Unique Accessories
Accessories in Pathfinder Wrath of the Righteous is an armor piece category where the player’s characters can equip accessories such as amulets (or necklaces) and rings. Each accessory contain its unique defensive stats, effects, bonuses, skill checks, and more when they are equipped. Accesories are usually obtained as rewards from completing quests, purchased from merchants, looted from various locations, crafted, or are dropped by enemies and bosses.
Other Pathfinder Wrath of the Righteous Guides:
Note: All items on this page are taken directly from the game's source files, so there may not be access to every item in the game. But you can trust on items whose location is specific.
Unique Necklaces (Amulets)
Necklaces (or Amulets) can provide our character with unique defensive stats, bonuses, skill checks, and more. They can be equipped on the Neck slot. Accessories are usually obtained as rewards from completing Quests, purchased from Merchants, Crafted, or dropped by Enemies and Bosses.
Name | Desc | Location |
---|---|---|
“Nahyndrian” Crystal | This amulet grants its wearer a +1 competence bonus on Knowledge (World) skill checks. | |
Amulet of Agile Fists | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. | Crusader’s Camp (Wilcer Garms), Lost Chapel |
Amulet of Agile Fists +1 | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. It also grants a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Drezen (Golden Golem), Drezen |
Amulet of Agile Fists +2 | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. It also grants a +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Drezen (Jewelry Trader), Lost Chapel |
Amulet of Agile Fists +3 | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. It also grants a +3 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Amulet of Agile Fists +4 | If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. It also grants a +4 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Amulet of Apothecary | This amulet of natural armor +1 additionally grants the wearer a +4 morale bonus on saving throws against poison. | Leper’s Smile |
Amulet of Blackened Mirror | Whenever the wearer of this amulet uses a hex, the DC of the saving throw against it is increased by 1. | Crusader’s Camp |
Amulet of Circulating Blood | Whenever the wearer of this amulet is under a Bloodrage effect, they gain fast healing 5 for the duration of the effect. This amulet can only be worn by a Bloodrager. | Greengates |
Amulet of Deep Roots | This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. It also grants its wearer immunity to bull rush and overrun combat maneuvers as well as a +3 competence bonus to AC against Huge and bigger enemies. | |
Amulet of Devouring | Whenever the wearer of this amulet lands a killing blow with a natural attack, he gains temporary hit points equal to his character level for 1 minute. | Market Square |
Amulet of Epic Songs | This is an amulet of natural armor +2. Additionally, if the wearer possesses the Bardic Performance class ability, the amulet grants them 6 additional rounds of Bardic Performance per day. | Citadel Drezen |
Amulet of Evil Doom | This necklace gives its wearer DR 10/Good. | |
Amulet of Four Elements | Whenever the wearer of this amulet casts a spell with fire, electricity, cold or acid descriptor, that spell deals +1 point of damage per die rolled. | |
Amulet of Hidden Horrors | This amulet makes all invisibility spells become quickened, as though using the Quicken Spell feat. In addition, whenever the wearer of this amulet attacks with a weapon for the first time in a round while invisible, the target must pass a Will saving throw (DC 30) or become panicked for 2 rounds. | |
Amulet of Imposing Physique | This amulet grants its wearer a +5 competence bonus on Athletics and Intimidate skill checks. | Traveling Skeletal Salesman (hunting) |
Amulet of Inner Sight | This amulet grants its wearer immunity against blindness and gaze attacks. | |
Amulet of Jousting | Whenever the wearer of this amulet declares a Knight’s Challenge, he gains a +3 damage bonus against the challenged enemy. | Crusader’s Camp (Wilcer Garms) |
Amulet of Mighty Fists +1 | This amulet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Crusader’s Camp (Wilcer Garms), Lost Chapel |
Amulet of Mighty Fists +2 | This amulet grants its wearer a +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Drezen (Jewelry Trader), Wintersun |
Amulet of Mighty Fists +3 | This amulet grants its wearer a +3 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Drezen (Jewelry Trader) |
Amulet of Mighty Fists +4 | This amulet grants its wearer a +4 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Wilderness Encounter |
