together members a +1 bonus to AC. Whereas beneath this impact, an enemy that’s attacking the wearer should go a reflex saving throw (DC 17) or undergo 3d4 piercing injury.

Possibility 2 – +2, this chainmail partially absorbs magic from chaotic or evil creatures. When such creatures assault the wearer with magic, for the subsequent rounds, the wearer positive factors a +2 profane bonus to assault and injury rolls, and caster stage checks made to beat spell resistance. When this impact ends, the primary assault the wearer makes suffers -4 penalty to assault and injury roll, in addition to caster stage checks to beat spell resistance (if wanted).

Shortsword

Possibility 1 – +2, each time the wielder lands successful with this shortsword the enemy should go a reflex saving throw (DC 18), or the wound turns into coated in advantageous emeralds for five minutes. Although the enemy turns into proof against bleeding, they undergo -2 penalty to reflex saving throws. All vital hits towards this creature deal extra 3d6 piercing injury. A number of functions of this impact don’t stack.

Possibility 2 – +2, this weapon glows with an invisible flame. As soon as per day you may cost each weapons in your palms with this flame for 10 minutes. Every hit any of those weapons offers extra 3d6 unholy injury.

Act 3 – Faultless Dawn – Heavy Flail/Gentle Defend/Scalemail

Heavy Flail –

Possibility 1 – +3, further 1d10 holy injury on vital hit, 2d10 is x3 multiplier, 3d10 if x4 multplier.

Possibility 2 – +3, radiant. Every time the wielder confirms a vital hit, an enemy is affected with a Burst with Gentle impact. Whereas beneath this impact, the creature suffers 2d6 constructive vitality injury for two rounds. Every spherical it tries to go a will saving throw (DC 20) towards the impact, if the save was profitable the injury is halved. If the affected creature failed a save, any creature that’s adjoining to it suffers half of the injury.

Mithral Gentle Defend –

Possibility 1 – Each time this protect is beneath the have an effect on of warpriest’s sacred protect, every time the wielder bashes utilizing this protect, it offers 1d6 holy injury, an enemy should go a will saving throw (DC 18) or will likely be marked. If a marked creature dies, a will-o-wisp (CR 8) seems for 10 minutes or till a brand new will-o-wisp will likely be created, this will-o-wisp will attempt to heal and assist your characters. This protect additionally offers extra 2d8 factors of holy injury to undead creatures. (Observe, when selecting this selection it simply reveals up as an unfinished merchandise when hovering over the tooltip, but it surely got here out as this merchandise.)

Possibility 2 – Each time the enemy confirms a vital hit towards the wielder of this protect each enemy in a 30 toes space should go a fortitude saving throw (DC 20) or grow to be blinded for 1d4 rounds and undergo 4d6 positve vitality injury. A profitable saving throw negates the blindness and halves the injury.

Scalemail –

Possibility 1 – +3, permits wearer 3 occasions a day to boost a deceased ally for 2d3 rounds. Nevertheless, after this the ally dies once more.

Possibility 2 – +3, mithral, each time the enemy confirms a vital hit towards the wielder of this protect each enemy in a 30 toes space should go a fortitude saving throw (DC 20) or grow to be blinded for 1d4 rounds and undergo 4d6 positve vitality injury. A profitable saving throw negates the blindness and halves the injury.

Act 3 – Stone of Ghostly Pathways – Circlet/Ring/Sai – Pathfinder Wrath of the Righteous Crusader Relics Information

Circlet

Possibility 1 – +2 enhancement bonus to knowledge, summoned elementals achieve 50 extra hitpoints.

Possibility 2 – +2 enhancement bonus to charisma. Thrice per day you may attempt to dominate outsiders, this creature has to go a will saving throw (DC 22) or will likely be beneath the dominating impact until the top of the struggle. You additionally get a +1 perception bonus to AC towards outsider creatures.

Possibility 3 – +2 enhancement bonus to intelligence. Every time you forged a spell on an enemy, it should go a reflex saving throw (DC 20) or be entangled in an online for 1d4 rounds, attempting to interrupt free every spherical. This internet additionally offers 1d6+3 bludgeoning injury every spherical. Results don’t stack.

Ring

Possibility 1 – Each time the wearer is combating defensively and lands a primary assault on this situation, the enemy is pushed 10 toes away and is knocked susceptible for 1 spherical.

Possibility 2 – All summon spells of sixth stage and decrease are maximized as if utilizing the maximize spell feat. The damage additionally positive factors a +1 perception bonus to assault rolls towards outsiders.

