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Armor in Pathfinder Wrath of the Righteous features various pieces that provide defenses and additional bonuses to the player’s character, as well as Companions. Armor grants defenses against various enemies and also provides different fixed and random modifiers that affect the player stats. Armor pieces are usually obtained as rewards from completing quests, purchased from merchants, looted from various locations, 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.
Armor Check Penalty
Any armor heavier than leather, as well as any shield, hurts a character’s ability to use Dex– and Str-based skills. An armor check penalty applies to all Dex– and Strength-based skill checks. A character’s encumbrance may also incur an armor check penalty.
Shields: If a character is wearing armor and using a shield, both armor check penalties apply.
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dex– and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.
Arcane Spell Failure Chance
Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards can wear light armor and use shields without incurring any arcane spell failure chance for their bard spells.
Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the percentage chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.
If a character is wearing armor and using a shield, add the two numbers together to get a total arcane spell failure chance.
Armor/Shield Bonus
Each type of armor grants an armor bonus to Armor Class, while shields grant a shield bonus to Armor Class. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus.
Maximum Dex Bonus
This number is the maximum Dexterity bonus to Armor Class that this type of armor allows. Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer’s Armor Class. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities.
Even if a character’s Dex bonus to Armor Class drops to 0 because of armor, this situation does not count as losing his Dex bonus to Armor Class.
A character’s encumbrance (the amount of gear carried, including armor) may also restrict the maximum Dex bonus that can be applied to his Armor Class.
Shields do not affect a character’s maximum Dex bonus, except for tower shields.
Chest Armor
Name | Type | Desc | Location |
---|---|---|---|
Banded Armor of Greater Acid Resistance | Heavy | This +3 banded armor grants its wearer acid resistance 30. | |
Banded Mail of Dope | Heavy | This is an intermediate step of relic creation. | |
Battlemaster’s Plate | Heavy | This a +4 mithral full plate grants its wearer ability to cast greater heroism spell once per day as a 11th level wizard. | |
Bladed Plate | Heavy | A creature that attacks the wearer of this +3 full plate with a melee weapon, an unarmed strike, or a natural weapon takes 1d4+1 slashing damage. Creatures using melee weapons with reach are unaffected by this armor. | |
Blessed Path | Heavy | This +2 full plate can only be equipped by good characters. It grants its wearer a +2 enhancement bonus to Wisdom and Charisma, and a +4 sacred bonus on saving throws against compulsion effects and poisons. If equipped by a paladin, it also gives her the ability to use Smite Evil two more times per day. | |
Carapace | Heavy | Whenever an enemy lands a hit on the wearer of this +2 mithral full plate mail, the attacker has to pass a Reflex saving throw (DC 18) or suffer 1d3 damage to Strength. If the attacker passes the saving throw, they suffer 1d3 piercing damage instead. | Citadel Drezen |
Crusader’s Mithral Full Plate | Heavy | This +3 mithral full plate grants the wearer a +3 enhancement bonus to Wisdom and the ability to cast angelic aspect spell once per day as a 9th level wizard. | |
Death Crusher’s Full Plate | Heavy | This +4 full plate armor grants its wearer negative energy resistance 10 and the ability to cast death ward spell twice per day as a 7th level cleric. | |
Dragonscale Plate | Heavy | This +2 full plate grants its wearer acid resistance 30. | |
Flowing Half-Plate | Heavy | This +4 half-plate grants its wearer a + 5 bonus on Reflex saving throws. In addition, whenever the wearer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage as if they had the Evasion feat. | |
Full Plate Mail of Mind Focus | Heavy | The wearer of this +5 mithral fullplate is immune to mind affecting conditions and “can not attack” condition. | |
Full Plate of Greater Sonic Resistance | Heavy | This +2 full plate grants its wearer sonic resistance 30. | |
Full Plate of Lesser Acid Resistance | Heavy | This +1 full plate mail grants its wearer acid resistance 10. | |
Fullplate of Spell Nullify | Heavy | This +3 mithral full plate grants the wearer additional Spell Resistance 23. | |
Giant’s Nemesis | Heavy | This +2 banded mail grants its wearer +3 morale bonus to AC against the attacks of monsters with Giant subtype. | |
Gleaming Banded Armor | Heavy | This +3 banded armor grants the wearer fire resistance 30, immunity to sleep, electricity, and paralysis. | Drezen (Wilcer Garms) |
Grenadier’s Half-Plate | Heavy | This +5 halfplate grants its wearer immunity against bombs. | |
Half-plate of Greater Spell Resistance | Heavy | This +5 half-plate grants its wearer spell resistance 19. | |
Half-Plate of Hatred | Heavy | This is a +2 half-plate armor. Its enhancement bonus to AC increases to +4 against the attacks of orcs, giants and goblinoids. | |
Half-Plate of Stability | Heavy | This +3 half-plate grants its wearer +2 bonus on saving throws made to avoid daze and shaken conditions. | |
Half-Plate of Synergy | Heavy | This +3 adamantine half-plate grants the wearer additional DR 1/-. | Drezen (Paralictor Aminos Renth) |
Half-plate of Vigor | Heavy | This +2 half-plate grants its wearer a +2 enhancement bonus to Constitution. | Crusader’s Camp |
Half-plate of Will | Heavy | This +2 half-plate grants its wearer a +3 resistance bonus on Will saving throws. | Drezen (Blacksmith) |
Indomitable Life | Heavy | This +3 banded armor grants the wearer ferocity as per the universal monster rule. Ferocity: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. | |
Mark of the Guardian | Heavy | This +5 full plate grants its wearer Negative Energy Resistance 30, Fire Resistance 10, Acid Resistance 10, Cold Resistance 10, and Electricity Resistance 10. It also grants its wearer the ability to cast searing light once per day as a 5th level cleric. | |
Onslaught | Heavy | This +5 mithral full plate grants its wearer a +8 enhancement bonus to Strength and increases their movement speed by 20. | |
Perfect Storm | Heavy | While the wearer of this +4 full plate armor is wielding weapons in two hands or is wielding a two-handed weapon, the weapon’s largest enhancement bonus is added to AC with shield descriptor. | |
Plague of Madness | Heavy | Whenever the wearer of this +4 banded armor is hit, the wearer gets a fast healing 1 (stacks up to 10) until the end of the combat. | |
Quenchless Life | Heavy | This +2 full plate grants its wearer +2 bonus on saving throws against all spells of Necromancy school. | |
Realm Protector | Heavy | This +4 full plate grants its wearer additional stacking DR 2/- for each dead outsider in a 30 feet area. | |
Throne Keeper | Heavy | This +5 adamantine full plate mail grants its wearer 10 DR/-, immunity to cold and fire as well as all combat maneuvers. | |
Undying Devotion | Heavy | This +5 full plate armor grants its wearer immunity to paralyzed condition. It also adds +1 to the DC for all saving throws against spells from the necromancy school the wielder casts. | |
Warpath | Heavy | This +3 banded mail grants its wearer a +3 bonus to AC against the attacks by humans and elves. | |
Welcome Respite | Heavy | Whenever the wearer of this +5 banded armor is attacked in melee while being prone, stunned or staggered, the attacker must pass a Reflex saving throw (DC 30) or suffer from the same condition for 2 rounds. In addition, this armor grants its wearer immunity to fire and acid. | |
Barding of Elder Beasts | Heavy Barding | This +3 full barding grants its wearer a +4 natural armor enhancement bonus to AC and a +3 bonus to CMB against large and bigger enemies. | |
Royal Guard’s Barding | Heavy Barding | This +5 full barding grants its wearer 10d6 additional bludgeoning damage on a successful charge. It also makes the wearer immune to stunned and staggered conditions. | |
Shield of Incorruptible Heart | Heavy Shield | This +4 heavy shield grants the wielder a +2 morale bonus on saving throws against evil creatures. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric. | |
Antitoxin Chainshirt | Light | This +2 chainsirt grants its wearer +3 bonus on saving throws against poison. | |
Archer’s Archfoe | Light | This +5 padded armor grants its wearer DR 5/- against ranged attacks | |
Armor of Vigilance | Light | This +1 leather armor grants the wearer a +4 bonus to AC against sneak attacks. | Defender’s Heart (Joran Vhane) |
Armor of Vigilant Sprouts | Light | Whenever the wearer of this +4 padded armor is hit by a sneak attack or an attack of opportunity, the attacker must pass a Reflex saving throw (DC 28) or become entangled for 3 rounds. | |
Assassin’s Chainshirt | Light | This +4 adamantine chainshirt grants its wearer a +4 bonus on critical confirmation rolls. | |
Blizzard’s Heart | Light | This +4 studded leather armor grants its wearer cold resistance 25 and an ability to cast cone of cold spell twice per day as a 9th level wizard. | |
Bombardier’s Vest | Light | This +1 leather armor provides its wearer a +2 bonus on attack rolls with bombs and similar weapons. | |
Bruiser’s Chainshirt | Light | This +2 chainshirt grants the wearer DR 3/piercing. | Lost Chapel |
Burned Protector | Light | This +2 leather armor grants its wearer fire resistance 10 and an ability to cast remove disease spell once per day as a 5th level cleric. | |
Chainbreaker’s Chainmail | Light | This +3 chainshirt grants its wearer a +5 competence bonus on all Trickery skill checks and a +3 resistance bonus on Reflex saving throws. It also grants the ability to cast freedom of movement spell once per day as a 7th level cleric. | |
Chainshirt of Greater Acid Resistance | Light | This +5 chainshirt grants its wearer resistance to acid 30. | |
Chainshirt of Life | Light | This +3 chainshirt grants its wearer a +2 bonus on saving throws against spells with death descriptor. | |
Chainshirt Of Life Vim | Light | This +3 chainshirt grants the wearer a +4 profane bonus to AC against the attacks of non-living creatures. | |
Dark Retriever’s Padded Armor | Light | This is an intermediate step of relic creation. | |
Dark Studded Leather Armor | Light | This +3 studded leather grants its wearer a +3 armor bonus on saving throws against blindness. | |
Delamere’s Armor | Light | This +3 leather armor allows its wearer to cast spells from the Plants domain as if they were 2 caster levels higher. | Temple of Good Hunt |
Delamere’s Cursed Armor | Light | This is a +3 leather armor. | |
Desert Mirage | Light | This +5 leather armor grants its wearer a +15 competence bonus on Trickery skill checks. In addition, whenever the wearer successfully passes a saving throw, they gain the displacement spell effect for 1 round. | |
Eternal Ballad | Light | This +4 mithral chainshirt prevents bard’s Bardic Performance or skald’s Raging Song class abilities from being interrupted when the wearer is stunned or knocked prone. In addition, allies revived by the skald’s Song of the Fallen gain a +2 morale bonus to attack and damage until the end of combat. | |
Exalted Leader’s Chainshirt | Light | This +5 mithral chainshirt grants its wearer heavy fortification and immunity against bleed effects. | |
Gentle Persuasion | Light | Upon performing a good deed, this armor reduces the wearer’s Constitution by 2 each time, to a minimum of 1. Only committing an evil act can provide relief, removing the constitution penalty and giving 10 temporary hit points instead. Unequipping this armor is only possible after casting remove curse on the wearer and passing a DC 33 caster level check. The wearer also gets a +6 enhancement bonus to Dexterity, +10 competence bonus on Stealth checks and allows the wearer to cast dominate person once per day (DC 22) as a 17th level wizard. | |
Ghost Leather | Light | This +3 leather armor grants its wearer the effect of the greater invisibility spell for 2 rounds whenever an enemy successfully hits them. | |
Gleaming Chainshirt | Light | This +2 chainshirt grants its wearer fire resistance 10, acid resistance 10, cold resistance 10 and electricity resistance 10. | |
Heavenly Vest | Light | This +5 mithral chainshirt grants its wearer immunity to energy drain. | |
Imperial Jaeger | Light | This +5 studded armor grants its wearer a +2 bonus on attack and damage rolls with crossbows. | |
Infiltrator’s Armor | Light | This +2 leather armor grants +5 competence bonus on Stealth skill checks. | Drezen (One-Eyed Devil) |
Jester’s Vest | Light | Whenever the wearer of this colorful +1 padded armor casts the hideous laughter spell, its DC is increased by 2. | |
Lady Callandra’s Chainshirt | Light | This is a +2 mithral chainshirt. | Tower of Estrod |
Leather Armor of Greater Cold Resistance | Light | This +3 leather armor grants its wearer cold resistance 30. | |
Leather Armor of Greater Electricity Resistance +5 | Light | This +5 leather armor grants its wearer resistance to electricity 30. | |
Leather Armor of Medium Acid Resistance | Light | This +2 leather armor grants its wearer acid resistance 15. | |
Leather Armor of Useful Pockets | Light | This +3 leather armor grants the wearer a +2 bonus to Dexterity. Every day the wearer finds a random scroll in its pocket. | |
Light Absorber | Light | This +2 chainshirt protects its wearer from blinding effects. | |
Mail of Clear Skies | Light | This +5 chainmail has a maximum Dexterity bonus of +5, an armor check penalty of –1, and an arcane spell failure chance of 15%. It is considered light armor. | |
Mantle of Night | Light | This +3 leather armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +10 competence bonus on Stealth skill checks. If the wearer is no longer hidden blur effect stays for 1d4 rounds. | |
Mithral Chainshirt of Greater Fire Resistance | Light | This +5 mithral chainshirt grants its wearer fire resistance 30. | |
Mystic Grace | Light | This +3 leather armor is made from very light and delicate leather, increasing max dexterity bonus by 1 and decreasing arcane spell failure chance by 10%. It also grants the wielder a +2 bonus on caster level checks made to overcome spell resistance. | |
Naturalist Armor | Light | This +2 studded leather armor grants its wearer an +2 insight bonus to AC against the attacks of plants and vermins. | |
Oak’s Pelt | Light | This +3 leather armor gives the wearer a natural armor bonus instead of an armor bonus. | |
Padded Armor of Firm Steps | Light | This +2 padded armor grants its wearer immunity to trip. | |
Padded Armor of Focus | Light | This padded armor grants its wearer a +2 bonus on concentration checks. | Blackwing Library |
Padded Armor of Fortitude | Light | This +1 padded armor grants its wearer +3 resistance bonus on Fortitude saving throws. | |
Padded Armor of Greater Acid and Sonic Resistance | Light | This +5 padded armor grants its wearer acid and sonic resistance 30. | |
Padded Armor of Greater Negative Energy Resistance | Light | This +3 padded armor grants the wearer resistance to negative energy 30. | |
Padded Armor of Refined Maneuver | Light | This +3 padded armor grants the wearer a +5 competence bonus on Mobility checks, a +3 bonus to CMB, and a +3 bonus to CMD. | Wintersun |
Panther’s Grace | Light | This +5 studded armor grants its wearer a +15 competence bonus on Stealth skill checks as well as a +4 competence bonus on Reflex saving throws. | |
Purging Chains | Light | This +5 adamantine chainshirt makes its wearer immune to ability score damage. | |
Python Skin Doublet | Light | This +4 leather armor grants its wearer a +4 bonus to all saving throws against poison, paralysis and sleep; immunity to trip, and allows to cast touch of slime twice per day as a 7th level wizard. | |
Reaper’s Vest | Light | This +3 studded armor grants its wearer an additional +3 dodge bonus to AC against shaken opponents’ attacks. | |
Royal Guardian | Light | This +5 studded leather armor has a maximum Dexterity bonus of +15. It increases its wearer’s maximum HP by 20. | |
Royal Messenger’s Chainshirt | Light | This +4 mithral chainshirt grants its wearer a +4 bonus on Reflex saving throws and a +10 competence bonus on Mobility checks. | |
Sage Armor | Light | This +5 leather armor grants its wearer an additional +2 dodge bonus to AC while under the effects of a shield spell. | |
Scorpion’s Hatred | Light | This +3 leather armor grants its wearer fire resistance 10 and acid resistance 10. It also grants the ability to cast poison spell twice per day as a 5th level cleric. | |
Seasoned Assassin’s Armor | Light | While wearing this +4 studded armor you have total concealment against all ranged attacks (weapon and touch). Whenever you receive a critical hit from a ranged attack, you gain DR 10/- for 1d3 rounds. However, receiving a critical hit in melee combat makes you prone for 1 round. | |