Amulet of Mighty Fists +5 | This amulet grants its wearer a +5 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Amulet of Natural Armor +1 | This amulet grants its wearer a +1 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | Defender’s Heart (Vissaliy Rathimus), Arendae Party House |
Amulet of Natural Armor +2 | This amulet grants its wearer a +2 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | Drezen (Golden Golem), Gray Garrison (Jeslyn), Gray Garrison |
Amulet of Natural Armor +3 | This amulet grants its wearer a +3 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | Drezen (Jewelry Trader), Citadel Drezen |
Amulet of Natural Armor +4 | This amulet grants its wearer a +4 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | Citadel Drezen |
Amulet of Natural Armor +5 | This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | |
Amulet of Natural Armor +6 | This amulet grants its wearer a +6 natural armor enhancement bonus to Armor Class. This bonus does not stack with other natural armor enhancement bonuses. | |
Amulet of Ooze | This is an intermediate step of relic creation. | |
Amulet of Quick Draw | This amulet grants its a wearer a +2 insight bonus on attack and damage rolls with ranged weapons against Large and bigger enemies. It also grants a +4 bonus on Initiative rolls. | |
Amulet of the Cursed Bard | This is an intermediate step of relic creation. | |
Amulet of the Dying Wisdom | The wearer feels all the weight of the old age. He gains -3 profane penalty to Strength, Dexterity and Consitution, but +2 profane bonus to Intelligence, Wisdom and Charisma. | |
Amulet Of Time Trickery | This amulet allows its wearer to cast haste spell as a 5th level wizard once per day. | |
Amulet of Unforgiving Elements | Whenever the wearer of this amulet deals elemental (fire, cold, electricity or acid) damage through a spell to an enemy for the first time, the enemy must pass a Fortitude saving throw (DC 24) or suffer 2d6 damage of corresponding element type each time it fails a saving throw for 3 rounds. | |
Angel’s Heart | This amulet grants its wearer an 30 feet aura that can be activated, granting all alies a +1 bonus to AC and allowing them to ignore any damage reduction on attacks against demons. This aura can be active for (10 + the wearer’s Charisma modifier) rounds per day. | |
Aspect of the Asp | This amulet in a form of a snake grants the wearer +2 DC on poison spells, all ray spells deal additional (1d6 + 5 points of acid damage. | |
Back Rank Assistance | If the wearer of this amulet is wielding a ranged weapon, whenever an ally in a 30 feet radius lands an attack of opportunity, the wearer makes a free ranged attack against the same target. This effect can only occur once per target. | Wintersun |
Beholder of Wind | This locket grants its wearer a +4 enhancement bonus to Dexterity and allows to cast blessings of luck and resolve spell twice per day as a 3rd level cleric. | |
Bone Amulet | Whenever the wearer of this amulet lands a killing blow, they gain DR 10/bludgeoning for 3 rounds. In addition, this amulet grants its wearer a +4 bonus on saving throws against Illusion school spells. | Underground Caves of Kenabres |
Bone Amulet | Mystical amulet in the shape of a snake made from bone. The pendant is a snake skull. The enchantments on this amulet allow the wearer to conceal their alignment. | Underground Caves of Kenabres |
Burning Amulet | This amulet adds +4 to the wearer’s caster level when they cast the following spells: burning arc, burning hands, controlled fireball, fire snake, fireball, fire storm, flame strike, hellfire ray, scorching ray. | |
Charlatan’s Locket | This locket makes all 0 level arcane spells cast by the wearer become Empowered, Extended, Reach and Maximized. | |
Charm of the Deep Waters | This amulet grants its wearer a +6 enhancement bonus to Constitution and a +5 deflection bonus to AC. | |
Clockwork Pendant | This pendant grants its wearer a +10 bonus to movement speed. Slow and haste spells cast by the wearer have their duration increased by a half as if affected by an Extend Spell feat. | |
Daeran’s Gift | An exquisite pendant shaped like a key. If you look at the key from a specific angle, the pattern of its engraving forms the first letter of your name. | Drezen |
Deathly Arousal | This choker protects the wearer from losing their head, and not only in bed. Once per day whenever the enemy, deals the wearer a killing blow, the choker restores them 50 HP and knocks the attacker prone for 2 rounds. | |
Ear Necklace | This amulet grants its wearer a +10 competence bonus on Knowledge (World) and Knowledge (Arcana) skill checks. | |
Embrace of the Faceless | Whenever you cast a grease spell, all creatures within the affected area must pass a Reflex saving throw or suffer 5d6 acid damage. | Relic (Dirty Squealer) |