Possibility 3 – You possibly can activate this ring to create an nearly clear silver lining that connects all get together members in a 30 toes space. Whereas on this state you share an unbreakable bond, whereas beneath this impact all members get an extra assault of alternative per spherical. If an assault of alternative was a vital hit, the enemy is staggered. If one of many get together members falls unconscious, an enormous spider is summoned to struggle alongside you for 3 rounds.

Sai

Possibility 1 – +4, thundering, each time the wielder lands successful with this sai, they achieve +1 bonus to break rolls with this sai till the top of fight. If you’re hit, this bonus resets. This bonus can stack as much as +5.

Possibility 2 – +3, pace, each time the wielder lands successful with this sai on a summoned creature, it offers extra 1d12 piercing injury. Each time this weapon confirms a vital hit towards an outsider, the outsider has to go a fortitude saving throw (DC 25) or undergo the aircraft distortion impact, for 1d4 rounds. You’ve got whole concealment towards the outsider beneath this impact.

Possibility 3 – +4, eager, each time the wielder lands a sneak assault with this sai towards a brand new dwelling enemy that enemy is infested with tiny spiders. These spiders eat by way of the flesh dealing 1d6 injury per two wielder’s ranges. The enemy additionally suffers -2 penalty to all saving throws till the top of fight. The results of a number of functions of this capability don’t stack. (Anybody else really feel like this weapon may very well be loopy insane on a trickster into legend construct? 20d6 injury on first sneak assault per enemy anybody?)

Act 3 – Depraved Dope – Banded Armor/Quarterstaff

Banded Armor –

Possibility 1- +3, grants ferocity as per the common monster rule. A creature with ferocity stays acutely aware and might proceed combating even when it’s hit level whole is beneath 0. The creature is staggered and loses 1 hit level every spherical. A creature with ferocity nonetheless dies when it’s hit level whole reaches a unfavourable quantity equal to it’s structure rating.

Possibility 2 – +4, each time the wearer is hit, achieve quick therapeutic 1 (stacks as much as 10) till the top of fight.

Quarterstaff –

Possibility 1 – +2, everytime you don’t have full HP, anytime you forged a spell on an ally, you achieve quick therapeutic 5 for 1d3 rounds.

Possibility 2 – +3, everytime you forged the identical spell thrice in a row, your subsequent spell turns into empowered, as if utilizing the empower spell feat, and maximized, as if utilizing the maximize spell feat.

Act 3 – Soiled Squealer – Amulet/Belt – Pathfinder Wrath of the Righteous Crusader Relics Information

Amulet

Possibility 1 – Everytime you forged a grease spell, all creatures inside the affected space should go a reflex saving throw or undergo 5d6 acid injury.

Possibility 2 – Everytime you forged an ear piercing scream spell, the injury it offers is not restricted to to 5d6. As an alternative it offers (1d6 + 1 per two caster ranges) factors of harm. Creatures who fail the saving throw towards it grow to be dazed for two rounds as a substitute of 1 spherical. The amulet additionally will increase the DC of spells with sonic descriptor you forged by 2.

Belt

Possibility 1 – +2 enhancement bonus to structure. Each time the wearer is attacked, the enemy has to go a reflex saving throw (DC 20) or undergo -10 penalty on injury rolls for 1 spherical.

Possibility 2 – +2 enhancement bonus to energy. Each time the wearer is mounted, they usually or their mount confirms a vital hit towards an enemy, that enemy is stricken with the exploding head impact for 1d3 rounds. Beneath this impact, the creature begins to listen to loud noises, struggling a -2 penalty to assault and injury rolls and AC.

Act 3 – Department of the Final Ash (Sakoris Map) – Bardiche/Heavy Decide

Bardiche/Heavy Decide (each choices include similar enchantments) –

Possibility 1 – +3, each time the wielder casts a breath of life spell on an ally, the chosen ally will get +2 bonus to AC, assault, and injury for 1 spherical.

Possibility 2 – +4, makes use of intelligence modifier as a injury bonus, you additionally use your intelligence bonus for assaults as a substitute of energy. (Not clear if each intelligence and energy each grant a injury bonus.)

Possibility 3 – +3, each time the wielder lands successful, it scorches the enemy a bit. When the variety of scorches reaches 3, they start to glow, granting anybody a +2 bonus to assault towards such creatures. If the variety of scorches reaches 5, the enemy begins bleeding and these scorches grow to be tainted. The affected creature suffers 1d4 unholy injury for every scorch.

Act 3 – Voracious Jumble – Membership/Flail

Membership/Flail (similar impacts throughout each weapons) –

Possibility 1 – +3, offers 2d6 injury as a substitute of normal weapon injury, the kind of injury is bludgeoning, piercing and slashing simultaeonously. On a vital hit it hits so arduous that enemy would wish to go a fortitude saving throw (DC 20) every time it tries to assault, or grow to be unable to assault for one spherical. This impact lasts 1d3 rounds.