Second Skin | Light | This +4 padded armor has a +4 bonus to armor’s maximum Dexterity. | |
Shadow Leather +1 | Light | This +1 leather armor grants its wearer a +5 competence bonus to Stealth skill checks. | |
Shepherd’s Armor | Light | This +5 studded armor grants its wearer a +2 bonus on attack and damage rolls with shortbows and longbows. | |
Shroud of the Eternal Hunger | Light | The wearer of this +3 padded armor gets +3 bonus to saving throws against fear and nauseated condition. Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or become nauseated for one round. | |
Stainless Chainshirt | Light | This +1 adamantine chainshirt grants its wearer acid resistance 15. | |
Stoic Wolf | Light | This +2 studded leather armor grants its wearer cold resistance 10 and the ability to cast beast shape I (wolf) spell once per day as a 5th level wizard. | |
Studded Armor of Trinity | Light | This +3 studded leather grants the wearer DR 3/-. | Wintersun |
Studded Leather of Medium Electricity Resistance | Light | This +2 studded leather armor grants its wearer resistance to electricity 15. | |
Sturdy Leather Armor | Light | This +2 leather armor grants its wearer DR 2/melee. | |
Thick Pads | Light | Whenever an enemy confirms a critical hit against the wearer of this +1 padded armor, they must pass a Fortitude saving throw (DC 16) or become unable to attack with a weapon for one round. | Neathholm (Dyra) |
Trailblazer’s Armor | Light | This +4 leather armor grants its wearer a +10 competence bonus on Perception checks and a +3 bonus to maximum Dexterity. | |
Unbending Armor | Light | This +1 studded leather armor grants the wearer DR 3/piercing. | Silken Thread Atelier (Kervil the Sparkling Fist), Silken Thread Atelier |
Vest of Hundred Pockets | Light | This +2 studded leather armor grants its wearer a +5 competence bonus to Trickery skill checks. | |
Vest of Mirrors | Light | If the wearer of this +3 leather armor has the Bardic Performance ability, it allows them to use it for 4 additional rounds per day. It also grants them the ability to cast displacement spell three times per day as a 5th level wizard. | |
Veteran’s Armor | Light | This +2 padded armor grants the wielder 10 resistance against fire and electricity. | |
Web Strider | Light | This +3 padded armor is finely done, using a bit of leather, webs, and teeth, it grants the wearer +2 morale bonus to Dexterity score. | |
Woodland’s Aegis | Light | This +2 studded leather allows the wearer to cast barkskin spell once per day as a 3rd level druid. | |
Zon-Kuthon’s Suffocating Caress | Light | This +4 padded armor is very stiff. The wearer suffers -2 penalty to attack rolls and Constitution score. However, the wearer gets electricity resistance 30. If they suffer any electrical damage, the armor becomes infused with electricity: for the next round, the wearer’s attacks deal additional 1d12 electric damage, and the spells with the electric descriptor they cast become quickened, as though using the Quicken Spell feat. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | |
Barding of Vengeance | Light Barding | Whenever the wearer of this +5 leather barding suffers 30 or more damage in a single hit, he gets the effect of winds of vengeance spell for 1 minute. | |
Exquisite Chain Barding | Light Barding | This +3 chainshirt barding grants its wearer a +2 bonus to Dexterity ability score, and immunity to ability score damage for the first 3 rounds of combat. | |
Lightened Harness | Light Barding | This +1 leather barding increases animal companion’s base speed by 10 feet and grants it one additional attack of opportunity. | Gray Garrison |
Shield of Evocation Resilience | Light Shield | This +3 light shield grants its wielder a +4 bonus on saving throws against all spells of Evocation school. | |
Animalistic Perseverance | Medium | This +5 hide armor grants its wearer immunity against fire and cold while polymorphed. In addition, it grants a +15 competence bonus on Lore (Nature) skill checks. | |
Ardent Guard | Medium | This +4 breastplate makes the wearer’s first spell cast in any combat encouraging, as though using the Encouraging Spell feat. Encouraging Spell: Any morale bonus granted by an encouraging spell is increased by 1. | |
Armor of Dispersion | Medium | Each time an enemy confirms a critical hit against the wearer of this +2 hide armor, that enemy is affected by the equivalent of the dispel magic spell. | Drezen |
Armor of Wealth | Medium | This +5 scalemail grants its wearer DR 5/-. | |
Beacon of Carnage | Medium | This +4 breastplate grants its wearer DR 2/-. It increases by 1 for each enemy in melee range of the wearer, but no higher than 5/-. | |
Black Dragon Breastplate | Medium | This +5 breastplate grants its wearer acid resistance 30. It can be used by druids. | |
Blazing Omen | Medium | This +3 chainmail grants its wearer the ability to cast fireball spell once per day as a 5th level wizard. | |
Bonemail | Medium | This +4 scalemail grants its wearer immunity to cold and DR 5/bludgeoning. | |
Breastplate of Afterlife | Medium | This +1 armor absorbs 10 points of positive and 10 points of negative energy damage per attack that the wearer would normally take. It also grants the ability to cast daze spell once per day as a 1st level wizard. | |
Breastplate of Lesser Sonic Resistance | Medium | This +1 breastplate grants its wearer sonic resistance 10. | |
Breastplate of Medium Fire Resistance | Medium | This +2 breastplate grants its wearer resistance to fire 15. | |
Breastplate of the Tireless Warrior | Medium | This +5 adamantine breastplate grants its wearer immunity to fatigue and exhaustion effects. | |
Celestial Armor | Medium | This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. | |
Chainmail of Comradery | Medium | Whenever the wearer of this +3 mithral chainmail flanks any enemy, the wearer gets a +2 bonus to damage against flanked creature. If you have an outflank feature, the damage bonus increases to +4. | Underground Hideout |
Chainmail of Dragonfly | Medium | This +3 chainmail can be activated once per day to grant all allies in a 30 feet radius a +1 insight bonus to Dexterity and to attack rolls against demons for 10 rounds. | |
Chainmail of Greater Cold Resistance | Medium | This +5 chainmail grants its wearer resistance to cold 30. | |
Chainmail of Greater Fire Resistance | Medium | This +3 chainmail grants its wearer fire resistance 30. | |
Chainmail of Lesser Fire Resistance | Medium | This +1 chainmail grants its wearer fire resistance 10. | |
Chainmail of Spiteful Barbs | Medium | This +5 chainmail grants its wearer a +5 competence bonus on Persuasion skill checks made to initimidate. Whenever the wearer suffers 10 or more HP damage from a single ranged attack, they gain a +1 morale bonus to AC for 1 round, and their next melee attack deals additional 2d6 piercing damage on a successful hit. | Blackwing Library (Storyteller) |
Colorless One’s Breastplate | Medium | This is an intermediate step of relic creation. | |
Crypt Raider’s Armor | Medium | This +1 scale mail grants its wearer a +2 insight bonus to AC against undead. | Shield Maze |
Dark Breastplate +5 | Medium | This +5 breastplate grants its wearer a +3 armor bonus on saving throws against blindness. | |
Dragonfall | Medium | This +4 scale mail grants its wielder a +4 insight bonus to AC against dragons, and also a +2 insight bonus on attack, damage rolls, and saving throws against dragons. | Blackwing Library (Storyteller) |
Flowing Scales | Medium | This +2 scalemail gives the attacks against its wearer a 10% chance of miss due to concealment. | Crusader’s Camp (Wilcer Garms) |
Great Bear Breastplate | Medium | This +5 breastplate grants its wearer cold resistance 30, medium fortification and spell resistance 19. | |
Heart of Valor | Medium | This +2 mithral breastplate gives its wearer a +4 morale bonus on saves against fear effects. | |
Hide Armor of Elemental Carnage | Medium | Whenever the wearer of this +4 hide armor casts a spell with fire, electricity, cold or acid descriptor, that spell deals +1 point of damage per die rolled. | Drezen (Gesmerha) |
Hide Armor of Greater Electricity Resistance | Medium | This +3 hide armor grants the wearer resistance to electricity 30. | |
Hide Armor of Medium Cold Resistance | Medium | This +2 hide armor grants its wearer resistance to cold 15. | |
Hodag Hide | Medium | This +4 hide armor grants its wearer additional 2d6 damage on charge. | |
Linds Family Chainmail | Medium | This is an intermediate step of relic creation. | |
Linnorm Hide | Medium | This +5 hide armor grants its wearer immunity to fire and a +4 bonus to saving throws against Transmutation school spells. | |
Living Ram | Medium | Whenever the wearer of this +1 breastplate uses the charge combat maneuver and hits an enemy, they deal additional 1d6 bludgeoning damage, and the enemy has to pass a Reflex saving throw (DC 17) or become prone. | Defender’s Heart (Joran Vhane) |
Lone Wolf’s Scale Mail | Medium | This +3 scale mail grants its wearer immunity to flanking and a +3 insight bonus to AC against flying and incorporeal creatures. | |
Mallander’s Insult | Medium | This +2 chainmail partially absorbs magic from chaotic or evil creatures. When such creatures attack the wearer with magic, for the next two rounds, the wearer gains a +2 profane bonus to attack and damage rolls, and caster level checks made to overcome spell resistance. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as a caster level checks made to overcome spell resistance (if needed). | |
Mallander’s Penance | Medium | This +2 chainmail grants the wearer a +2 sacred bonus to Fortitude saving throws. The wearer can choose to you can suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. While under this effect, an enemy that’s attacking the wearer must pass a Reflex saving throw (DC 17) or suffer 3d4 piercing damage. | |
Overlord’s Chainmail | Medium | This +5 mithral chainmail grants its wearer +7 insight bonus on Persuasion skill checks made to intimidate. | |
Owlbeast Hide | Medium | This +2 hide armor grants its wearer a +2 enhancement bonus to Strength. | |
Patchwork Hide | Medium | This is a +3 hide armor. | |
Plate of the Beast | Medium | This +2 breastplate grants its wearer a +4 enhancement bonus to Constitution and the ability to cast aspect of the wolf spell once per day as a 10th level druid. | |
Primal Hide | Medium | This +2 hide armor grants its wearer a +2 luck bonus on all Initiative and Perception checks. | |
Promise of Greatness | Medium | This +4 breastplate makes the wearer’s first spell cast in any combat encouraging, as though using the Encouraging Spell feat. Encouraging Spell: Any morale bonus granted by an encouraging spell is increased by 1. | |
Raging Bulwark | Medium | This +3 scalemail grants its wearer fire resistance 10 and the ability to cast rage spell twice per day as a 5th level wizard. | |
Rock of Nature | Medium | This +2 breastplate grants the wearer a +2 insight bonus to AC against attacks made with natural weapons. | Crusader’s Camp (Wilcer Garms) |
Sanguineous Sundown | Medium | Whenever the enemy confirms a critical hit against the wielder of this +3 mithral scale mail, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positive energy damage. Successful saving throw negates blindness and halves the damage. | |
Scalemail | Medium | This +1 scalemail grants +1 resistance bonus on all saving throws. | Defender’s Heart (Joran Vhane), Shield Maze (Neophyte Fighter), Crusader’s Camp |
Scalemail of Resistance +2 | Medium | This +2 scalemail grants its wearer a +2 resistance bonus on all saving throws. | Drezen (Blacksmith) |
Scalemail of Resistance +3 | Medium | This scalemail grants the wearer +3 resistance bonus to all saving throws. | |
Scalemail of the Faultless Daybreak | Medium | This is an intermediate step of relic creation. | |
Seal of Jubilex | Medium | This +5 breastplate is made of crystal and can be worn by a druid. It grants the wearer a DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. | |
Seal of Madness | Medium | This +5 breastplate is made of crystal and can be worn by a druid. At the start of every combat, all enemies in a 50 feet range around the wearer must pass a Will saving throw (DC 32) or become confused for 2 rounds. | |
Silver Mist | Medium | This +5 mithral breastplate grants its wearer immunity to precision damage. | |
Singing Steel Breastplate | Medium | This is a +5 breastplate made of singing steel. | |
Solid Hide Armor | Medium | This +1 hide armor grants its wearer DR 2/-. | |
Talwyn’s Armor | Medium | This +4 chainmail grants its wearer protection from critical hits and sneak attacks. Whenever such attack would be scored on the wearer, with a 50% chance it is negated, and the attack only deals normal damage. | |
Tribal Scout’s Hide | Medium | This +5 hide armor grants the wearer a +10 competence bonus to Stealth. While in Stealth or invisible, all successful attacks deal additional 6 force damage. | |
Triumphant Noontide | Medium | This +3 scalemail allows the wearer 3 times a day to raise a deceased ally for 2d3 rounds. However, after this the ally dies again. | |
Void Mirror | Medium | This +3 adamantine breastplate grants its wearer a +4 dodge bonus to AC against ray attacks. | |
Weaver’s Chainmail | Medium | This +3 chainmail grants its wearer acid resistance 15, a +2 resistance bonus to Reflex saving throws and the ability to cast web spell three times per day as a 5th level wizard. | |
White Dragon | Medium | This +4 white dragonhide breastplate grants the wearer a cold aura and cold resistance 30. This breastplate can be worn by druids. Cold Aura: All creatures within 5 feet of this creature take 2d6 points of cold damage at the beginning of its turn. | |
Barding of Ceaseless Service | Medium Barding | This +5 chainmail barding grants its wearer a +2 bonus to Constitution ability score and immunity to fatigue and exhaustion. | |
Frozen Scales | Medium Barding | This +3 scalemail barding grants its wearer fire resistance 10 and partial concealment against ranged attacks. | |
Muscle Warmer | Medium Barding | This +2 hide barding grants its wearer cold resistance 10 and a +2 competence bonus on saving throws against movement-impairing effects. | Reliable Redoubt |
Scale Barding of Medium Fortification +5 | Medium Barding | This scale barding grants its wearer medium fortification. | |
Solid Chains | Medium Barding | This +4 chainmail barding grants its wearer DR 6/piercing. | |
Ambrosial Attire of Arcane Annihilation | None | This robe grants its wearer a +4 bonus to attack rolls with ray attacks, +1 damage per dice to fire, acid, force, cold, electricity spells, and a +4 bonus to spell penetration. | |
Arbiter’s Robe | None | This robe grants its wearer a +3 dodge bonus to AC, and a +3 bonus to unarmed attack and damage. It can be worn only by a monk of Lawful Neutral alignment. | |
Arrow Catcher | None | This +5 haramaki grants its wearer DR 6/- against ranged weapon attacks. | |
Bogeyman’s Robe | None | This robe grants its wearer a +2 bonus on all concentration checks, a +5 competence bonus to Knowledge: arcana skill checks, and a chance to frighten enemy on a hit (Will save DC 13). | |
Censor’s Robe | None | This robe grants its wearer a +2 dodge bonus to AC and the ability to cast dispel magic spell twice per day as a 5th level wizard. | |
Dark Acolyte’s Robe | None | This robe grants its wearer a +4 enhancement bonus to Intelligence and Charisma, a +2 bonus on all concentration checks, and a +5 competence bonus to Knowledge: arcana skill checks. | |
Dark Master’s Robe | None | This robe grants its wearer a +8 enhancement bonus to Intelligence and Charisma, a +5 bonus on all concentration checks, and a +10 competence bonus to Knowledge: arcana skill checks. | |
Deadly Rays | None | This +5 haramaki grants its wearer a +4 insight bonus on ranged touch attack rolls. | |
Draping Veil of Prowess | None | This robe grants its wearer electricity resistance 10, cold resistance 10, a +2 deflection bonus to AC and the ability to cast enlarge person spell once per day as a 4th level wizard. | |
Enforcer’s Robe | None | This robe grants a +1 dodge bonus to AC, and a +5 bonus to unarmed attack and damage. It can be worn only by a monk of Lawful Evil alignment. | |
Envy of the Master | None | This robe grants its wearer a +6 enhancement bonus to Intelligence, a +4 enhancement bonus to Wisdom, a +4 armor bonus to AC and the ability to cast prediction of failure spell once per day as a 15th level wizard. | |
Haramaki of Divine Guidance | None | This +4 haramaki grants its wearer a +4 sacred bonus on all saving throws. | |
Haramaki of Scholarship | None | This +3 haramaki grants its wearer a +5 сompetence bonus on Knowledge (Arcana) skill checks and a +4 bonus on Concentration checks. | |
Impending Eclipse | None | This +5 haramaki makes its wearer immune to elemental damage for the first 3 rounds of combat. | |
Integrity | None | This robe grants its wearer a +3 resistance bonus on Will, Fortitude, and Reflex saving throws and the ability to cast blindness spell once per day as a 5th level wizard. | |