Equilibrium | This amulet grants its wearer immunity to cold and fire. It also grants a +6 deflection bonus to AC. | |
Eye of the Storm | When the wearer of this amulet casts a spell with electricity descriptor, it adds +1 to their caster level for the purpose of calculating all level-variable effects of the spell. All spells with electricity descriptor cast by the wearer have their DCs increased by 1. | |
Francest’s Charming Voice | This amulet makes the wearer’s voice stronger and allows it to maintain its power for a longer periods of time. All the wearer’s bardic performances and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. | |
Francest’s Mighty Call | This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. | |
Giantslayer’s Clasp | This necklace gives its wearer an inherent +2 dodge bonus to AC against the attacks of monsters with Giant subtype. | |
Glass Amulet of Clarity | This amulet adds +2 to the DC for all saving throws against mind-affecting abilities used by the wielder. It also grants a +4 morale bonus on saving throws against mind-affecting and compulsion effects. | Drezen (Jewelry Trader), Drezen |
Golden Tongue | This amulet grants its wearer a +5 morale bonus to all Persuasion skill checks. | |
Guardian of Life | As long as the wearer of this amulet is under the effect of the death ward spell, they get a +2 morale bonus to AC against the attacks of undead creatures. If they use any single-target cure wounds spell on a target whose current number of HP is 0 or less, the target is healed for an additional number of HP equal to their number of Hit Dice. | Defender’s Heart (Vissaliy Rathimus) |
Gyronna’s Amulet | This amulet grants its wearer a +5 insight bonus to AC and gives the benefits of the mirror image spell. | |
Half of the Pair | Whenever two creatures wearing different halves of this pendant are within a 10 feet distance to each other, each gets a +2 circumstance bonus on attack rolls and a +2 circumstance bonus to AC. | Drezen (Arsinoe), Artisan’s Tower |
Inner Virtue | This amulet grants its wearer the ability to cast Overwhelming Presence as 11th level Wizard once per day. It also increases the wearer’s Ki pool by 5. | |
Life Veil | This amulet grants its wearer a +6 enhancement bonus to Constitution and the ability to cast cure serious wounds spell as a 5th level cleric twice per day. | |
Locket of Magic Missile Mastery | When the wearer of this locket casts magic missile or force missile spell, it becomes quickened and empowered, as though using the Quicken Spell and Empower Spell feats. | |
Maya’s Charm | All the wearer’s spells from Enchantment and Illusion schools have their DCs increased by 2, but the wearer takes a -2 penalty to Strength. Only characters with a good alignment can wear Maya’s Charm. | |
Menace of Death | Whenever someone dies within a 10 feet radius from the wearer of this amulet of natural armor +3, the wearer gets the effect of the haste spell for 2d3 rounds. This effect is renewed each time someone dies. After this effect wears off, the wearer cannot make any weapon or unarmed attacks for 1d3 rounds. | |
Mesmerizing Necklace | This amulet increases by 1 the DC of all Enchantment school spells cast by the wearer. It also grants the ability to cast color spray (DC 13) spell three times a day as a 1st level wizard. | |
Nahyndrian League Collar | This amulet grants its wearer a +4 natural armor enhancement bonus to Armor Class. In addition, it grants a +4 morale bonus on Reflex and Fortitude saving throws. It also applies a -4 penalty on Will saving throws. | |
Necklace of Eternal Hunter | This necklace gives its wearer a +2 bonus on attack rolls and +4 bonus on damage rolls against animals and magical beasts. | |
Perfect Pitch | This amulet grants its wearer an immunity to sonic damage and a +5 competence bonus on Perception skill checks. | |
Reckless Vengeance | The wearer of this amulet suffers a -4 penalty to AC. Whenever an ally in a 30 feet radius is knocked unconscious or dead, they get two extra attacks per round for two rounds. | |
River Fox’s Memento Pendant | The wearer of River Fox’s Memento Pendant gains a +5 competence bonus on all Mobility and Trickery checks and deals an additional 1d6 damage to all flanked opponents, denying their opponents’ Dexterity bonus as per Sneak Attack. This damage is increased by an additional 3d6 against targets that aren’t in combat. | |
Riversong Amulet | This amulet grants its wearer a +5 competence bonus to all Persuasion and Athletics skill checks, and resist electricity 20. | |
Sarzaksys Payza | This amulet grants its wearer an immunity to Necromancy school spells while in Demonic Rage. | |
Silver Tongue Amulet | This amulet grants its wearer a +2 competence bonus on Persuasion skill checks. | Gray Garrison |