Possibility 2 – +2, pace, can by no means grow to be flat footed. If you happen to kill utilizing this weapon, you grow to be proof against all eyesight results for 1d4 rounds. (Reveals as a flail, even when selecting a membership. Not sure if it will come out as a membership or not.)

Possibility 3 – +3, vicious, each time the wielder of lands successful on an enemy who doesn’t wield a weapon, it should go a fortitude saving throw (DC 21) or for one spherical its claws or different pure weapons are deformed, thus struggling -6 injury per assault with pure weapons. If it lands successful on an enemy wielding a weapon, the enemy ought to go the identical saving throw however undergo -2 penalty to assault for one spherical.

Act 3 – Engaging Impulse – Gloves/Gentle Crossbow/Metamagic Rod

Gloves

Possibility 1 – Each time the wielder confirms a vital hit with any bow, the enemy begins dropping thoughts, thus struggling -1 injury to intelligence, knowledge, or charisma.

Possibility 2 – Each time the wielder lands a melee contact assault, the enemy should go a will saving throw (DC 20) or his coronary heart and thoughts is consumed with agonizing lust, any vital hit towards effected enemy drives him even crazier, paralyzing for one spherical.

Gentle Crossbow –

Possibility 1 – +3, each time the wielder lands the primary hit in a spherical towards an enemy, that enemy’s consciousness and like to all life awaken. The enemy begins doubting that violence is the reply and thus will undergo -1d4 penalty on assault rolls for one spherical.

Possibility 2 – +3, unholy, each time the wielder lands successful, the enemy should go a will saving throw (DC 20) or their armor is sundered for 1d3 rounds.

Metamagic Rod –

Possibility 1 – This rod grants you the power to change as much as 6 spells per day in order that along with their most important impact they have an effect on the goal with a dominate particular person spell.

Possibility 2 – This rod grants you the power to change as much as 6 spells per day in order that the vitality kind of the injury they deal adjustments to unholy. The modified spell additionally turns into maximized as if utilizing the maximize spell feat. Larger rods can be utilized with spells of ninth stage or decrease.

Act 3 – Soulshear – Pathfinder Wrath of the Righteous Crusader Relics Information

Soulshear

Possibility 1 – +3, adamantite, grants +2 extra day by day makes use of of lay on palms, fervor, and channel vitality class skills, when you possess them (utilized after relaxation).

Possibility 2 – Depart it as is

Possibility 3 – +3, adamantite, your mount will get a +3 bonus on all saving throws and a +3 bonus to CMD.

Act 5 – Baphomet’s Fireplace – Shirt/Gloves

Shirt

Possibility 1 – This shirt makes all of the wearer’s hearth spells deal extra 4d6 hearth injury whereas making them undergo a -2 penalty to AC.

Possibility 2 – Each time the wearer of this shirt kills an enemy with a fireplace spell, they achieve immunity to capability rating injury and their psychological capability scores are elevated by +6 for 3 rounds. As well as, all wearer’s allies deal extra 3d6 hearth injury on profitable assaults with weapons for 1 spherical.

Gloves

Possibility 1 – Bugged. Has similar description as the unique relic merchandise, no thought what it does if something.

Possibility 2 – Each time the wearer of those gloves lands a sneak assault towards an enemy, the enemy turns into susceptible to fireplace for 1 spherical and suffers extra 2d6 hearth injury. As well as, each time the enemy who has been hit by the wearer at the very least as soon as, takes hearth injury from any soruce, it suffers a -3 penalty on all saves for two rounds.

Act 5 – Masks of the Facestealer – Belt/Masks

Belt

Possibility 1 – +4 bodily perfection, each time the wearer makes an assault roll to verify a vital hit, it routinely succeeds.

Possibility 2 – +4 bodily perfection, each time the wearer kills an enemy who had full well being with a single hit, all enemies in a 30 toes radius grow to be staggered for 1 spherical.

Masks – (These take up the helmet slot quite than the attention slot, regardless of it being a masks.)

Possibility 1 – psychological perfection +4, permits its wearer to reroll 3 failed saving throws towards dying results per day.

Possibility 2 – psychological perfection +4, each time the wearer casts a ninth stage spell, all enemies in a 30 toes radius should go a will saving throw (DC 30) or grow to be unable to forged any spells for 1 spherical.

Act 5 – Burning Model – Bardiche/Sling Workers/Trident

Bardiche/Sling Workers/Trident (Similar results throughout all three weapons) –

Possibility 1 – +5, Vicious, each time the wielder lands a consequent hit in a full-round assault, it offers extra injury equal to the variety of hits multiplied by 3.