Leviathan’s Gift | None | This robe grants its wearer the ability to cast up to six spells per day that are maximized as though using the Maximize Spell feat. It affects spells of 6th level or lower. 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. | |
Mesmerizing Robe | None | This robe grants its wearer a +5 bonus on all concentration checks, and a +10 competence bonus to Persuasion checks. | |
Prankster’s Robe | None | This robe grants its wearer a +4 deflection bonus to AC, a +2 luck bonus to all saving throws and the ability to cast blindness spell twice per day as a 5th level wizard. | |
Protector’s Robe | None | This robe grants its wearer a +5 dodge bonus to AC, and a +1 bonus to unarmed attack and damage. It can be worn only by a monk of Lawful Good alignment. | |
Robe of Consciousness | None | This robe grants is wearer a +3 bonus on saving throws against mind affecting spells. | |
Robe of Eyes | None | This robe grants its wearer a +10 armor enhancement bonus to Perception and the effects of the Uncanny Dodge feat. It also inflicts a -4 penalty to saving throws against gaze attacks and blindness. | |
Robe of False Death | None | The wearer of this robe gains immunity to critical hits, but suffers a -6 penalty to Constitution | |
Robe of the True Master | None | This robe grants its wearer a +5 deflection bonus to AC, Spell Resistance 18, +4 resistance bonus to all saving throws, and +2 bonus to spell penetration. | |
Robe of the Wise | None | This robe grants its wearer a +3 competence bonus on Lore (Nature), Lore (Religion), Knowledge (World) and Knowledge (Arcane) skill checks. | |
Robe of Transmutation | None | This robe increases by 2 the DC of all transmutation school spells cast by the wearer. It also grants a +2 bonus on saving throws against the spells of evocation school. | |
Unnatural Robe | None | This robe grants its wearer a +2 resistance bonus on Will saving throws, negative energy resistance 10 and the ability to cast phantasmal killer spell once per day as a 8th level wizard. | |
Valerie’s Embroidered Shirt | None | This shirt grants its wearer a +5 bonus to Persuasion skill checks and a +6 enhancement bonus to Charisma. | |
Flameguard | Tower Shield | +1 tower shield grants +3 resistance bonus on Reflex saving throws and fire resistance 10. |
Shields
Name | Type | Desc | Location |
---|---|---|---|
Arrowguard | Buckler | This +4 buckler grants its wielder an additional +3 bonus to AC against ranged attacks. | |
Bladeguard | Buckler | This +3 buckler grants its wielder an additional +3 bonus to AC against melee attacks. | |
Buckler of Protective Elements | Buckler | Whenever the wielder of this +4 buckler becomes a target of a spell that deals elemental damage (even if such effect was prevented by spell or elemental resistance), he gains immunity to the corresponding element for 1 round. | |
Buckler of Ray Negation | Buckler | This +3 buckler grants the wearer a +5 bonus to AC against ranged touch attacks. | Areelu’s Laboratory |
Deceiving Facade | Buckler | Whenever the wielder of this +1 buckler receives a critical hit, they are affected with the effect of a mirror image spell that produces 2 mirror images that last 2 rounds. | Defender’s Heart (Joran Vhane) |
Disk of Unbalance | Buckler | This +5 buckler grants its wearer a +2 circumstance bonus on attack rolls against enemies under movement-impairing conditions. | |
Eluding Target | Buckler | This +2 buckler grants its wielder a +2 dodge bonus to AC against attacks with two-handed weapons. | Citadel Drezen |
Ratcatcher’s Buckler | Buckler | This +2 buckler grants its wielder a +4 morale bonus AC against the attacks of Vermins. | |
Ancestral Dwarven Shield | Heavy Shield | This +2 heavy shield grants its wielder DR 2/-. | |
Assertion Of Dominance | Heavy Shield | This +5 heavy shield grants its wielder immunity to slashing and piercing damage while the wielder is at full health. | |
Bashing Shield | Heavy Shield | This +1 shield was specifically designed to perform a shield bash. It deals damage as if it were a weapon of three size categories larger (Medium light shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. | |
Blessed Defense | Heavy Shield | This +3 shield gives its wielder the ability to cast divine power spell once per day as a 7th level cleric. | |
Bulwark | Heavy Shield | This +2 heavy wooden shield grants its wearer a +5 competence bonus to Perception checks, and acid resistance 15. | |
Charred Bulwark | Heavy Shield | This +4 heavy shield grants its wielder immunity to cold and a +1 bonus to AC against Medium and smaller creatures. | |
Child of the Wind | Heavy Shield | This +3 heavy shield increases the wielder’s speed by +10 feet. | |
Divine Protector | Heavy Shield | This +2 mithral heavy shield grants its wielder DR 5/magic. | Houndheart Campsite |
Heavy Shield | Heavy Shield | This +5 heavy shield can be used as a weapon. On a successful hit it makes the target bleed for 1d6 damage per turn. Effects of multiple applications of this effect stack. Bleeding stops when the battle ends, or when the target is cured by any effect that restores HP. | Defender’s Heart (Joran Vhane), Tirabade Residence (Entranced Fighter), Drezen |
Heavy Shield of Elemental Protection | Heavy Shield | This +2 heavy shield grants its wielder acid resistance 15 and fire resistance 15. | Traveling Skeletal Salesman (protection) |
Heavy Shield of Innate Trust | Heavy Shield | This +3 heavy shield grants the wearer a +3 bonus to CMB. | Drezen (Wilcer Garms) |
Heavy Shield of Lesser Cold Resistance | Heavy Shield | This +1 heavy shield grants its wielder cold resistance 10. | |
Holemaker | Heavy Shield | Whenever the wielder of this +5 spiked heavy shield confirms a critical hit, the enemy suffers a -2 penalty on attack rolls and becomes vulnerable to piercing damage for 2 rounds. | |
Immaculate Petal | Heavy Shield | This +4 heavy shield grants its wearer spell resistance 17 as well as negative energy resistance 30. | Lost Chapel |
Immaculate Petal | Heavy Shield | This is a +1 heavy shield. | Lost Chapel |
Ironclad Will | Heavy Shield | This +4 heavy steel shield grants its wielder a +4 morale bonus on Will saving throws. | |
Painful Remorse | Heavy Shield | Whenever the wielder of this +2 spiked heavy shield uses it for a shield bash, it behaves like a vicious weapon, dealing an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. | Crusader’s Camp (Wilcer Garms) |
Protector of Unjust | Heavy Shield | This +2 heavy shield gives wielder +2 resistance bonus on saving throws. Both its AC and saving throw bonuses increase by 2 against spells, abilities and attacks by good or lawful outsiders. Cannot be equipped by lawful or good characters. | |
Shield of Holy Thorn | Heavy Shield | Whenever the wielder of this +3 spiked holy heavy shield uses it for a shield bash, it behaves like a holy weapon, dealing an extra 2d6 points of holy damage to the opponent. | Traveling Skeletal Salesman (protection) |
Shield of Incorruptible Heart | Heavy Shield | This +4 heavy shield grants the wielder a +2 morale bonus on saving throws against evil creatures. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric. | |
The Undying Love of the Hopebringer | Heavy Shield | This is a +5 spiked shield, this shield also has a +5 enchant bonus to attacks and damage made by it. Once per day the wielder can choose to assign Light or Dark aura for this shield. Light Aura — All enemies in a 30 feet range are under faery fire effect, all companions gain a +2 insight bonus to saving throws and skill checks. Whenever an enemy lands a critical hit against the wearer or companion, the enemy must pass a Fortitude saving throw (DC 30) or be blinded and slowed as per slow spell for 1d4 rounds. Additionally any healing applied to the shield bearer will also heal all party members for 1d6 + shield bearer`s level. Dark Aura — All enemies in a 30 feet area have a -2 penalty to Initiative, all companions gain a +2 profane bonus to attack of opportunities and critical hit confirmation. Whenever a companion lands a critical hit against the enemy, the enemy must pass a Will saving throw (DC 25) or be under sleeping effect for 1d3 rounds. All curses, poisons, diseases and mind-affecting spells have their save DC increased by 2 both for enemies and companions.. If the wearer is of good alignment, shield gains holy quality for all attacks with this shield. Additionally for a standard action the wearer can use Light Nova ability, it deals damage to the wearer equal to 25% of her HP and heals everyone by 40 hp and deals 20 damage to all enemies. If the wearer is of evil alignment, shield gains an unholy quality for all attacks with this shield. Additionally for a standard action the wearer can use Dark Nova ability, it deals 20 damage to the all his companions and they get Chosen of the Dark Nova effect, while all enemies in a 30 feet area receive Pray of The Chosen. Under Chosen of the Dark Nova effect companions receive +5 damage bonus against Pray of The Chosen. If the wearer is of neutral alignment, the wearer can use both of abilities. However, if the wearer used one ability, the wearer can’t use another ability until the rest. | |
Wild Guardian | Heavy Shield | This +3 heavy wooden shield grants its wearer a +3 resistance bonus to Will saving throws, and a +4 enhancement bonus to Constitution. | |
Ancient Wood | Light Shield | This +5 light shield grants its wearer a +15 competence bonus on Lore (Nature) skill checks and a +3 competence bonus to AC against unarmed and natural attacks. | |
Bellowing Howl | Light Shield | While you are wielding this +2 spiked light shield you get 20 resistance to sonic damage and a +2 bonus on saving throws against sound based effects, if someone attacks with sonic damage, the wielder has to make a Reflex saving throw (DC 19) for sonic damage to echo from this shield, dealing all enemies in a 10 feet area 3d6 sonic damage. | Relic (chillroar’s hide and tusk) |
Blinding Light | Light Shield | Whenever the enemy confirms a critical hit against the wielder of this +3 mithral light shield, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positive energy damage. A successful saving throw negates the blindness and halves the damage. | Relic (faultless daybreak) |
Chillroar’s Hide Spiked Light Shield | Light Shield | This is an intermediate step of relic creation. | |
Coldbite | Light Shield | While you are wielding this +2 spiked light shield you deal +1 bonus damage per dice rolled for spells with cold descriptor. Whenever you use shield bash, the enemy has to pass a Fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than normal, until the end of battle. | Relic (chillroar’s hide and tusk) |
Flesh Tearer | Light Shield | This +5 spiked light shield grants its wearer a +2 insight bonus on attack and damage rolls against living enemies. | |
Forewarning | Light Shield | This +3 light shield grants its wielder immunity to critical hits. | |
Heart of Thunder | Light Shield | This +5 light wooden shield grants its wielder immunity to being paralyzed and the ability to cast shout, greater spell three times per day as a 7th level wizard. | |
Light Shield of Cursed Allegiance | Light Shield | This +3 light shield emanates a cursed aura: whenever an ally adjacent to this shield’s wielder is attacked, the enemy must pass a Will saving throw (DC 21) against this curse or suffer a -3 attack penalty on the next attack roll. | Ivory Sanctum |
Light Shield of Lesser Negative Energy Resistance | Light Shield | This +1 light shield grants its wielder negative energy resistance 10. | Drezen (Wilcer Garms) |
Light Shield of the Faultless Daybreak | Light Shield | This is an intermediate step of relic creation. | |
Northern Lights | Light Shield | This +1 light wooden shield grants its wielder cold resistance 10 and a +1 resistance bonus to Fortitude saving throws. | |
Ray Blocker | Light Shield | This +3 light shield grants its wielder a +4 bonus on saving throws against all spells of Evocation school. | |
Shield of Magical Retribution | Light Shield | Whenever an enemy hits the wielder of this +2 light shield with any touch attack (melee or ranged), that enemy suffers 2d6 force damage. | |
Talion Keeper | Light Shield | This +4 spiked light shield provokes a shield bash dealing 2d6 piercing damage to the attacker whenever its wielder is critically hit. | |
Triumphant Noontide | Light Shield | Whenever this +3 mithral light shield is under the effect of Sacred Shield, each time the wielder bashes using this shield, it deals 1d6 holy damage, an enemy must pass a Will saving throw (DC 18) or will be marked. If a marked creature dies, a Will-o-Wisp (CR 8) appears for 10 minutes or until a new Will-o-Wisp will be created, this Will-o-Wisp will try to heal and support your characters. This shield also deals additional 2d8 points of holy damage to undead creatures. | Relic (faultless daybreak) |
Bastion of Lion’s Heart | Tower Shield | This +2 tower shield grants its wielder negative energy resistance 10 and a +1 morale bonus on saving throws against fear effects. | Citadel Drezen |
Colossal Shade | Tower Shield | This tower shield grants its wielder a +3 bonus on saving throws against blindness. | |
Dawn of Life | Tower Shield | This +3 tower shield weighs twice as much as a usual tower shield and limits its wielder’s speed to 20 feet. Whenever the wielder receives a critical hit, they are healed for the amount of HP equal to the number of their Hit Dice. | Crusader’s Camp (Wilcer Garms), Drezen |
Defender’s Bulwark | Tower Shield | This +3 tower shield grants its wielder DR 2/-. | |
Flameguard | Tower Shield | This +1 tower shield grants its wielder a +3 resistance bonus on Reflex saving throws and fire resistance 10. | |
Impassable Guard | Tower Shield | This +5 tower shield grants its wielder DR 15/-. | |
Shield of Chastise | Tower Shield | This +5 tower shield grants its wielder a +4 competence bonus to AC against touch attacks. | |
Spellbreaker | Tower Shield | This +4 tower shield grants its wielder a +10 competence bonus on saving throws against Evocation school spells. | |
Tower Shield of Elemental Protection | Tower Shield | This +2 tower shield grants its wielder electricity resistance 15 and cold resistance 15. | |
Unbreakable Bastion | Tower Shield | This +4 tower shield grants its wielder a +4 resistance bonus on all saving throws, and a +4 deflection bonus to AC. | |
Walls of the Sanctuary | Tower Shield | This +5 Tower Shield has a +6 deflection bonus to AC and allows its wielder to make all party members except the wielder invisible as under the greater invisibility spell effect. This power can be used for 20 rounds per day. These rounds do not need to be consecutive. | |
Warden of Darkness | Tower Shield | This +4 mithral tower shield gives the wielder DR 5/good and a -2 penalty to attack rolls against evil characters. It can be worn only by evil-aligned creatures. | Drezen |
Wyrmwall | Tower Shield | This +5 tower shield grants its wielder a +4 bonus to saving throws against fire, acid, cold and electricity, and a +2 bonus to AC against Huge or larger creatures. |
Head (Helms)
Name | Desc | Location |
---|---|---|
Ancestral Retribution | This headband grants the wearer +2 enhancement bonus to Wisdom. Whenever you summon any Elemental, it gains 50 additional Hit Points. | |
Angelbloom Crown | This headband allows its wearer to cast Archon’s Aura as a 20th level cleric three times per day. | |
Apex Predator | If the wearer has the druid’s wild shape class ability, this circlet grants them a +3 bonus to AC and a +3 bonus to attack rolls while in wild shape. | |
Battle Mage’s Headband | This headband of Wisdom +2 also grants its wearer a +2 enhancement bonus to Charisma score. In addition, whenever the wearer of this headband lands a killing blow with a melee weapon, their next spell becomes 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. | Drezen (Arsinoe) |
Black Dragonscale Helmet | This helmet grants its wearer acid resistance 5 and a +3 bonus to saving throws against paralysis and sleep | |
Black Hat of Handsomeness | The wearer of this hat becomes too handsome for her own benefit. The hat grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Blazing Crown | Whenever the wearer of this headband of Charisma +4 deals damage to an enemy through a spell, she gets 10 temporary hit points for 3 rounds. This effect can occur once per 5 rounds for each enemy. | |
Blinding Enlightenment | Whenever the wearer of this headband of Intelligence +6 lands a hit against a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or become dazzled for 3 rounds. If the enemy was under a movement-impairing condition, it becomes blinded instead. | |
Blue Dragonscale Helmet | This helmet grants its wearer DR 5/magic. | |
Blue Hat of Handsomeness | The wearer of this hat becomes too handsome for her own benefit. The hat grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Bookworm’s Headband | This headband grants its wearer a +2 enhancement bonus to Intelligence score and immunity to all compulsion effects. However, it also inflicts a -2 penalty to Charisma score and -3 penalty on all Persuasion checks. | Defender’s Heart (Kyado) |