The Binding of the Prince | 3 times per day the wearer may throw this amulet at an enemy. If the target fails a DC 24 Reflex saving throw, it becomes ensnared by the chain. The ensnared creature takes a -4 penalty to Dexterity, a -2 penalty to both AC and attack, and takes 1d6+5 bludgeoning damage each round. Additionally, each time the wearer takes damage, the chain inflicts 1/2 as much damage on the ensnared creature. | |
The Heart of Ira | The wearer of the necklace becomes immune to fatigue and exhaustion, and can activate the necklace to surround himself with an aura of nothingness. 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. | |
The Narrow Path | This necklace grants its wearer a +2 bonus to AC. It grants an additional +2 bonus to AC and all saving throws against all evil creatures’ attacks. Each time the wearer hits a good-aligned creature, the wearer gets a negative level. Unequipping this amulet is only possible after casting remove curse on the wearer and passing a DC 25 caster level check. | |
Vellexia’s Magnifying Amulet | This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. It also grants its wearer a +2 bonus to the highest current ability score. | |
Voice of the Faceless | Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to 5d6. Instead it deals (1d6 + 1 per two caster levels) points of damage. Creatures who fail the saving throw against it becomes Dazed for 2 rounds instead of 1 round. The amulet also increases the DC of all spells with sonic descriptor you cast by 2. | Relic (Dirty Squealer) |
Voracious Spirit | Whenever the wearer of this amulet lands a killing blow, she gains one of the following stacking bonuses that last until the next rest: 1) +10 temporary hit points (to a maximum of 50) 2) +1 bonus to AC (to a maximum of 5) 3) +1 bonus on Fortitude saving throws (to a maximum of 5) 4) +1 bonus on Will saving throws (to a maximum of 5) | Crusader’s Camp |
Ward Master’s Amulet | This amulet makes all ward abilities and spells (those which have the word “ward” in their names) grant +1 additional AC, and become extended as though using the Extend Spell feat. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. | |
Wind Breath | This amulet grants a +4 morale bonus to the wearer’s Initiative checks. | |
Xavorn’s Cross | This unholy Relic is fashioned entirely of bone and tied together with rope and skin. 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 one additional time per day. Additionally, the user of this symbol may cast create undead once per day for 13 rounds. | |
Your Phylactery | This item grants its wearer Deadly Magic ability. If the wearer already has Deadly Magic, it grants them two additional uses. In addition, once per day, whenever the wearer’s health falls below 0, it is restored to a maximum. Can only be equipped by a Lich. |
Unique Rings
Rings can provide our character with unique defensive stats, bonuses, skill checks, and more. Accessories are usually obtained as rewards from completing Quests, purchased from Merchants, Crafted, or dropped by Enemies and Bosses.
Name | Desc | Location |
---|---|---|
Acerbic Ring | When this ring’s wearer attacks with bombs, they deal additional 1d6 damage. | |
All-round defense | Whenever the wearer of this ring is 10 feet from the companion who wears the same ring, they both gain the effect of Back to Back feat. If they both already have the Back to Back feat, they gain an additional +2 bonus to AC. | |
Ancestral Retribution | While wearing this ring, whenever the wearer is fighting defensively and lands a first attack in this condition, the enemy is pushed 10 feet away and is knocked prone for 1 round. | |
Arcane Signet | This signet grants its wearer the ability to cast magic missile spell as a 3rd level wizard three times a day. | Gray Garrison |
Avenging Ring | Whenever the wearer of this ring becomes a target of an attack of opportunity, the attacker suffers 1d8 force damage. | |
Bane of Flesh | Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions around you for 2 minutes. | Relic (The Phylactery of Stevanius The Rotten) |
Bane of Spirit | You bound a part of your soul to the ring. You gain a +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. As a free action, you can lose HP equal to half your level to grant target creature a +2 bonus to attack rolls, and transform their damage type into force, for 1 round. | Relic (The Phylactery of Stevanius The Rotten) |
Blessed Signet | This signet grants its wearer the ability to cast bless spell as a 1st level cleric three times a day. | |
Caster’s Dream | This ring grants its wearer 1 additional spell slot for the 8th and 1 additional spell slot for the 9th level spells (if the spells of these levels are available to them). | |
Chameleon Ring | This ring grants its wearer a +10 enhancement bonus on Stealth skill checks. | |