Possibility 2 – +5, flaming burst, each time the wielder lands a primary hit towards a brand new enemy, the enemy should go a fortitude saving throw (DC 32) or catch on cursed hearth which makes it unable to forged spells for 1d3 rounds.

Possibility 3 – +5, axiomatic, each time the wielder lands successful towards a brand new enemy, it marks it with “Obedience”. Such mark can solely be on 1 goal at a time. If the bearer of this mark tries to assault the proprietor of the weapon, it should go a will saving throw (DC 29) or undergo -3 penalty on assault rolls and -8 penalty on injury rolls for two rounds.

Act 5 – Zaori’s Pin – Circlet/Ring – Pathfinder Wrath of the Righteous Crusader Relics Information

Circlet –

Possibility 1 – +6 enhancement bonus to charisma and intelligence. As well as, all get together members of the wearer achieve a +3 perception bonus to all saving throws towards confusion, madness and domination spells.

Possibility 2 – +6 enhancement bonus to charisma and intelligence. As well as, the wearer and all their allies in 10 toes space achieve the results of the Defend Caster, Allied Spellcaster and Defend Wall feats.

Ring

Possibility 1 – Each time the wearer of this ring offers sneak assault injury for the primary time in a struggle towards an enemy, that enemy turns into full of paranoia. For every adjoining ally of the affected goal they undergo -1 penalty on saving throws and -2 penalty on injury rolls. This impact stacks as much as 3 occasions and persists for 1d4 rounds.

Possibility 2 – If the companions of the wearer of this ring assault the identical goal because the wearer, they deal extra 1d6 factors of precision injury with every profitable melee assault. Additionally they achieve a +2 circumstance bonus on assault rolls towards this goal.

Act 5 – Stays of the Colourless One – Arrows/Breast Plate/Spectacles

Arrows – Pathfinder Wrath of the Righteous Crusader Relics Information

Possibility 1 – Each time the wielder of this ammuntion lands a primary hit towards a brand new enemy, the enemy should go a will saving throw (DC 32) or undergo 2d4 capability injury to intelligence (doesn’t have an effect on creatures with intelligence decrease than 3) and grow to be confused for 3 rounds. 20 items per day.

Possibility 2 – Each time the wielder of this ammuntion lands successful, the enemy should go a fortitude saving throw (DC 32) or be shocked and grow to be susceptible to sonic injury for 3 rounds. 20 items per day.

Breast Plate –

Possibility 1 – +5, product of crystals and may be worn by a druid. Initially of each fight, all enemies in a 50 toes vary across the wearer should go a will saving throw (DC 32) or grow to be confused for two rounds.

Possibility 2 – +5, product of crystals and be worn by a druid. It grants the wearer DR 3/- and reasonable fortification, but additionally makes the wearer susceptible to sonic injury.

Spectacles –

Possibility 1 – These glasses enable their wearer to make use of the Maddening Gaze capability thrice per day.
Maddening Gaze: As a swift motion, you may look in a sure course. All enemies in a 50 toes cone should go a will saving throw (DC 32) or undergo 2d4 capability injury to intelligence (doesn’t have an effect on creatures with intelligence decrease than 3) and grow to be confused for 1d4 rounds.

Possibility 2 – These glasses are product of very thick crystal. It’s tough to see by way of them thus the wearer suffers a -2 penalty to assault rolls. Nevertheless, each time the wearer lands a primary hit in melee towards a brand new enemy the goal should go a fortitude saving throw (DC 32) or be shocked and grow to be susceptible to sonic injury for 3 rounds.

Act 5 – Voice of the Cursed Bard – Lyre/Amulet

Lyre –

Possibility 1 – The proprietor can activate this merchandise as soon as per day. Whereas activated, all enemies in a ten toes space across the proprietor should go a will saving throw (DC 36) or undergo a -5 penalty on saving throws towards mind-affecting spells, -2 penalty on saving throws towards enchantment college spells, and grow to be susceptible to sonic injury for five rounds.

Possibility 2 – This merchandise grants its wielder the power to deal 10d10 sonic injury as a regular motion to a single goal thrice per day. A profitable fortitude saving throw (DC 36) halves the injury.

Amulet

Possibility 1 – This amulet makes the wearer’s voice stronger and permits it to take care of its energy for longer intervals of time. All of the wearer’s bardic efficiency and raging songs (if they’ve the corresponding class skills) final for 10 extra rounds per day.

Possibility 2 – This amulet empowers the voice of the wearer, thus will increase hit level limits of energy phrase spells by 150%. As an example, energy phrase kill now will immediately kill all enemies with HP decrease than 150 as a substitute of 100.

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