Brightest Darkness | This circlet grants its wearer a +6 enhancement bonus to Charisma and Wisdom. If the wearer has the ability to channel energy, it increases the amount of damage channeling cures or deals, depending on the type of the creatures affected, by +2d6. | |
Cheerful Warrior’s Helm | Whenever an ally in a 15 feet radius of this helmet’s wearer confirms a critical hit, this helm heals its wearer for 1d6 HP, and grants a +1 morale bonus to AC and attack rolls for one round. | |
Circlet of Faith | This circlet grants its wearer the ability to cast restoration spell once per day as a 7th level cleric. | |
Circlet of Ghostly Pathways | This is an intermediate step of relic creation. | |
Clear Vision | This helmet grants its wearer a +5 bonus on saving throws against the spells of the Illusion school and a +2 insight bonus to AC. | |
Clemency of Shadows | This headband grants the wearer a +2 enhancement bonus to Intelligence. Each time they cast a spell on the enemy, it must pass a Reflex saving throw (DC 20) or be entangled in web for 1d4 rounds, trying to break free each round. This web also deals 1d6+3 bludgeoning damage each round. Effects don’t stack. | Stone of Ghostly Pathways relic decree |
Clumsy Helmet | Allows you to feel yourself a green recruit. | |
Conthyr’s Wisdom | This headband grants its wearer +6 enhancement bonuses to Charisma and Intelligence ability scores. In addition, all party members of the wearer gain a +3 insight bonus on saving throws against confusion, insanity and domination spells. | |
Crown | This royal headdress grants its wearer a +6 enhancement bonus to Charisma, Intelligence and Wisdom, and a +2 resistance bonus to saving throws against Compulsion effects. | |
Crown of Elements | This crown increases the damage dealt by the kineticist’s simple energy blasts by 3d6 points and by kineticist simple physical blasts by 3d6+3. Composite energy blasts instead deal an additional 6d6 damage, while composite physical blasts deal an additional 6d6+6 damage. It also grants a +6 enhancement bonus to Charisma, Wisdom and Intelligence ability scores. Bonuses of the same type usually don’t stack. | |
Crown of Fear | This helmet grants its wearer a +4 competence bonus on Persuasion checks made to intimidate. It also grants its wearer a +2 bonus to all spells with fear descriptor DC. | |
Crushing Presence | This headband of charisma +6 grants the wearer an ability to push all enemies in a 15 feet area 10 feet away and suffer (1d8 + caster level) bludgeoning damage. This ability can be used three times per day. | Blackwing Library (Storyteller) |
Dark Revelation | This hat grants its wearer a +6 enhancement bonus to Wisdom ability score. It also increases by 1 the DC of all Divination school spells cast by the wearer. | |
Darkness Caress | This Headband of Perfection +8 allows its wearer to add their Charisma bonus to all damage dealt by ranged weapons. | |
Dead Man’s Hat | This helmet increases by 2 the DC of all Necromancy school spells cast by the wearer. The wearer temporary becomes an undead creature, and is cured by negative energy, while being damaged by positive energy. Spells and abilities affect the wearer as an undead creature. Wearer’s health is calculated based on Charisma, and the wearer acquires all the immunities inherent to an undead creature. | |
Deceiver’s Hat | This hat grants its wearer a +2 enhancement bonus to Wisdom ability score. It also increases by 2 the DC of all Illusion school spells cast by the wearer. | |
Demonic Resentment | Whenever the wearer of this helmet is under a rage effect, the rage’s effect bonuses on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws increase by 1. | Ivory Sanctum |
Doubling Annoyance | Whenever the wearer of this headband of perfection +6 summons a Perpetually Annoyed Wizard, they actually summon two wizards instead of one. Can only be equipped by a player character. | |
Draven’s Hat | This hat grants the wearer a +2 profane bonus to Intelligence score. Whenever they cast a slow or haste spell, it is quickened, as though using the Quicken Spell feat. Additionally, once per day this hat can make any spell quickened. This hat can only be worn by non-good characters. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | Heaven’s Edge |
Dwarven Champion’s Helmet | This helmet enchants its wearer’s main weapon with orc bane and goblin bane special abilities. Its enhancement bonus to AC increases to +2 against the attacks of orcs, giants and goblinoids. | |
Eel’s Circlet | This circlet grants its wearer a +4 enhancement bonus to Intelligence and the ability to cast lightning bolt spell at will as a 5th level wizard. | |
Evasive Round Helmet | This helmet grants its wearer immunity to critical hits. | |
Expert’s Hat | This hat grants its wearer a +1 competence bonus on all skill checks. | |
Eyes of the Eagle | This helmet grants its wearer a +5 competence bonus on Perception checks. | |
Face-Stealer’s Mask | This is an intermediate step of relic creation. | |
Faultless Protection | This helmet grants its wielder immunity to critical hits and a +4 bonus on attack rolls made to confirm critical hits. | |
Flamboyant Hat | This hat grants its wearer a +2 enhancement bonus to Charisma ability score. If the wearer has the bardic performance ability, it allows the wearer to use it for 2 additional rounds per day. | |
Frozen Shout | This hat grants its wearer the ability to cast cone of cold spell once per day as a 11th level wizard. Whenever the wearer casts a spell with cold descriptor, that spell deals +1 point of damage per die rolled. | |
Gnawing Magic | Whenever the wearer of this Headband of Intelligence +6 casts a spell that affects the enemy, the wearer gains a +1 bonus to checks made to overcome spell resistance and the enemy suffers a -1 penalty on attack and damage rolls as well as all saving throws for 3 rounds.The effect stacks to a maximum of 4. | |
Gnome Brave’s Helmet | This helmet enchants its wearer’s main weapon with giant bane special ability. It grants its wearer a +4 insight bonus to AC against the attacks of giants. | |
Golden Thread | This hat grants its wearer a +4 enhancement bonus to Charisma, and the ability to cast hold person spell once per day as a 5th level wizard. | |
Graveyard Keeper’s Helmet | This helmet grants the wearer a +2 bonus to AC against undead creatures. | Drezen |
Greater Kinetic Diadem | This diadem increases the damage dealt by the kineticist’s simple energy blasts by 3d6 points and by kineticist simple physical blasts by 3d6+3. Composite energy blasts instead deal an additional 6d6 damage, while composite physical blasts deal an additional 6d6+6 damage. | |
Green Dragonscale Helmet | This helmet grants its wearer a +4 bonus on saving throws against spells with acid descriptor and fear effects. | |
Green Hat of Handsomeness | The wearer of this hat becomes too handsome for her own benefit. The hat grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Gutsy Brawler | This helmet grants its wearer immunity to fear and DR 1/magic. | |
Hat of Heartening Song | Whenever the wearer of this hat uses any song, this song also grants fast healing 1 at level 1, fast healing 2 at level 5 and increasing by 1 point every 4 levels thereafter. | Houndheart Campsite |
Hat of Mental Perfection +8 | This hat grants its wearer a +8 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same type usually don’t stack. | |
Headband of Alluring Charisma +2 | This headband grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | Defender’s Heart (Kyado), Horgus’ mansion |
Headband of Alluring Charisma +4 | This headband grants its wearer a +4 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | Drezen (One-Eyed Devil), Drezen |
Headband of Alluring Charisma +6 | This headband grants its wearer a +6 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Headband of Confidence | This headband grants its wearer a +4 enhancement bonus to Charisma and Wisdom. It also grants a +4 bonus on saving throws against mind-affecting conditions. | |
Headband of Inspired Wisdom +2 | This headband grants its wearer a +2 enhancement bonus to Wisdom. Bonuses of the same type usually don’t stack. | Defender’s Heart (Kyado) |
Headband of Inspired Wisdom +4 | This headband grants its wearer a +4 enhancement bonus to Wisdom. Bonuses of the same type usually don’t stack. | |
Headband of Inspired Wisdom +6 | This headband grants its wearer a +6 enhancement bonus to Wisdom. Bonuses of the same type usually don’t stack. | |
Headband of Mental Flow +2 | This headband grants its wearer +2 enhancement bonuses to Intelligence and Charisma ability scores. Bonuses of the same type usually don’t stack. | Drezen (Arsinoe), Citadel Drezen |
Headband of Mental Form +2 | This headband grants its wearer +2 enhancement bonuses to Wisdom and Charisma ability scores. Bonuses of the same type usually don’t stack. | Drezen (Arsinoe) |
Headband of Mental Might +2 | This headband grants its wearer +2 enhancement bonuses to Intelligence and Wisdom ability scores. Bonuses of the same type usually don’t stack. | Drezen (Arsinoe) |
Headband of Mental Perfection +2 | This headband grants its wearer a +2 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (magic) |
Headband of Mental Perfection +4 | This headband grants its wearer a +4 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same type usually don’t stack. | |
Headband of Mental Perfection +6 | This headband grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same type usually don’t stack. | |
Headband of Reshaping | This headband of Wisdom +6 grants its wearer a +1 CL on transmutation school spells. | |
Headband of Rigorous Training | This headband of Wisdom +6 allows its wearer to declare Perfect Strike five more times per day. | |
Headband of Subjugator | Whenever the wearer of this headband of Intelligence +6 lands a hit against a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or become dazzled for 3 rounds. If the enemy was under a movement-impairing condition, it becomes blinded instead. | |
Headband of Vast Intelligence +2 | This headband grants its wearer a +2 enhancement bonus to Intelligence. Bonuses of the same type usually don’t stack. | Drezen (Golden Golem), Nameless Ruins |
Headband of Vast Intelligence +4 | This headband grants its wearer a +4 enhancement bonus to Intelligence. Bonuses of the same type usually don’t stack. | Areelu’s Laboratory |
Headband of Vast Intelligence +6 | This headband grants its wearer a +6 enhancement bonus to Intelligence. Bonuses of the same type usually don’t stack. | Ivory Sanctum |
Headband of Wise Negotiator | This headband grants its wearer a +4 enhancement bonus to Charisma and Wisdom ability scores. It also grants a +4 bonus on saving throws against mind-affecting conditions. | |
Headbutter’s Helm | Whenever the wearer of this helm successfully charges an enemy, that enemy must pass a Reflex saving throw (DC 27) or suffer a -2 penalty to AC and attack rolls for 3 rounds. | |
Hellknight Helmet | This is a black spiked helmet, commonly worn by the hellknights. | Drezen (Paralictor Aminos Renth) |
Helm of Devotion | Whenever the wearer of this helm suffers from negative energy or fire damage, for the next 3 rounds they gain a +2 morale bonus on attack and damage rolls, and their attacks are treated as good-aligned for the purpose of overcoming DR. | |
Helm of Fearless Vanguard | Whenever the wearer of this helm receives healing, she also gains 5 temporary Hit Points for 1 round. | |
Helm of Static Discharge | This helm grants its wearer a +5 competence bonus to CMD and electricity resistance 30. Also, whenever the wearer of this helm becomes a target of a spell that deals electricity damage (even if such effect was prevented by spell or elemental resistance), his next attack deals additional 2d6 of electricity damage. | |
Helmet of Battlefield Clarity | This helmet grants its wearer a +2 insight bonus on Will saves. When the wearer uses the Combat Expertise feat, it provides an additional +2 bonus to attack rolls. | |
Helmet of Comradery | The wearer of this helmet gains a +1 morale bonus to AC (but no more than +3) for each ally in a 10 feet radius. | Areelu’s Laboratory |
Helmet of Confidence | This helmet grants the wearer +5 resistance bonus on Will saving throws. | |
Helmet of Durable Cavalier | This helmet grants its wearer a +1 insight bonus to AC. | Drezen (Paralictor Aminos Renth) |
Helmet of Elemental Guard | This headband grants the wearer fire resistance 10, electricity resistance 10, and sonic resistance 10. Whenever an enemy confirms a critical hit against the wearer, for the next round the wearer deals an additional 5 force damage with each hit. | Drezen (Tsai) |
Helmet of the Abyss Killer | According to legend, this helmet belonged to a mighty warrior who was doomed to endlessly slay hordes of demons. It doesn’t seem to have any magic, but it looks formidable. | Blackwater |
Helmet of the Dusk | This helmet grants its wearer a +6 enhancement bonus to Wisdom, and immunity to stun and daze. Any creature attacking the wearer has to make a successful Will saving throw (DC 23) or become dazed for 1 round. | |
Helmet of the Guiding Light | This helmet grants its wearer a +5 competence bonus on all Perception and Lore (Nature) skill checks. It also grants the ability to cast true strike spell three times per day as a swift action. | |
Helmet of Weakening Torture | Whenever the wearer of this helmet lands a hit with a melee weapon, the target must pass a Fortitude saving throw (DC 25) or suffer bleed damage that equals the wearer’s Strength modifier for 1d4 rounds. This bleed doesn’t stack with itself, but stacks with bleed effects from other sources. | |
Identifying Glasses | These glasses grant the wearer a +10 bonus on Knowledge (Arcana) skill checks made to identify the properties of magic items. They also grant the ability to make such skill checks even if the wearer has no ranks in Knowledge (Arcana) skill. | |
Judgemental Gaze | This circlet grants its wearer a +4 enhancement bonus to Intelligence ability score. If the wearer has inquisitor’s judgement class ability, it allows the wearer to use it 1 additional time per day. | |
Killjoy | This helmet enchants its wearer’s main weapon with fey bane special ability. It grants its wearer a +4 insight bonus to AC against the attacks of fey. | |
Kinetic Diadem | This diadem increases the damage dealt by the kineticist’s simple energy blasts by 2d6 points and by kineticist simple physical blasts by 2d6+2. Composite energy blasts instead deal an additional 4d6 damage, while composite physical blasts deal an additional 4d6+4 damage. | Traveling Skeletal Salesman (magic) |
Knight’s Helmet | This helmet grants its wearer a +1 morale bonus on attack rolls and a +4 resistance bonus on saving throws against fear. | |
Lenses of Prolonged Gaze | These lenses make it easier to keep an eye on someone. Worn by a powerful Aeon, they grant 3 additional uses of Enforcing Gaze per day. | |
Lesser Kinetic Diadem | This diadem increases the damage dealt by the kineticist’s simple energy blasts by 1d6 points and by kineticist simple physical blasts by 1d6+1. Composite energy blasts instead deal an additional 2d6 damage, while composite physical blasts deal an additional 2d6+2 damage. | Silken Thread Atelier (Kervil the Sparkling Fist), Silken Thread Atelier |
Lesser Phylactery of Negative Channeling | If the wearer of this headband has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +1d6. | Drezen (Golden Golem) |
Lesser Phylactery of Positive Channeling | If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +1d6. | Drezen (Golden Golem), Crusader’s Camp |
Lightning Chaser | This helmet grants its wearer a +5 competence bonus on all Perception skill checks and electricity resistance 10. | |
Magnificent Plume Hat | This hat grants its wearer a +5 bonus to Maximum Hit Points. | Gray Garrison |
Marksman’s Headset | This helmet grants its wearer a +5 competence bonus on Perception skill checks. When the wearer uses the Deadly Aim feat, it provides an additional +2 bonus to attack rolls. | |
Mask of Nethys | This mask grants its wearer a +3 bonus on any checks made to overcome spell resistance, and a +3 bonus on caster level checks made to dispel magic. | |
Mask of Nothing | This cursed mask grants its wearer a +20 insight bonus on all saving throws as well as a 50% miss chance as in total concealment which isn’t revealed by true seeing. It also grants a +3 insight bonus on all Knowledge, Lore, Use Magic Device, Perception and Trickery skill checks. This mask doesn’t work against Areshkagal’s followers and its wearer suffers a -6 penalty on all saves and AC while in Areshkagal’s domain. Can only be equipped by the player character. | |
Mask of the Most Worthy | This cursed mask grants its wearer a +20 insight bonus on all saving throws, DR 5/-, fast healing 2 and a +10 insight bonus on concentration checks. This mask doesn’t work against Areshkagal’s followers and its wearer suffers a -6 penalty on all saves and AC while in Areshkagal’s domain. | |
Morbid Stare | This helmet increases by 1 the DC of all Necromancy school spells cast by the wearer, and give a wearer a chance to frighten the target on a hit. (Will saving throw DC 15). | |