Clemency of Shadows | You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. While in this state you share an unbreakable bond, while under this effect all members get an additional attack of opportunity per round. If an attack of opportunity was a critical hit, the enemy is staggered. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds. | |
Colossus Ring | This ring grants its wearer a +2 luck bonus to Constitution, and the ability to cast enlarge person spell twice per day as a 1st level wizard. | |
Conman’s Ring | This ring grants its wearer a +5 competence bonus on all Perception and Trickery skill checks. | Defender’s Heart (Kyado), Crusader’s Camp |
Conthyr’s Wisdom | Whenever the wearer of this ring deals a sneak attack damage for the first time in a fight against an enemy, that enemy becomes filled with paranoia. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. This effect stacks up to 3 times and persists for 1d4 rounds. | |
Daring Duelist | This ring grants its wearer a +2 bonus to attack rolls with melee weapons, and a +1 dodge bonus to AC. | |
Dark Omen | If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: ray of enfeeblement, scare, ray of exhaustion, fear, and waves of fatigue. To cast a spell, the wearer still needs to have a spell slot of the required level. | Defender’s Heart (Gemyl Hawkes) |
Dragonfly Ring | This ring grants its wearer a +8 enhancement bonus to Dexterity and the ability to cast cleanse spell three times per day as a 9th level cleric. | |
Earth Unleashed | If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: spiked pit, stoneskin, acid pit, acid fog, caustic eruption and clashing rocks. To cast a spell, the wearer still needs to have a spell slot of the required level. | |
Elemental Protector | This ring grants the wearer acid resistance 30, fire resistance 20, electricity resistance 10, and cold resistance 5. It also grants a +4 bonus on saving throws against cold, a +3 bonus on saving throws against electricity, a +2 bonus on saving throws against fire, and a +1 bonus on saving throws against acid. | |
Energy Source | If the wearer of this ring has the ability to channel energy, it allows them to do it 2 additional times per day. | |
Enlivening Leadership | This ring grants the wearer a +5 competence bonus on Persuasion checks and grants their companions a +1 morale bonus on all skill checks. | Drezen (Jewelry Trader) |
Explosion Ring | This ring grants its wearer a +12 damage bonus to bomb damage and the ability to cast slow spell twice per day as a 5th level wizard. | |
Flow of Water | This ring grants the wearer a +1 bonus on saving throws against spells with cold descriptor and adds +1 to the DC for all saving throws against spells with cold descriptor the wearer casts. | Shield Maze |
Fortunate Fencer | This ring grants its wearer a +2 bonus to attack rolls with melee weapons. | |
Fortune’s Smile | This ring grants its wearer a +2 luck bonus on all saving throws. | |
Great Dreamer’s Smile | This ring grants its wearer a +2 luck bonus on attack and damage rolls, saving throws, skill checks and spell penetration checks. It also grants immunity to curses. | |
Greater Ring of Balance | This ring grants its wearer a +5 deflection bonus to AC, immunity to emotion effects, immunity to fear, immunity to confusion, and a continuous effect of freedom of movement spell. It can only be worn by true neutral (on both axes) characters. | |
Greater Ring of Ultimate Protection | This ring grants its wearer a +5 resistance bonus to all saving throws, a +5 deflection bonus to AC, spell resistance 24, and DR 2/-. | |
Hasting Expanse | This ring grants its wearer +1 extra attack with the highest attack bonus when making full attack action, stackable with Haste and similar effects. | |
Herbal Ring | This ring grants its wearer a +4 morale bonus on saving throws against disease, nausea, and sickened effects. | |
Honor of Death | This ring grants its wearer negative energy resistance 20, and the ability to cast breath of life spell once per day as a 9th level cleric. | |
Icy Protector | This ring grants the wearer cold resistance 10. If the wearer has the Iceplant hex, it also grants them +2 natural armor bonus to AC. | Defender’s Heart (Vissaliy Rathimus), Defender’s Heart |
Infernal Bond | If the wearer of this ring is a kineticist, the bonus given to them by their gather power ability is increased by 1. | |
Inner Demon | If this ring’s wearer is a barbarian, it gives them the ability to use Rage for 4 additional rounds per day. | |
Lesser Ring of Balance | This ring grants its wearer a +4 deflection bonus to AC, and immunity to emotion effects. It can only be worn only by neutral (on at least one axis) characters. | |
Lesser Ring of Ultimate Protection | This ring grants its wearer a +4 resistance bonus to all saving throws, a +4 deflection bonus to AC, spell resistance 19, and DR 1/-. | |
Magician’s Ring | This ring grants the wearer a +5 competence bonus on all Use Magic Device skill checks and increases the save DC against all spells of the Illusion school the wearer casts by 2. | |
Martyr’s Testament | The wearer of this ring becomes vulnerable to fire, but also gets a +4 bonus on Will saving throws and immunity to mind-affecting conditions. | |
Merciless Shot | The wearer of this ring gets a +1 bonus to attack while using Point Blank Shot. | Neathholm |
Paragon of Winter | This ring grants both its wearer and the monsters summoned by them cold resistance 30 and vulnerability to fire. | |
Planar Navigator | This ring improves its wearer’s summoning abilities. All summon spells of 6th level and lower are maximized, as though using the Maximize Spell feat. The wearer also gains a +1 insight bonus to attack rolls against outsiders. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Power Stone | This ring grants its wearer a +4 enhancement bonus to Strength and the ability to cast bull strength spell 3 times per day as a 3rd level wizard. | |
Prismatic Ring | This ring allows to cast an improved version of Prismatic Spray once per day as 17th level Wizard. The wearer can recharge this ring by consuming spells for which the sum of their levels must be equivalent to at least 9. | |
Ravager of Dread | This ring grants the wearer a +4 morale bonus against confusion and fear effects. If the wearer fails a saving throw against such effect, after the effect ends the wearer gets a +2 bonus on saving throws and +2 bonus on damage rolls until the end of the combat. | Ivory Sanctum |
Red Salamander | If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: fireball, controlled fireball, firesnake, hellfire ray, fire storm, and fiery body. To cast a spell, the wearer still needs to have a spell slot of the required level. | Camp (Kyado’s master – Vasiily?) – Act 2; Drezen (Arsinoe); Defender’s Heart (Kyado) – Act 3 |
Righteous Crusader’s Ring | If the wearer of this ring has smite evil class ability, this ring grants them one additional use of it per day after resting. | Underground Hideout |
Ring of Acid Immunity | This ring grants its wearer immunity to acid. | |
Ring of Bardic Resourcefulness | If the wearer of this ring has the bardic performance ability, it grants them an additional round of its use per day. | |
Ring of Blur | This ring grants its wearer a continuous blur spell effect. | |
Ring of Boreal Might | If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: ice storm, cone of cold, cold ice strike, ice body, polar ray and polar midnight. To cast a spell, the wearer still needs to have a spell slot of the required level. | Blackwing Library (Storyteller) |
Ring of Chaos | This ring grants its wearer a +4 deflection bonus to AC and a continuous freedom of movement spell effect. Only chaotic characters can equip it. | |
Ring of Chaotic Fascination | This is a ring of protection +2. Additionally, it increases the DC for all saving throws against spells from the Enchantment school the wearer casts by 2. It also grants the wearer a +2 bonus on saving throws against spells of the Enchantment school. | Citadel Drezen |
Ring of Circumstances | The wearer of this ring can, after resting while wearing it, activate up to 4 abilities from the list below. Removing the ring will immediately remove all bonuses from it. +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 throws +1 circumstance bonus to weapon damage rolls +2 circumstance bonus to all skills checks +5 feet circumstance bonus to movement speed +1 circumstance bonus to AC +1 circumstance bonus to DCs of all spells and usable abilities | |
Ring of Corrosion | Whenever the wearer casts a spell with acid descriptor, that spell deals +1 point of damage per die rolled. | |
Ring of Deadly Swing | This ring grants the wearer a +5 competence bonus on Mobility checks and +2 competence bonus on attack rolls with throwing axes, darts, and javelins. | midnight fane, secret door behind deskari shrine |
Ring of Decadence | 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. | |
Ring of Devastating Will | This ring of protection +3 grants the wearer an ability to avoid magical and unusual attacks with great willpower. If a character makes a successful Will saving throw against an attack that normally deals half damage on a successful save, instead they take no damage. A helpless character does not gain this benefit. | Blackwater |
Ring of Enhanced Summons | This ring grants the monsters summoned by its wearer a +2 enhancement bonus for their weapons. | |
Ring of Evasion | This ring continually grants the wearer the ability to avoid damage as if the player had evasion ability. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage. | |