Mystic Archaeologist’s Helmet | This helmet grants its wearer a +6 enhancement bonus to Charisma ability score, and a +5 competence bonus on all Use Magic Devices and Knowledge (World) skill checks. | |
Obsidian Mask of the Champion | The wearer of this mask gets a +10 competence bonus on Intimidation and Mobility skill checks. In addition, whenever the wearer of this mask lands a killing blow, they gain temporary Hit Points equal to the killed enemy’s Strength modifier for 5 rounds. | |
Owlbear Fur Helmet | This warm helmet grants its wearer a +4 bonus on saving throws against spells with cold descriptor and any effects that would inflict the sickened condition. | |
Perfect Tiara of Channeling | This tiara grants its wearer a +8 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). In addition, If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +2d6. And if the wearer of this headband has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. | |
Philosopher’s hat | This hat grants its wearer a +4 enhancement bonus to Intelligence, Charisma and Wisdom ability scores, and DR 5/melee. | |
Phylactery of Negative Channeling | If the wearer of this headband has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. | Drezen (Golden Golem) |
Phylactery of Positive Channeling | If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +2d6. | Drezen (Golden Golem), Nameless Ruins |
Planar Navigator | This headband grants the wearer +2 enhancement bonus to Charisma ability score. Three times per day you can try to dominate outsiders, this creature has to pass Will saving throw (DC 22) or will be under dominating effect till the end of the fight. You also get a +1 insight bonus to AC against outsider creatures. | |
Pristine Mind | This Headband of Mental Perfection +4 allows its wearer to reroll 3 failed saving throws against death effects per day. | |
Professor’s Hat | Within the Professor’s Hat is a subspace similar to bags of holding but only accessible to the wearer of the hat. 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. | |
Red Dragon Helmet | This helmet grants its wearer fire resistance 10. Additionally, three times per day, the wearer can breathe out a blast of fire, dealing 3d4 fire damage in a 15-feet cone. Successful Reflex saving throw (DC 15) halves the damage. | Gray Garrison |
Red Dragonscale Helmet | This helmet grants its wearer fire resistance 15 and a +6 enhancement bonus to Intelligence ability score. | |
Red Hat of Handsomeness | The wearer of this hat becomes too handsome for her own benefit. The hat grants its wearer a +2 enhancement bonus to Charisma. Bonuses of the same type usually don’t stack. | |
Rugged Helmet | This helmet grant the wearer a DR 3/melee, but the wearer suffers a -3 penalty to Perception skill checks. | Defender’s Heart (Joran Vhane) |
Shapeshifter’s Helm | This helm grants its wearer a +2 bonus to AC while in Wild Shape. It also grants 1 additional use of Wild Shape per day, if the wearer has this class ability. | wintersun (on siabrae when you free miammir) |
Sharp Eye | This circlet grants its wearer a +6 competence bonus on Perception checks and a +2 bonus to ranged attack rolls. | |
Shiny Helmet | This helmet grants its wearer a +2 insight bonus to AC. | |
Shy Lily’s Helmet | This helmet is imbued with demonic powers. The wearer gets a +4 profane bonus to Strength and a +2 profane bonus to AC. | |
Sparkling Helmet | A creature that attacks the wearer of this helmet with a melee weapon, an unarmed strike, or a natural weapon, takes 1d6 electric damage. | |
Stag Helmet | This helmet focuses wearer’s attention on the weak points of enemies, giving +1 insight bonus to attack rolls against flat footed and flanked targets. | |
Stalwart Warrior’s Luck | This circlet grants its wearer a +2 luck bonus on all saving throws. Bonuses of the same type usually don’t stack. | |
Stubborn Head | This helmet grants its wearer a +4 enhancement bonus to Dexterity, a +3 natural armor bonus to AC, and a +4 bonus to saving throws against death effects. | |
Sturdy Snoot | This headband grants its wearer a +12 competence bonus on Athletics and Mobility skill checks. If this headband is worn by an animal companion, it also grants a +3 dodge bonus to AC against ranged attacks. | |
Swift Shadow | This circlet grants its wearer a +10 competence bonus on all Stealth checks and the effect of the rogue’s fast stealth class ability. | |
The Paragon of Defenders | This helm increases the wearer’s AC by +2 and gives a +3 bonus to Persuasion checks made to intimidate. If one of the wearer’s allies falls unconscious from damage, the wearer takes a –2 penalty on attack rolls and skill checks for as long as they are farther than 10 feet away from the fallen ally. | |
The Steward of the Skein’s defiled helmet | This headband grants its wearer a +1 circumstance bonus on attack and damage rolls (to a maximum of 6) for every corpse and undead in a 30 feet radius around the wearer. | |
Tight Helmet | This helmet grants its wearer a +2 bonus on saving throws against sonic spells. | |
Triple Fin Helmet | This helmet gives its wearer one additional Gore attack per round that deals 1d8 cold iron damage with a +2 enhancement bonus to attack and damage rolls. | Blackwater |
Unshakable Composure | This helmet grants its wearer a +4 bonus on saving throws against spells with electricity descriptor and emotion effects. | |
Warden’s Circlet | This Headband of Mental Perfection +4 grants its wearer the ability to summon two Labyrinth Demodand Destroyers to fight on their side for 2 minutes twice per day. | |
Warding Helmet | This helmet grants its wearer a constant effect of the death ward spell. | |
Warpainted Skull of Duthica | This helmet allows the wearer to enter a Rage as a barbarian, and summon two Barbarian spirits to help them in combat for 20 rounds once per day. The legacy of Duthica will not yield its power to the weak, and characters with less than 15 Strength cannot equip it. | |
Wind Master Helmet | This helmet grants the wearer a +4 bonus to Initiative. | Greengates |
Zaoris’s Beauty | This headband grants its wearer +6 enhancement bonuses to Charisma and Wisdom ability scores. In addition, the wearer and all their allies in a 10 feet area gain the effects of the Shielded Caster, Allied Spellcaster and Shield Wall feats. | |
Zaoris’s Tiara | This is an intermediate step of relic creation. |
Face
Name | Desc | Location |
---|---|---|
Cinder Goggles | Whenever the wearer of these goggles casts a spell with the fire descriptor, there is a 10% chance that the spell (or spell slot used to cast it) will not be spent. | |
Cinder Goggles | Once per combat these goggles allow their wearer to cast hellfire ray, using their character level instead of spell level, as a free action. | |
Colorless One’s Spectacles | This is an intermediate step of relic creation. | |
Eye Sealed in Crystal | These goggles grant their wearer a +2 circumstance bonus to AC against gaze attacks. In addition, they increase the saving throw DC of any gaze attacks the wearer makes by 2. They also grant a +4 bonus on saving throws against hexes. | |
Goggles of Dreadful Judge | If the wearer of these goggles has the Judgement class feature, they grant 2 additional uses of it per day. They also grant a +5 competence bonus on Persuasion skill checks made to intimidate. | |
Goggles Of Ferocious Pact | The wearer gets a -2 penalty to AC, a -5 penalty to Persuasion skill checks and a -2 penalty to Fortitude saving throws, but gets a +4 bonus to damage rolls, a +3 bonus to Will saving throws and a +2 enhancement bonus to Wisdom score. | |
Goggles of Malocchio | These goggles grant the wearer a +10 competence bonus on Perception checks. Whenever the wearer confirms a critical hit with any bow, the target becomes disoriented 1d4 rounds, suffering a -4 circumstance penalty to initiative checks, attack rolls, Athletic, and Perception checks. | Drezen (Fye the Tavern Keeper), Drezen |
Goggles of Mind Control | These goggles grant their wearer a +2 inherent bonus to caster level, and increase the save DC by 2 for all mind-affecting spells the wearer casts. | |
Goggles of Piercing Gaze | These goggles grant their wearer a +1 insight bonus on attack and damage rolls against outsiders, as well as +10 competence bonus on Persuasion skill checks. | |
Goggles of Pure Sight | These goggles allow their wearer to take 20 on their next dispel magic attempt once per day. They also grant a +1 bonus to caster level checks made to overcome spell resistance. | Drezen (Jewelry Trader), Drezen |
Goggles of Quick Grasp | These goggles grant their wearer a +15 competence bonus on Persuasion skill checks as well as all Lore and Knowledge skill checks. | |
Googles of Mad Scientist | The wearer of these goggles is under constant confusion effect. | |
Hawk’s Eyes | These spectacles grant the wearer a +5 competence bonus on Perception and Trickery skill checks. If the wearer fails a check to disarm a trap, it is automatically rerolled. | |
Rascal’s Goggles | These goggles grant their wearer a +10 competence bonus on Perception and Trickery skill checks. | |
Ratcatcher’s Goggles | These goggles grant their wearer a +2 bonus on damage rolls against swarms. | Gray Garrison |
Seal of Jubilex | These glasses are made of very thick crystal. It’s difficult to see through them, thus the wearer suffers a -2 penalty to attack rolls. However, whenever the wearer lands a first hit in a melee against a new enemy, the target must pass a Fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. | |
Seal of Madness | These glasses allow their wearer to use the Maddening Gaze ability three times per day. Maddening Gaze: As a swift action, you can look in a certain direction. All enemies in a 50 feet cone must pass a Will saving throw (DC 32) or suffer 2d4 ability damage to Intelligence (doesn’t affect creatures with Intelligence lower than 3) and become confused for for 1d4 rounds. |
Cloaks
Name | Desc | Location |
---|---|---|
Absolver’s Cloak | This cloak grants its wearer a +4 deflection bonus to AC, a +4 resistance bonus on all saving throws, a +4 enhancement bonus to Persuasion skill checks and +1 bonus to AC against evil-aligned creatures’ attacks. This cloak can be worn only by good characters. | |
Augur’s Cape | This cape increases by 3 the DC of all Divination school spells cast by the wearer. | |
Black Fur Cloak | This cloak grants its wearer a +10 competence bonus to all Stealth checks and cold resistance 30. | |
Blood Clarity | Whenever the wearer of this cloak of resistance +2 lands a killing blow, they gain immunity to mind-affecting conditions for 3 rounds. | Nightingale Grove |
Call to Violence | This cloak of resistance +4 also grants its wearer a 30 feet aura which grants all enraged allies in the area a +2 bonus on attack and damage rolls. | |
Cape of Pest Control | This cloak of resistance +2 grants the wearer DR 5/- against all swarms’ attacks. | Defender’s Heart (Kyado) |
Castigator’s Cloak | This cloak grants its wearer a +4 deflection bonus to AC, a +4 resistance bonus to all saves, a +4 enhancement bonus to Persuasion skill checks when used to intimidate, and a +2 bonus on attack and damage rolls against shaken targets. Can be used only by characters of evil alignment. | |
Celestial Protection | This cloak grants the wearer a +5 resistance bonus on saving throws against demons and a +5 competence bonus on Lore (Religion) skill checks. | |
Cloak of Arcane Reserves | Whenever the wearer of this cloak suffers ability damage, next time they cast a spell, its caster level and the difficulty of saving throws against it are increased by 2. | |
Cloak of Astounding Prowess | Whenever the wearer of this cloak of resistance +5 lands a killing blow, all enemies in a 15 feet radius must pass a Will saving throw (DC 32) or become blinded for 4 rounds. | |
Cloak of Blood Scent | Whenever the wearer of this cloak of resistance +2 is under a Rage effect, they gain a +2 attack bonus on attack rolls against wounded enemies. | Drezen |
Cloak of Carnage | This cloak grants the wearer a +5 competence bonus on Knowledge: arcana skill checks and adds +2 to the DC for all saving throws against spells from the evocation school the wielder casts. | Ivory Sanctum, puzzle in center room with Baphomet statue |
Cloak of Cleansing | This cloak of resistance +2 additionally grants the wearer a +2 bonus on saving throws against compulsion and disease effects. | Nameless Ruins |
Cloak of Darkest Rites | This cloak enhances lich’s Dark Rites ability, granting additional +2 bonus to DC and a +2 profane bonus to AC to lich and his companions while the ability is active. | |
Cloak of Disguise | This cloak of resistance +1 also grants its wearer a +3 competence bonus to Stealth skill checks. | Tirabade Residence (Succubus), Tirabade Residence |
Cloak of Heroism | This cloak grants its wearer the ability to cast heroism spell once per day as a 2nd level wizard. | |
Cloak of Illusory Invisibility | The wearer of this cloak thinks she is invisible, but that’s an illusion. | |
Cloak Of Inner Warmth | This cloak grants its wearer acid resistance 30 and cold resistance 30. | |
Cloak of Resistance +1 | This cloak grants its wearer a +1 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | Underground Caves of Kenabres |
Cloak of Resistance +2 | This cloak grants its wearer a +2 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | Drezen (Paralictor Aminos Renth) |
Cloak of Resistance +3 | This cloak grants its wearer a +3 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | Defender’s Heart (Kyado), Drezen |
Cloak of Resistance +4 | This cloak grants its wearer a +4 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (magic), Wintersun |
Cloak of Resistance +5 | This cloak grants its wearer a +5 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | |
Cloak of Resistance +6 | This cloak grants its wearer a +6 resistance bonus on all saving throws. Bonuses of the same type usually don’t stack. | |
Cloak of Sacred Studies | This cloak of resistance +5 grants its wearer a +12 competence bonus on Lore (Religion) and Knowledge (Arcane) skill checks. | |
Cloak of Shadows | This cloak grants its wearer a +10 enhancement bonus to all Stealth skill checks, and immunity to blindness and dazzling. | |
Cloak Of Sparkles | This cloak grants its wearer fire resistance 30 and electricity resistance 30. | |
Cloak of the Ancient Herald | Whenever the wearer of this cloak channels energy to heal, the wearer gains a +2 bonus to Persuasion skill checks, and the save DC of spells with compulsion descriptor they cast is increased by 2. This effect lasts the number of rounds equal to the character’s level. Whenever the wearer of this cloak channels energy to harm, the affected creatures have to pass a Will saving throw or be dazed for one round. Save DC = 10 + half character level + Charisma modifier. | Areelu’s Laboratory |
Cloak of the Bear | This cloak grants its wearer a +4 resistance bonus on all saving throws and a +4 competence bonus to CMD. | |
Cloak of the Chosen | This cloak grants its wearer immunity to blindness and dazzle, a +3 resistance bonus on Will saving throws, and the ability to cast prayer spell at will as a 9th level cleric. | |
Cloak of the Lion | This cloak gives its wearer a +3 resistance bonus on all saving throws. If the wearer is Lawful Good, this bonus is increased to +5. If the wearer is a paladin, they gain an ability to spend one use of their Smite Evil ability to grant all allies in the range of 20 feet immunity to fear effects for the number of rounds equal to the wearer’s paladin level. | |
Cloak of the Seer | This cloak grants its wearer a +3 deflection bonus to AC, a +3 bonus to Fortitude and Will saving throws, and an ability to cast see invisibility spell once per day as a 3rd level wizard. | |
Cloak of the Winter Wolf | Whenever the wearer of this cloak makes a successful bite attack, it deals additional 1d6 cold damages and trips the target. | |
Cloak of Unbending Will | This cloak grants the wearer a +3 resistance bonus on Will saving throws. | Defender’s Heart |
Cloak of Winter Veil | This cloak grants its wearer a +1 resistance bonus on all saving throws and cold resistance 10. Bonuses of the same type usually don’t stack. | |
Contagious Shroud | Whenever the wearer of this cloak is attacked in melee, the attacker must pass a Fortitude saving throw (DC 29) or become sickened and vulnerable to acid for 4 rounds. This effect can only occur once per attacker during a combat. | |
Dungeoneer’s Cloak | This cloak of resistance +5 grants its wearer a +15 competence bonus on Trickery skill checks as well as resistance 5 to all elements. | |
Enchanter’s Cape | This cape grants its wearer a +1 bonus to Enchantment school spells’ DC. | |
Extraplanar Cloak | This cloak grants its wearer a +4 enhancement bonus to Constitution and the ability to cast summon monster V spell once per day for 9 rounds. | |
Herbalist’s Cape | 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 spell three times per day as a 3rd level cleric. | |
Hermit’s Cloak | This cloak grants the wearer a +6 bonus on Fortitude saving throws, a +5 competence bonus on Lore (Nature) skill checks, and cold resistance 10. | |
Hero Cloak | This cloak grants its wearer the ability to cast heroism spell once per day as a 3rd level wizard. | Gray Garrison |
Librarian’s Cloak | This cloak grants its wearer a +10 competence bonus on Use Magic Device skill checks. It also increases the effective caster level by 4 when using scrolls. | |
Living Flame | Whenever the wearer of this cloak channels energy to harm undead, for the next 2 rounds they become surrounded with a fire shield that deals 1d6 + character level fire damage to the attackers for each successful melee attack against the wearer. | Extirpators’ Camp |
Lone Wolf’s Cloak | Whenever the wearer of this cloak has no enemies or allies around in a 10 feet area, they get a +3 bonus to damage rolls on their ranged attacks and a +2 bonus on all saving throws. | |
Misty Cover | This cloak of resistance +4 grants the wearer +2 insight bonus to AC against flying creatures and summoned creatures. | |
Noxious Veil | This cloak grants its wearer acid resistance 30 and the ability to cast acid fog spell twice per day as a 11th level wizard. | |
Perilous Shade | Whenever the wearer of this cloak lands a killing blow, they are affected by Greater Invisibility spell as it was cast by 15th level wizard. In addition, this cloak grants a +10 competence bonus on Stealth skill checks. | |
Rogue’s Companion | This cloak grants its wearer a +5 competence bonus on Trickery checks and the ability to cast expeditious retreat three times per day as a 1st level wizard. | |
Ruler’s Mantle | This mantle grants its wearer a +1 resistance bonus on all saving throws, and a +3 resistance bonus on saving throws against poison. | |
Scarlet Allure | This red cloak of resistance +3 makes anyone look good. It grants the wearer a +5 morale bonus on Persuasion skill checks. Whenever an enemy confirms a critical hit, lands a sneak attack or attack of opportunity against the wearer, the enemy must pass a Will saving throw (DC 27) or become devastated by hitting such beauty. In this devastated mood they suffer a -2 penalty to attack and damage rolls, as well as AC, until the end of combat. | |
Shaman’s Cloak | This cloak grants its wearer a +5 resistance bonus on all saving throws, and the ability to cast elemental body IV (earth) spell once per day as a 17th level wizard. | |
Shroud of Abaddon | This cape grants its wearer a +2 resistance bonus on all saving throws, fire resistance 15, cold resistance 15, electricity resistance 15 and acid resistance 15. | |
Skin of the Rough Beast | This cloak grants its wearer 50% of Fortification (providing a 50% chance to negate a critical hit or a sneak attack extra damage) and immunity to confusion, fear, paralysis and insanity. It also imbues the wearer with the powers of the Spawn of Rovagug allowing to use the Corruption of the Rough Beast ability three times per day. Corruption of the Rough Beast applies one of the following effects to all enemies within 100 feet radius for 1d6+1 rounds: confusion, song of discord spell effect, rage, feeblemind, phantasmal putrefaction, domination. A successful Will save (DC 30) negates the effect. | |
Skinned Leather Cloak | Whenever the wearer lands a hit on an enemy first time in a round, the enemy must pass a Fortitude saving throw (DC 29) or be partially skinned. Those who fail the save become staggered and take 2 points of Constitution drain per round for 1d4 rounds. | Crimson Dust |
Strigoi’s Embrace | This cloak grants its wearer a +8 enhancement bonus to Charisma and the ability to cast energy drain spell once per day as a 13th level wizard. | |
Thaumaturgist’s Cloak | This cloak grants its wearer a +5 competence bonus to Knowledge (World) and Knowledge (Arcana) skill checks, and a +2 enhancement bonus to Charisma. | |
The Bound of Possibility | Demon Rage and Demon Aspects now grant bonuses as if you were 3 mythic ranks higher. | |
The Bound of Possibility | Whenever the wearer of this cloak fails a saving throw, they get a +10 bonus on all skill checks and saving throws for 1 round. However, the wearer gets sad afterwards and suffers a -1 penalty to AC, attack and damage rolls until the end of the next combat. | |
The Bound of Possibility | Whenever one of the Locust’s clones dies, it spawns a CR 18 Locust Swarm after itslef, which attacks your enemies to the best of its abilities for 3 minutes. | |
The Bound of Possibility | When Lich wears this cloak his Lord Beyond the Grave grants additional +4 bonus to Strength, Dexterity, and Charisma ability scores. | |
The Bound of Possibility | This Cloak allows Legend to reroll any skill check and take the best result from both throws. | |
The Bound of Possibility | This cloak grants Dragon 2 additional spell slots for the 9th level spells. In addition, Dragon’s breath deals additional 20 Divine damage and its DC is increased by 2. | |
The Bound of Possibility | This cloak grants Devil 3 additional uses of Hell’s Seal per day. | |
The Bound of Possibility | Azata shares a bond with her dragon. 50% damage is redirected to Aivu. In addition, Aivu gets additional DR N/- where N is equal to Azata’s mythic rank. | |
The Bound of Possibility | When an Angel wears this cloak, his Sword of Heaven ability deals an additional 4 dice of damage or heal an additional 4 dice of damage instead of 2. | |
The Bound of Possibility | When in combat, an Aeon wearing this cloak distorts time and space in 30 feet area. Each round enemies have to pass a Will saving throw (DC = 10 + mythic rank + Wisdom modifier ) or be slowed for one round, as per slow spell. Allies instead are under a constant haste spell effect. They also gain a +4 insight bonus on attack rolls, saving throws, and skill checks. | |
Thick Pelt Cloak | This cloak of resistance +2 grants the wearer immunity to fire. | |
Toxic Wrap | This cloak grants its wearer immunity to acid. It also makes enemies sickened for 1d3 rounds upon landing a sneak attack unless they pass a Fortitude saving throw (DC 26). | |
Warm Embrace | This cloak grants its wearer cold resistance 10 and the ability to cast deep slumber spell one per day as a 5th level wizard. | |
White Wind’s Cloak | This damaged coat can now be worn only as a cloak and only by a non-evil aligned creature. If this cloak is worn by a character with no levels in duelist class, such character will get the Precise Strike ability. If this cloak is worn by a duelist, she gets a +4 competence bonus to attack rolls while parrying. Additionally, her Precise Strike ability now adds 1.5 of her duelist level as a bonus to her damage rolls. It also allows the wearer to cast a sacred nimbus spell three times per day as a 9th level Cleric Precise Strike: A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding a quarter of her level as a bonus to her damage rolls. | Ivory Sanctum |
Wrath of the Undead | This cloak of resistance +5 grants its wearer a 60-feet aura which makes all affected enemies to pass a Will saving throw (DC 33) or become frightened for 1 minute. If the saving throw was a success, the enemy becomes shaken for 5 rounds instead. Enemies can only be affected by this aura once. In addition, this aura grants all undead allies a +4 circumstance bonus on attack rolls against enemies under fear effects and deal additional 2d6 precision damage on a successful hit against such targets. | |
Wyvern Skin Cloak | This cloak grants its wearer a +2 enhancement bonus to natural armor and +4 resistance bonus on saving throws against poison, sleep and paralysis. |
Torso
Name | Desc | Location |
---|---|---|
Alchemist’s Shirt | This shirt grants its wearer immunity to nauseated condition and a +3 bonus on saving throws against acid. | Drezen |
Apprentice Robe | This robe grants the wearer an additional +1 bonus to AC whenever the wearer is under the effect of a mage armor spell. | |
Baphomet’s Fiery Robe | This is an intermediate step of relic creation. | |
Blackened Rags | This robe grants its wearer a +10 competence bonus on Knowledge (Arcana) checks. It also increases the DC of spells from Witch spell list and Hexes by one. | |
Call of the Fiery Things | This shirt makes all the wearer’s fire spells deal additional 4d6 of fire damage while making them suffer a -2 penalty to AC. | |
Calming Warden | This cloth grants its wearer a +4 bonus on saving throws against Necromancy spells and effects, and immunity to fear effects. | |
Cloth of Heavy Fortification | This cloth grants its wearer the effect of heavy fortification. | |
Dark Retriever’s Shirt | This is an intermediate step of relic creation. | |
Earth’s Embrace | This shirt grants its wearer a +2 enhancement bonus to Constitution, a +4 bonus on saving throws against fire and a +4 competence bonus on Lore (Nature) checks. | |
Elemental Imbuement | Whenever the wearer of this robe suffers elemental damage (such as acid, fire, cold, electricity or sonic), for the next round any spell cast by the wearer, if it deals the same kind of elemental damage, deals +2 damage per dice of damage suffered. | Wintersun |
Gorgeous Glowing Garnet Garment | The wearer of this red shirt glows with red. | |
Hag’s Demise | This cloth grants its wearer a +4 insight bonus on saving throws against hexes and Necromancy school spells. | |
Happy Traveler’s Shirt | This shirt increases the wearer’s base speed by 10 feet. In addition, whenever the wearer travels for 50 feet or more in a round, they are affected by the greater invisibility spell effect for 1 round. | |
Loremaster’s Robe | This robe grants its wearer a +3 insight bonus on all Knowledge and Lore skill checks as well as a +2 bonus on Reflex saving throws. | |
On the Brink of Death | Whenever the wearer’s health is below 50, each attack against the wearer has a chance to reflect dealt damage. The enemy must pass a Reflex saving throw (DC 24) or suffer the attack. | Ravaged Long House |
Pilgrim’s Shirt | This shirt grants its wearer a +5 competence bonus on Lore (Nature) skill checks and immunity to diseases. | Drezen (Tsai) |
Robe of Angelic Prudence | This robe grants its wearer a +4 enhancement bonus to Charisma and Wisdom ability scores. It also allows the wearer to cast greater angelic aspect at will as a 20th level cleric. | |
Robe of Determination | Whenever the wearer of this robe casts a spell that forces the target to make a Fortitude saving throw, the DC of that save is increased by 2. It also grants the wearer a +2 bonus on caster level checks made to overcome spell resistance, +4 bonus to concentration checks, and spell resistance 18. | |
Robe of Inevitability | This robe grants the wearer a +2 bonus to spell penetration. | Crusader’s Camp |
Robe of Malice | This robe grants the wearer a +3 dodge bonus to AC, and a +5 bonus to unarmed attack and damage rolls. It can be worn only by a monk of Lawful Evil alignment. | |
Robe of Mephistopheles | This robe grants its wearer an aura which makes all enemies in a 30 feet radius suffer a -4 penalty on saving throws against fear, compulsion and charm effects. In addition, once per day, the wearer of this robe can make all enemies in a 30 feet radius pass a Will saving throw (DC 30), on fail they lose their minds, become hostile to everybody and start attacking targets indiscriminately for 1 minute. | |
Robe of Order | If the wearer of this robe has a ki pool, the robe increases it by 2. If the wearer is of lawful alignment, it grants a +2 bonus on attack rolls against chaotic enemies. This robe can be worn only by a monk. | |
Robe of Virtue | This robe grants its wearer a +2 dodge bonus to AC and a +2 competence bonus on attacks against evil enemies. Only Monk of good alignment can wear it. | Blackwing Library (Storyteller) |
Shirt of Blazing Fighter | This shirt grants the wearer a +5 competence bonus to Athletics skill checks and fire resistance 30. | Drezen |
Shroud of the Eternal Hunger | Whenever the wearer polymorphs into any creature, they get a +4 enhancement bonus to attack and damage rolls made with limbs. Whenever a creature hits them with a melee attack, that creature suffers 1d6 piercing damage. | |
Silky Veil | This robe grants its wearer a +1 dodge bonus to AC, and a +2 enhancement bonus to attack and damage rolls with unarmed attacks. Only a monk can wear it. | Leper’s Smile |
Silver Robe | This robe grants the wearer a +1 bonus to all saving throws against fear effects. | Gwerm’s Mansion |
Source of Dividing Power | Whenever the wearer of this robe uses a divine power to summon a creature, they can choose to give these creatures’ attacks either Holy or Unholy special quality. | |
Treacherous Flame | Whenever the wearer of this shirt kills an enemy with a fire spell, they gain immunity to ability score damage and their mental abilities scores are increased by +6 for 3 rounds. In addition, all the wearer’s allies deal additional 3d6 fire damage on successful attacks with weapons for 1 round. | |
True Serenity | This shirt grants its wearer spell resistance 34 against the enemies of chaotic alignment. | |
Tunic of Ardent Warpriest | If the wearer of this shirt has the Fervor class ability, it grants them 3 additional uses of Fervor per day. | Terendelev’s Lair |
Wandering Conman | This cloth grants the wearer a +10 competence bonus to Trickery and a +10 competence bonus to Athletics skill checks, as well as +2 bonus to attack rolls for attacks of opportunity. | |
Web Strider | This clean and nice shirt is weaved from Retriever spider web, purified with druidic magic. Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. They also gain a +10 competence bonus on Lore (Nature) skill checks. | Relic (made from altar of the first retriever) |
Zon-Kuthon’s Suffocating Caress | This shirt is weaved from spider web. It strangles the wearer, inflicting a -5 penalty to Mobility skill checks. It also helps to discharge electric damage, granting the wearer electricity resistance 30. Whenever the wearer is hit by a non-slashing weapon, they must pass a Reflex saving throw (DC 20) or become staggered for the first attack in a round, as well as suffer a -2 penalty to attack rolls for one round. |
Bracers
Name | Desc | Location |
---|---|---|
Arm Extenders | These bracers allows their wearer to stagger enemies for 3 rounds on the first hit they land in combat with thrown weapons. | |
Bracers of Abrupt Onslaught | These bracers grant the wearer a +5 competence bonus on Trickery skill checks. Whenever the wearer makes a sneak attack, it deals additional 1d6 bludgeoning damage. | Artisan’s Tower |
Bracers of Animal Fury | These bracers grant the wearer a +3 enhancement bonus on attack and damage rolls whenever the wearer is polymorphed. | |
Bracers of Archery | These bracers empower the wearer to use any bow with a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls. | |
Bracers of Armor +1 | These bracers grant their wearer an armor bonus of +1, just as though they were wearing armor. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. | Neathholm (Dyra), Underground Caves of Kenabres |
Bracers of Armor +2 | These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. | Drezen (Golden Golem), Defender’s Heart |
Bracers of Armor +3 | These bracers grant their wearer an armor bonus of +3, just as though they were wearing armor. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. | |
Bracers of Armor +4 | These bracers grant their wearer an armor bonus of +4, just as though they were wearing armor. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. | Traveling Skeletal Salesman (magic) (Skeletal Salesman), Lost Chapel |
Bracers of Armor +5 | These bracers grant their wearer an armor bonus of +5, just as though they were wearing armor. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. | Drezen (Jewelry Trader) |
Bracers of Armor +6 | These bracers grant their wearer an armor bonus of +6, just as though they were wearing armor. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. | |
Bracers of Armor +7 | These bracers grant their wearer an armor bonus of +7, just as though they were wearing armor. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. | |
Bracers of Armor +8 | These bracers grant their wearer an armor bonus of +8, just as though they were wearing armor. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. | |
Bracers of Balance | The wearer of these bracers gets a +5 bonus to CMD and a +5 bonus to CMB. If the wearer was knocked prone, the wearer makes a Fortitude saving throw (DC 23), on a successful save the wearer is no longer prone. | |
Bracers of Breaching | Whenever the wearer of these bracers confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 23) or become vulnerable to piercing damage for 2 rounds. | Ivory Sanctum |
Bracers of Deflection | These bracers give the wearer a +2 deflection bonus to AC and the ability to cast the shield spell twice a day like a 5th level wizard. | |
Bracers of Dominance | Whenever the wearer of these bracers confirms a critical hit with a two-handed weapon, the enemy must pass a Will saving throw (DC 24) or become unable to attack for 1 round. | Wintersun |
Bracers of Eldritch Scholar | These +6 bracers of armor grant a +5 competence bonus on Knowledge (Arcana) and Use Magic Device skill checks. | |
Bracers of Harmful Conversion | Whenever the wearer of these bracers confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or suffer from a random condition from the following list and become immune to another random condition from the same list for 2 rounds. The condition list is: Blinded Exhausted Frightened Sickened Paralyzed Prone | |