Ring of Extreme Feints | This ring of protection +4 grants its wearer the ability to get a +6 dodge bonus to AC against ranged attacks for 5 rounds once per day. | |
Ring of Ghostly Pathways | This is an intermediate step of relic creation. | |
Ring of Guiding Star | This ring grants the wearer +4 bonus to Initiative rolls. Whenever the wearer lands a hit against an undamaged enemy, it grants all companions a +3 bonus on damage rolls for one round. | |
Ring of Hints | This ring grants the wearer a +5 competence bonus on Knowledge: world checks and a +5 competence bonus on Knowledge: arcana checks. | |
Ring of Imminent Demise | Whenever the wearer of this ring makes an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 26) or be knocked down. The ring also grants a +2 competence bonus on attack and damage rolls with two-handed weapons. | |
Ring of Improved Proficiency | This ring grants its wearer a +2 deflection bonus to AC and +1 competence bonus on attack rolls with melee weapons. | |
Ring of Law | This ring grants its wearer a +4 deflection bonus to AC, and immunity to confusion and fear. Only lawful characters can equip it. | |
Ring of Luck | This ring grants its wearer a +1 luck bonus on all saving throws. Bonuses of the same type usually don’t stack. | |
Ring of Magic Devices | This ring grants its wearer a +5 competence bonus to Use of Magical Devices skill checks and the ability to cast dispel magic spell twice per day as a 7th level wizard. | |
Ring of Nahyndrian Courage | Whenever the wearer of this ring is being attacked with a ranged weapon, they gain a +2 morale bonus to AC, one extra attack of opportunity, and their speed is increased by 10 feet for 1 round. | |
Ring of Plentiful Hunts | This ring grants its wearer a +1 bonus on damage rolls with bows and a +2 luck bonus on Lore (Nature) checks. | |
Ring of Procrastinator | The wearer of this ring becomes staggered for the first round of every combat. For the same round he gains a resistance 15 against all elements, spell resistance 25, 10 DR/- and immunity to critical hits. | |
Ring of Protection +1 | This ring grants its wearer a +1 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Defender’s Heart (Vissaliy Rathimus), Shield Maze (Corrupted Mongrel Brute), Reliable Redoubt |
Ring of Protection +1 | This ring grants its wearer a +1 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Defender’s Heart (Vissaliy Rathimus), Shield Maze (Corrupted Mongrel Brute), Reliable Redoubt |
Ring of Protection +2 | This ring grants its wearer a +2 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Crusader’s Camp (Wilcer Garms), Wintersun |
Ring of Protection +3 | This ring grants its wearer a +3 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Drezen (Jewelry Trader) |
Ring of Protection +4 | This ring grants its wearer a +4 deflection bonus to AC. Bonuses of the same type usually don’t stack. | Citadel Drezen |
Ring of Protection +5 | This ring grants its wearer a +5 deflection bonus to AC. Bonuses of the same type usually don’t stack. | |
Ring of Protection +6 | This ring grants its wearer a +6 deflection bonus to AC. Bonuses of the same type usually don’t stack. | |
Ring of Pyromania | Whenever the wearer of this ring deals fire damage through a spell, they deal additional 1d6 + 5 fire damage. They also get a +2 bonus to caster level checks made to overcome spell resistance. | Drezen (Arsinoe) |
Ring of Radiant Arrows | This ring grants its wearer the ability to cast magic missile spell three times per day as a 3rd level wizard. | |
Ring of Renown Artisan | This ring grants the wearer +12 competence bonus to Knowledge: Arcane skill checks, and +5 bonus on checks to craft potions or scrolls. | |
Ring of Revered Champion | This ring grants its wearer DR 10/- and immunity against movement-impairing conditions. | |
Ring of Sacred Touch | Whenever the wearer of this ring lands any touch attack against the enemy, this attack deals additional 1d6 holy damage and whenever the wearer heals a target via touch spells, the spell heals for additional 1d6 points. | Ivory sanctum, second solution to the door puzzle to jerribeths room |
Ring of Security | This ring grants its wearer a +2 deflection bonus to AC, a +2 resistance bonus on all Saving Throws, and spell resistance 14. | |
Ring of Sharp Strike | Whenever the wearer of this ring shoots an enemy engaged in melee combat, and hits, the enemy suffers a -1 penalty on attack rolls for one round. | Thieflings Hideout |
Ring of Stitches | This ring grants its wearer immunity to bleed. | |
Ring of Summoning | This ring grants the wearer an ability to summon either axiomites or soul eaters, randomly selected, once per day, as if they were summoned by a summon monster VIII spell (caster level 15, DC 22). 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. | Drezen |