Bracers of Heavy Hand | These bracers grant the wearer a +3 bonus on damage rolls with the off-hand weapon when dual wielding or wielding two-handed melee weapon (for example, a double weapon). | |
Bracers of Mind Break | These bracers of armor +4 increase the save DC against all Enchantment school spells they cast by 2. | |
Bracers of Overwhelming Vigor | Whenever the wearer of these bracers lands a hit while having full hit points, the enemy must pass a Fortitude saving throw (DC 28) or be knocked prone for 2 rounds. | |
Bracers of Rough Landing | These bracers grant their wearer a +2 competence bonus to AC, attack and damage rolls against flying enemies. | Crusader’s Camp (Wilcer Garms) |
Bracers of the Ruby Phoenix Champion | These bracers, just like bracers of archery, empower the wearer to use any bow with a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls. These bracers also grant an additional +1 bonus on all attacks rolls and damage rolls with Longbows. | |
Bracers of the Wizard | These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor, and a +3 competence bonus on all Knowledge: arcana checks. | Defender’s Heart (Vissaliy Rathimus) |
Chaos Scourge | The wearer of these bracers of armor +8 automatically confirms critical hits against chaotic enemies. In addition, whenever the wearer of these bracers confirms a critical hit against chaotic enemy, the enemy suffers a -2 penalty to AC and all saving throws for 3 rounds. | |
Charon’s Touch | These bracers grant their wearer an ability cast harm spell once per day, and greater false life spell twice per day. | |
Clear Purpose | These bracers allow their wearer to cast healing spells without provoking attacks of opportunity. They also grant a +2 bonus on Concentration checks. | Heaven’s Edge |
Engraved Lucky Bracers | These bracers grant the wearer a +1 luck bonus to AC and a +1 luck bonus to Reflex, Will, and Fortitude saving throw. | Kenabres Square |
Gear’s Rule | The nanites inside the item provide the wearer with multiple abilities Fermela: Owner gets +1 bonus to all attack rolls with bombs. This bonus increases to +2 at level 12. Hope: Owner 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. At level 20 the owner becomes immune to Fatigue and Exhaustion. Catalyst: Owner’s bombs deal additional dice of damage as if they were an alchemist 2 levels higher; the owners save DCs are increased by 1. Focusing Surge: Once per day as a free action, the owner can activate the nanites inside the item for 5 rounds, gaining fast healing (5), as well as immunity to poison, death effects, paralysis, stun, disease, and the effects of Targeted Bomb Admixture extract. At level 16 the duration of Focusing Surge increases to 10 rounds. | |
Golden Vision | These bracers grant its wearer a +1 bonus to Illusion school spells’ DC, and a +2 bonus to saving throws against illusion school spells. | |
Legendary Bracers | These bracers grant their wearer a +5 deflection bonus to AC, a +5 natural armor enhancement bonus to AC, a +5 resistance bonus on all saving throws, and a +6 enhancement bonuses to all ability scores. It can only be equipped by the player character. | |
Lesser Bracers of Archery | These bracers empower the wearer to use any bow with a +1 competence bonus on attack rolls. | Citadel Drezen |
Negotiator’s Bracers | These bracers grant its wearer a +4 bonus on saving throws against mind-affecting conditions and a +10 competence bonus on Persuasion skill checks when used for diplomacy. | |
Phantom Slayer’s Bracers | Whenever the wearer of these bracers hits their Studied Target for the first time, the enemy must pass a Fortitude saving throw (DC 24) or become blinded for 3 rounds. | |
Repelling Bracers | The wearer of this bracers is under constant protection from anyone who is getting too touchy. They get a +4 bonus to AC against touch attacks, but also suffers a -4 penalty on their own touch attack rolls. If an enemy gets within a 5 feet radius from the wearer, they must pass a Will saving throw (DC 21) to push the enemy 5 feet away, or become frightened for one round. | |
Righteous Exorcist’s Bracers | These bracers grant their wearer a +1 morale bonus on damage rolls against demons. | Gray Garrison |
Stormlord’s Resolve | If the wearer of these bracers has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: jolting portent, call lightning, lightning bolt, chains of light, call lightning storm, chain lightning, stormbolts. To cast a spell, the wearer still needs to have a spell slot of the required level. It also grants the wearer an electric shield that deals (1d6 + wearer’s level) electric damage each time an enemy lands a hit against the wearer, as well as electricity resistance 30. The wearer can fully embrace the power of these braces, allowing them to turn all their energy attacks into electrical. | Blackwater |
Veteran Marksman’s Bracers | Whenever the wearer of these bracers lands a hit with a ranged weapon on an enemy who is prone, stunned or staggered, the enemy must pass a Fortitude saving throw (DC 23) or its current condition is prolonged for 1 round. | Wintersun |
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. |
Belts
Name | Desc | Location |
---|---|---|
Assailant’s Belt | Whenever the wearer of this belt of Dexterity +6 confirms a critical hit, for the next 3 rounds the wearer gets +2 circumstance bonus to attack and damage rolls. | |
Belt of Alacrity | This belt of Dexterity +4 also grants its wearer a +4 competence bonus on Reflex saving throws. | Traveling Skeletal Salesman (hunting) |
Belt of Athach | This belt gives its wearer an incredible physical prowess, granting +4 enhancement bonus to Strength, Dexterity and Constitution, and the ability to increase their size as per legendary proportions spell for 13 rounds once per day. | |
Belt of Beastly Sturdiness | This belt of Constitution +4 also grants its wearer a +4 competence bonus to CMB on Bull Rush and Overrun combat maneuvers as well as immunity to Trip combat maneuver. | Traveling Skeletal Salesman (hunting) |
Belt of Bloodlust | This belt grants its wearer a +4 enhancement bonus to Dexterity and Strength. Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. | |
Belt of Courageous Charge | Whenever the wearer of this belt of Strength and Dexterity +4 charges an enemy, they gain a +4 morale bonus on attack and damage rolls against this enemy for 1 round. | |
Belt of Demonic Shadow | Whenever the wearer of this belt casts a spell of level 6 or higher, it summons a CR 7 shadow demon to fight alongside the wearer for 2 minutes. Only one such demon can be present on the battlefield. If the demon is already summoned, casting a new spell of level 6 or higher will heal it for 2d6 hit points. | Scrubland by a Bend in the River |
Belt of Giant Strength +2 | This belt grants its wearer a +2 enhancement bonus to Strength. Bonuses of the same type usually don’t stack. | |
Belt of Giant Strength +4 | This belt grants its wearer a +4 enhancement bonus to Strength. Bonuses of the same type usually don’t stack. | Drezen (Wilcer Garms), |
Belt of Giant Strength +6 | This belt grants its wearer a +6 enhancement bonus to Strength. Bonuses of the same type usually don’t stack. | |
Belt of Improved Protection | This belt grant the wearer a +10 competence bonus on Mobility skill checks. | Drezen (Paralictor Aminos Renth) |
Belt of Incredible Dexterity +2 | This belt grants its wearer a +2 enhancement bonus to Dexterity. Bonuses of the same type usually don’t stack. | Gray Garrison (Othirubo) |
Belt of Incredible Dexterity +4 | This belt grants its wearer a +4 enhancement bonus to Dexterity. Bonuses of the same type usually don’t stack. | |
Belt of Incredible Dexterity +6 | This belt grants its wearer a +6 enhancement bonus to Dexterity. Bonuses of the same type usually don’t stack. | |
Belt Of Lesser Cold Resistance | This belt grants its wearer cold resistance 10. | |
Belt of Mighty Constitution +2 | This belt grants its wearer a +2 enhancement bonus to Constitution. Bonuses of the same type usually don’t stack. | Drezen (Gesmerha), Lost Chapel |
Belt of Mighty Constitution +4 | This belt grants its wearer a +4 enhancement bonus to Constitution. Bonuses of the same type usually don’t stack. | Wintersun |
Belt of Mighty Constitution +6 | This belt grants its wearer a +6 enhancement bonus to Constitution. Bonuses of the same type usually don’t stack. | Drezen (Wilcer Garms) |
Belt of Perfect Components | This belt makes 1st and 2nd level spells cast by its wearer Empowered and Extended. | |
Belt of Physical Flow +2 | This belt grants its wearer +2 enhancement bonuses to Strength and Dexterity. Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (hunting), Underground Hideout |
Belt of Physical Flow +4 | This belt grants its wearer +4 enhancement bonuses to Strength and Dexterity. Bonuses of the same type usually don’t stack. | Midnight Fane |
Belt of Physical Flow +6 | This belt grants its wearer +6 enhancement bonuses to Strength and Dexterity. Bonuses of the same type usually don’t stack. | |
Belt of Physical Form +2 | This belt grants its wearer +2 enhancement bonuses to Dexterity and Constitution. Bonuses of the same type usually don’t stack. | Citadel Drezen |
Belt of Physical Form +4 | This belt grants its wearer +4 enhancement bonuses to Dexterity and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Form +6 | This belt grants its wearer +6 enhancement bonuses to Dexterity and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Might +2 | This belt grants its wearer +2 enhancement bonuses to Strength and Constitution. Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (protection), Drezen |
Belt of Physical Might +4 | This belt grants its wearer +4 enhancement bonuses to Strength and Constitution. Bonuses of the same type usually don’t stack. | Traveling Skeletal Salesman (protection) |
Belt of Physical Might +6 | This belt grants its wearer +6 enhancement bonuses to Strength and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Perfection +2 | This belt grants its wearer +2 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don’t stack. | Greengates |
Belt of Physical Perfection +4 | This belt grants its wearer +4 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Perfection +6 | This belt grants its wearer +6 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Physical Perfection +8 | This belt grants its wearer +8 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don’t stack. | |
Belt of Shadows | This belt of Dexterity +4 grants its wearer a +2 competence bonus on Stealth and Trickery skill checks. | |
Belt of Stoneskin | This belt grants its wearer the ability to cast stoneskin spell as a 7th level Wizard once per day. | |
Belt of the Venerated Champion | This belt of Constitution +6 grants its wearer a +2 bonus on Fortitude saving throws and a +1 insight bonus to AC against Evil creatures and effects. | |
Belt of Thunderous Charging | This belt grants its wearer a +6 enhancement bonus to Strength. It also magnifies the wearer’s momentum granting her a +2 bonus on the bull rush and overrun maneuvers. In addition, whenever the wearer of this belt charges an enemy, the enemy suffers a -2 penalty to AC against ranged attacks for 4 rounds. | |
Bombardier’s Utility Belt | This belt allows an alchemist to use 4 additional bombs per day. | |
Clasp of Death | This belt grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). In addition, if the wearer of this belt has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. | |
Clutch of Corruption | This belt grants its wearer a +4 enhancement bonus to Strength and a +8 enhancement bonus to Constitution ability scores. In addition, whenever the wearer of this belt confirms a critical hit with a natural weapon, the enemy must pass a Will saving throw (DC 28) or become vulnerable to negative energy and unholy damage for 2 rounds. | |
Conqueror Wurm | This belt grants its wearer a +8 enhancement bonus to Constitution and the ability to cast dragonkind III (black) spell once per day as a 12th level wizard. | |
Cord of Stubborn Fury | This bonus grants its wearer a +2 enhancement bonus to Constitution. Instead of becoming fatigued after raging, wearer takes 1 damage each round for a number of rounds equal to 2 times the number of rounds spent in the rage. | |
Daredevil’s Belt | This belt grants its wearer a +4 enhancement bonus to Dexterity and Strength. Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. | |
Devil’s Sash | This belt grants its wearer a +8 enhancement bonuses to Dexterity and Constitution ability scores. It also grants immunity to poison. | |
Display of Power | This belt of Strength +6 grants its wearer a 15 feet aura that makes all enemies in range suffer a -2 penalty on Will saving throws. | |
Divine Support | This belt grants its wearer a +3 deflection bonus to AC, Negative Energy Resistance 10, and the ability to cast banishment spell once per day as a 13th level wizard. | |
Embrace of the Faceless | This belt grants the wearer a +2 enhancement bonus to the Constitution score. Whenever the wearer is attacked, the enemy has to pass a Reflex saving throw (DC 20) or suffer -10 penalty on damage rolls for 1 round. | Relic (Dirty Squealer) |
Energizing Belt | This belt of Constitution +4 also allows its wearer to regain one used spell per day. | |
Explorer’s Belt | This belt grants its wearer a +2 enhancement bonus to Constitution and a +2 resistance bonus on saving throws against diseases, fatigue and exhaustion. | |
Face-Stealer’s Belt | This is an intermediate step of relic creation. | |
Girdle of Ooze | This is an intermediate step of relic creation. | |
Greater Belt of Perfect Components | This belt makes 1st, 2nd and 3rd level spells cast by its wearer Empowered and Extended. | |
Greater Infernal Cord | This belt grants +4 enhancement bonus to Constitution. Whenever an enemy scores a critical hit against the wearer, the wearer gains fast healing 4 for 1 minute. It can’t be equipped by good characters. | |
Hermit’s Rope | This belt grants a +4 enhancement bonus to Wisdom and Constitution, and the ability to cast mass bear’s endurance spell once per day as a 3rd level wizard. | |
Korgath’s Shackled Fury | This belt grants a +6 enhancement bonus to Strength, a +5 competence bonus to Persuasion skill checks when used to intimidate, and a -3 penalty to Persuasion skill checks when used for diplomacy. It also allows the wearer to enter Rage as a barbarian for 8 rounds per day. Only Lawful characters can equip Korgath’s Shackled Fury. | |
Lesser Belt of Perfect Components | This belt makes 1st level spells cast by its wearer Empowered and Extended. | |
Lightning Belt | This belt grants its wearer a +4 enhancement bonus to Dexterity and Charisma, and the ability to cast lightning bolt spell twice per day as a 7th level wizard. | |
Linds Family Belt | This is an intermediate step of relic creation. | |
Lizard Tail | This belt was specifically created for less humanoid creatures, but humanoids can use it in polymorphed form as well. While in it the wearer gets +3 morale bonus to AC and Reflex saving throws. The wearer also gets a +8 circumstance bonus to AC for the first round of every combat. | |
Mallander’s Insult | You can cover yourself in an invisible corrupted fire. Under its effect, all your fire spells deal additional 2d6 unholy damage. You become immune to fire damage, but gain weakness to cold and holy damage. | Crest of the Fallen Knight relic decree |
Mallander’s Penance | While wearing this belt a monk can spend 1 ki point to enshroud the target’s heart and lungs in the fine veil of emerald. Affected creature becomes more fragile, getting -2 penalty to AC. It also has to pass a Fortitude saving throw (DC 19), or all bludgeoning damage it receives is multiplied by 1.5 until the end of combat. | Crest of the Fallen Knight relic decree |
Mangling Frenzy | This Belt of Physical Perfection +4 grants its wearer DR 3/- and additional 4d6 slashing damage on every critical hit while the wearer is Raging, including demonic Rage. | |
Mirrored Belt | This belt grants its wearer a +4 resistance bonus to Reflex saving throws and the ability to cast mirror image spell twice per day as a 4th level wizard. | |
Pristine Mind | Whenever the wearer of this Belt of Physical Perfection +4 makes an attack roll to confirm a critical hit, it automatically succeeds. | |
Sash of Slash | This sash grants its wearer a +6 enhancement bonus to Dexterity and DR 5/slashing. | |
Specialist’s Belt | Whenever the wearer of this belt uses a scroll or potion, it gives +1 to its caster level. | Defender’s Heart (Kyado) |
Storm King’s Belt | Whenever the wearer of this Belt of Physical Perfection +8 hits an enemy for the first time in a round, that enemy must pass a Fortitude saving throw (DC 36) or suffer from one of these conditions: 1) Suffer 1d6 penalty to Strength and Dexterity ability scores for 3 rounds 2) Suffer a -3 penalty to AC for 1d6 rounds | |