Ring of the Beast King | This ring grants its wearer’s animal companion (if they have one) a +2 enhancement bonus to Strength and Dexterity scores. | |
Ring of the Dead | This ring allows the owner to use the Dead Inside ability on a living creature for 1 minute 3 times per day. While under the effect, the creature is immune to all mind-affecting effects, death effects, disease, paralysis, poison, sleep effects, and stunning; not subject to nonlethal damage, ability drain, or energy drain, immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. However, both positive and negative energy deal damage to it. This ring also grants the wearer a +2 morale bonus on saving throws against all effects that are mentioned in Dead Inside ability. | |
Ring of the Natural Born Commander | This ring grants its wearer a +3 insight bonus on all Persuasion skill checks. | |
Ring of Undercover Wizard | 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. Whenever the wearer kills two or more enemies with a single spell, it grants the wearer total concealment against ranged attacks for the rest of the battle. | |
Sacred Commandment | If the wearer of this ring has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: heroism, angelic aspect, chains of light, banishment, greater angelic aspect, and heroic invocation. To cast a spell, the wearer still needs to have a spell slot of the required level. | |
Sealed Ring | This ring grants its wearer Cold Resistance 30 and the ability to cast horrid wilting spell once per day as a 17th level wizard. | |
Sentinel | This ring generates a shield-sized wall of force that can be wielded by the wearer as if it were a heavy shield (+2 AC) and grants additional DR 2/-. | |
Shelyn’s Embrace | Linzi’s ring prevents her from dying and teleports her to a safe location should she fall in battle. | |
Shiny Ring | This expensive ring serves little purpose in combat, but is ideal for social events. The wearer can cover themself in glitter for 10 minutes. | |
Sigil of Creation | Whenever the wearer of this ring uses their kinetic healer wild talent, it also applies the effect of the restoration spell to the target. The talent is always empowered, as though using the Empower Spell feat. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Sigil of Destruction | This ring doubles the threat range of the wearer’s kinetic blasts. This effect stacks with the effect of Improved Critical feat. | Traveling Skeletal Salesman (magic) |
Source of Invisibility | This ring grants its wearer the ability to cast poison spell three times per day as a 7th level cleric. If the wearer has the Invisible Thief ability, the ring allows them to use it for 5 additional rounds per day. | |
Steady Finger | This is a ring of protection +2. It grants the wearer a +3 competence bonus on touch attack rolls. | Scrubland by a Bend in the River |
Stevanius’s Ring | This is an intermediate step of relic creation. | |
Storyteller’s Ring | This ring grants the wearer a +1 luck bonus on all saving throws against fire based effects. | Defender’s Heart |
Thiefling Ring | This ring grants its wearer a +2 competence bonus on Trickery and Stealth skill checks. If the wearer is a Tiefling, the bonus increases to +3. | Thieflings Hideout |
Thorny Ring | This ring grants its wearer the ability to cast sickening entanglement spell three times per day as a 3rd level druid. | |
Unholy Shepherd | While wielding this ring with a sign of Baphomet, you can summon 2 CR 14 Half-Fiendish Minotaurs 3 times per day and they will fight on your side for 10 minutes. However, if you die while wearing this ring, they are summoned too, but now as enemies. | |
Unholy Signet | This signet grants its wearer the ability to cast bane spell as a 3rd level cleric three times a day. | Gray Garrison |
Universal Remedy | This ring grants its wearer a +1 bonus per die rolled on all Cure and Healing spells as well as Channel Positive Energy used to heal living. | |
Unmaker | Each round the first attack this ring’s wearer makes using an unarmed strike or natural weapon, casts the greater dispel magic spell. | |
Wedding Ring | Whenever the wearer of this ring is hit by an enemy, the wearer of the second ring gains bane against this enemy for 1 round. | |
Wedding Ring | Whenever the wearer of this ring is hit by an enemy, the wearer of the second ring gains bane against this enemy for 1 round. | |
Zaoris’s Beauty | If the companions of the wearer of this ring attack the same target as the wearer, they deal an additional 1d6 points of precision damage with each successful melee attack. They also gain a +2 circumstance bonus on attack rolls against this target. | |
Zaoris’s Ring | This is an intermediate step of relic creation. |
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