Timely Assistance | Whenever an ally in a 20 feet area of the wearer lands a killing blow, this belt of Constitution +4 makes the wearer’s next spell extended as though using the Extend Spell feat. It also grants the wearer a +4 enhancement bonus to Wisdom. 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. | Blackwing Library (Storyteller) |
Unceasing Slaughter | This belt grants its wearer a +4 enhancement bonus to Dexterity and Constitution. Whenever the wearer of this belt lands a killing blow, they gain a +2 bonus to Dexterity and Constitution scores for 3 rounds. | |
Victims’ Madness | Whenever the wearer of this Belt of Physical Perfection +4 kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. | |
Voice of the Faceless | This belt grants the wearer a +2 enhancement bonus to Strength score. Whenever the wearer is mounted, and they or their mount confirms a critical hit against an enemy, that enemy is afflicted with the Exploding Head effect for 1d3 rounds. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls, and AC. | Relic (Dirty Squealer) |
Windfall | This belt grants its wearer a +1 luck bonus on attack rolls and all saving throws. |
Gloves
Name | Desc | Location |
---|---|---|
Alkali Gloves | 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. | |
Athlete’s Gloves | These gloves grant the wearer +3 competence bonus on all Mobility and Athletics skill checks. | |
Baphomet’s Fiery Gloves | This is an intermediate step of relic creation. | |
Big Game Gloves | Whenever the wearer of these gloves announces a Quarry, targeted enemy suffers a -2 penalty to AC and becomes sickened for 3 rounds. | Lost Chapel |
Blessed Hands | These gloves adds +4 to the wearer’s caster level when they cast any cure spell. | |
Bombthrower’s Gloves | These gloves grant their wearer a +2 equipment bonus to attack rolls made with bombs and their DC. | |
Broken Gauntlets | These spiked gauntlets grant the wearer’s animal companion (as well as Azata’s dragon or Lich’s skeletal champion) a +6 bonus to Strength ability score. At the beginning of the battle, the creature must pass a Will saving throw (DC 17) or start attacking party members. If the initial saving throw is failed, the creature can make new saving throws each round to stop the effect. | |
Butterfly Wings | These gloves grant their wearer a +5 resistance bonus on all saving throws, and the ability to cast prismatic spray spell three times per day as a 13th level wizard. | |
Cheatsheet Gloves | These gloves grant their wearer a +5 luck bonus to Lore (Nature), Lore (Religion), Knowledge (World) and Knowledge (Arcana) skill checks. | |
Claws of a Sacred Beast | These gloves have claws that deal 1d8 slashing damage on an unarmed attack. If the enemy is of evil alignment, they deal 2d6 damage instead. In addition, these claws give the wearer a +1 enhancement bonus on attack and damage rolls. | |
Cobra Pads | Whenever the wearer of these knee pads lands a hit with a natural weapon against a new enemy for the first time, that enemy must pass a Fortitude saving throw (DC 31) or become vulnerable to slashing and acid damage for 3 rounds. | |
Dashing Cavalier’s Gloves | These gloves grant their wearer a +1 morale bonus on attack rolls. In addition, they also grant a +2 bonus on damage rolls while mounted. | Gray Garrison |
Death From Afar | This gloves grants its wearer a +4 bonus to ranged attacks. | |
Devouring Lust | Whenever the wearer of these gloves lands a melee touch attack, the enemy must pass a Will saving throw (DC 20) or his heart and mind is consumed with agonizing lust, any critical hit against affected enemy drives him even crazier, paralyzing for one round. | Relic (Attrative Impulse) |
Embroidered Gloves | These bracers grant the wearer a +3 luck bonus to AC and a +3 luck bonus on Reflex, Will, and Fortitude saving throws. | |
Eviscerator’s Gloves | Whenever the wearer of these gloves makes a full attack and successfully strikes a single enemy with both their main-hand and off-hand weapons, the enemy suffers a -2 penalty on attack rolls and is bleeding for 3 rounds. | |
Fencer’s Gift | These gloves grant their wearer a +3 damage bonus to the second weapon when dual wielding or wielding a two-handed weapon. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. | |
Gloves of Arcane Eradication | These gloves grant the wearer a +4 bonus to ranged touch attack rolls and a +5 competence bonus on Use Magic Device skill checks. | Molten Scar |
Gloves of Colliding Elements | Whenever the wearer of these gloves is using gather power, she can reduce the total burn cost of a single wild talent by an additional point. | |
Gloves of Deathdealer | When the wearer of these gloves makes a sneak attack, it deals additional 1d6 damage. | |
Gloves of Dexterity +2 | These gloves grant its wearer a +2 enhancement bonus to Dexterity. Bonuses of the same type usually don’t stack. | |
Gloves of Dueling | These gloves grant their wearer a +4 bonus to CMD against disarm attempts. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. | |
Gloves of Elvenkind | These gloves grant their wearer a +5 competence bonus to Knowledge (Arcana) skill checks and a +5 bonus to Concentration checks. | |
Gloves of Enduring Wizard | Whenever the wearer of these gloves casts a level 7 (or higher) spell , they get 20 temporary Hit Points for 1 minute. | |
Gloves of Heavy Impact | These gloves allow their wearer to stun enemies for 1 round on confirmed critical hits with ranged weapons. A single enemy can be a subject to this effect only once. | |
Gloves of Martial Excellence | These gloves grant their wearer additional 1d8 bludgeoning damage on hit with unarmed attacks and a +10 competence bonus on Athletics skill checks. | Blackwing Library (Storyteller) |
Gloves of Monsters Protection | Whenever the wearer of these gloves summons a creature, that creature gets spell resistance 21. | |
Gloves Of Precise Shot | These gloves grant their wearer a +5 bonus to attack rolls made with ranged weapons. | |
Gloves of Rending | These gloves grant their wearer a +2 enhancement bonus on attack and damage rolls made with claws. | |
Gloves of Resourceful Magus | If the wearer of these gloves has an Arcane Pool class feature, it is increased by 5 points. | |
Gloves of the Ambassador | These gloves grant the wearer a +5 competence bonus to Knowledge (World), a +5 competence bonus to Persuasion skill checks and a +2 enhancement bonus to Charisma. | |
Gloves of the Attractive Impulse | This is an intermediate step of relic creation. | |
Gloves of the Neophyte | Whenever the wearer of these gloves casts a cantrip or a 1st level spell, that spell deals 1 additional point of damage per die rolled. | Defender’s Heart (Gemyl Hawkes) |
Gloves of the Scribe | These gloves grant their wearer a +10 competence bonus on all Knowledge (Arcana) and Knowledge (World) skill checks as well as +4 bonus to caster level checks on dispel magic attempts. | |
Gloves of Unfriendly Fire | Whenever the wearer of these gloves lands a hit on a flanked enemy with a ranged weapon, they deal additional 2d6 damage both to the enemy and to the ally flanking it. | |
Hammer Fists | These gloves grant its wearer a +4 enhancement bonus to Strength ability score and a +2 morale bonus to AC. | |
Harm Preventers | These gloves grant its wearer a +4 competence bonus on saving throws against poison and curse effects. In addition, they grant a +10 competence bonus on Use Magic Device skill checks. | |
Heavy Paws | These knee pads let their wearer deal additional 1d6 bludgeoning damage on critical hits made with natural weapons. | Gray Garrison |
Holy Knee Pads | These knee pads allow their wearer to deal additional 2d6 holy damage on hit on attacks with natural weapons. | |
Jaws of the Jackal | These gauntlets grant a profane vigor effect and +2 bonus to natural armor to all evil creatures summoned by the wearer of these gauntlets. If the wearer summons a Thanadaemon, they grant it a greater profane vigor effect and +4 natural armor bonus to AC. If the wearer summons any good outsider creature, it will attack the wearer. Profane Vigor: A summoned creature gains a +2 profane bonus on attack rolls, saves, and skill checks. Greater Profane Vigor: A summoned creature gains a +4 profane bonus on attack rolls, saves, and skill checks, immunity to fear effects, and a number of temporary hit points equal to your caster level (maximum 20). | |
Knee Pads of Mighty Swipe | Whenever the wearer of these knee pads lands a killing blow with a natural weapon, they gain a +2 bonus on their next attack roll, and this attack deals damage to all adjacent enemies on a successful hit. | Wilderness Encounter |
Lesser Gloves of Dueling | These gloves grant their wearer a +1 bonus to CMD against disarm attempts. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +1. | Crusader’s Camp (Wilcer Garms) |
Lightest Touch | These gloves grant their wearer a +6 enhancement bonus to Dexterity, a +3 resistance bonus to Reflex saving throws and the ability to cast reduce person spell at will as a 5th level wizard. | |
Mad Scientist’s Gloves | These gloves grant their wearer fire resistance 15 and acid resistance 15. | |
Manticore’s Claws | These gloves grant their wearer a +4 enhancement bonus to Strength, and +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Marksman’s Steady Hand | These gloves grant their wearer a +5 competence bonus on Mobility checks. They also grant a +2 insight bonus to attack and damage for 1 round, whenever the wearer hits a flanked enemy with a ranged weapon. | |
Master Hand | These gloves grant their wearer a +5 competence bonus on all Use Magic Device skill checks. | |
Oppressor’s Gloves | These gloves grant their wearer a +2 bonus on Persuasion skill checks made to intimidate. In addition, whenever the wearer of these gloves confirms a critical hit, the enemy suffers a -2 penalty on saving throws against mind-affecting conditions for 2 rounds. | Chilly Creek |
Passion’s Sweet Poison | Whenever the wearer of these gloves confirms a critical hit with any bow, the enemy starts losing mind, thus suffering -1 damage to Intelligence, Wisdom or Charisma. | Relic (Attrative Impulse) |
Power Fist, the Gauntlet of Punching | This gauntlet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | Defender’s Heart (talk to Indarah and Pink Eye in Act 1; fail skill check to prompt Pink Eye to speak up) |
Rabid Rippers | Whenever the wearer of these knee pads confirms a critical hit with a natural weapon, that enemy must pass a Fortitude saving throw (DC 33) or become vulnerable to slashing and acid damage for 3 rounds. | |
Royal Gloves of Valor | These gloves grant their wearer a +6 enhancement bonus to Charisma and the ability to cast greater heroism three times per day as a 11th level wizard. | |
Savage Unity | These gloves grant their wearer and his animal companion a +3 insight bonus on attack and damage rolls for the duration of the Animal Focus ability. | |
Soaring Fist | These gloves grant its wearer a +2 enhancement bonus to Constitution ability score and a +4 competence bonus on all Mobility skill checks. | |
Star Embroidered Gloves | These gloves grant their wearer spell resistance 30 as well as a +2 luck bonus on all saving throws. | |
Steady Hand | These gloves grant their wearer a +4 enhancement bonus to Dexterity and the ability to cast true strike spell three times per day as a 1st level wizard. | |
Surefire Gloves | Whenever the wearer of these gloves lands a hit with a ranged weapon on an enemy within 30 feet, it deals additional 1d6 piercing damage and applies bleed for 1d3 rounds. | |
Trapspringer’s Gloves | These gloves grant their wearer a +5 competence bonus on all Trickery skill checks. | |
Treacherous Flame | Whenever the wearer of these gloves lands a sneak attack against an enemy, the enemy becomes vulnerable to fire for 1 round and suffers additional 2d6 fire damage. In additiion, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any source, it suffers a -3 penalty on all saves for 2 rounds. | |
Trickster’s Gloves | These gloves grant their wearer a +5 luck bonus on Mobility checks and the ability to cast cloak of dreams spell once per day as a 14th level wizard. | |
Twisted Temptation | These gloves increase the save DC of all Enchantment school spells the wearer casts by 2. In addition, whenever the wearer affects an enemy with a spell for the first time, that enemy suffers a -2 penalty on Will saving throws for 3 rounds. | midnight fane |
Ultimate Grip | These gloves grant their wearer a +6 enhancement bonus to Strength, a +4 enhancement to Constitution and the ability to cast death clutch spell once per day as a 15th level wizard. | |
Ultimate Predator | These knee pads grant their wearer a +2 insight bonus on attack and damage rolls made with natural weapons against animals, magical beasts and monstrous humanoids. | Temple of the Good Hunt |
Undertaker’s Gloves | These gloves grant their wearer a +3 morale bonus to AC against the attacks of Undead creatures. | |
Unholy Knee Pads | These knee pads allow their wearer to deal additional 2d6 unholy damage on hit on attacks with natural weapons. | |
Vicious Stompers | Whenever the wearer of these knee pads successfully charges an enemy, the enemy falls prone for 1 round and suffers a -2 penalty on attack and damage rolls till the end of combat. |
Boots
Name | Desc | Location |
---|---|---|
Abyss Walkers | These boots grant their wearer a +1 dodge bonus to AC against demons and one additional attack of opportunity per round. | Drezen (Tsai), Drezen |
Acrobat’s Footwear | These boots allow its wearer to stand up without provoking an attack of opportunity. | |
Bonethreader Boots | These boots grant their wearer DR 5/bludgeoning. | |
Boots of Arcane Persistence | Whenever the wearer of these boots casts the same spell for the fourth time during the day, their next spell becomes quickened, as though using the Quicken Spell feat. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. | |
Boots of Elvenkind | These boots grant its wearer a +5 competence bonus on Mobility checks. | |
Boots Of Free Rein | These boots grant the wearer a permanent effect of the freedom of movement spell. | Greengates |
Boots of Freest Rein | These boots grant their wearer a +10 bonus to base speed and a constant freedom of movement spell effect. | Gwerm’s Mansion |
Boots of Magical Whirl | Whenever the wearer of these boots kills a demon for the first time in a battle, their next spell becomes quickened, as though using the Quicken Spell feat. | |
Boots of Outbreak | These boots grant the wearer a +20 feet bonus to moving speed and an immunity to prone condition. | |
Boots of Perfect Grounding | These boots grant its wearer immunity against electricity as well as stunned and staggered conditions. In addition, they increase the saving throw DC of the spells with the [acid] descriptor they cast by 2. | |
Boots of Stampede | The wearer of these boots adds their rank in Athletics skill as a bonus to the damage roll on a successful charge attack. | |
Boots of the Creeping Death | These boots grant their wearer a +5 competence bonus on all Stealth checks, and the ability to cast the greater invisibility spell once per day as a 7th level wizard. | |
Boots of the Light Step | Thses boots grant the wearer a constant effect of the feather step spell. | |
Boots of Wary Steps | These boots grant its wearer blindsight with a radius of 10 feet and a +10 competence bonus on Stealth checks. | |
Earth’s Children | These boots add +4 to the wearer’s caster level when they cast the following spells: barkskin, entangle, obsidian flow, sickening entanglement, soothing mud, stone call. | |
Easy Stride | These boots grant the wearer a +5 competence bonus on all Stealth checks and the ability to cast dimension door spell once per day as a 7th level wizard. | |
Expedition Boots | These boots grant the wearer a +10 competence bonus on Athletics skill checks and a +5 competence bonus on Mobility skill checks. | Areelu’s Laboratory |
Fluffy Boots | The wearer of these cozy fluffy boots just wears cozy boots which are extremely fluffy. | |
Forest Tracker’s Boots | These boots grant their wearer a +10 competence bonus on Lore (Nature) skill checks. In addition, the wearer’s animal companion gets a +20 bonus to maximum Hit Points. | |
Free Dancer’s Boots | These boots grant their wearer a +2 competence bonus on saving throws against movement-impairing conditions. | Gray Garrison |
Hellstrider Boots | These boots grant its wearer fire resistance 30 and immunity to poison. | |
Manticore Skin Boots | These boots grant its wearer a +10 bonus to speed and +4 enhancement bonus to natural armor. | |
Opportunist’s Boots | These boots grant their wearer the ability to make two additional attacks of opportunity per round. | |
Owlbear Skin Boots | These boots grants their wearer immunity to slowing and paralyzing effects, entanglement, and difficult terrain. | |
Perfected Maneuver | These boots grant the wearer a +3 competence bonus to CMD and a +3 competence bonus to CMB. | Drezen (Gesmerha) |
Ronneck’s Sacrifice | These boots of Dexterity +8 grant its wearer a + 10 bonus on Mobility and Athletics skill checks. They also double bonuses to AC, attack rolls and Reflex saving throw from Haste spell cast upon the wearer. In addition, whenever the enemy confirms a critical hit against the wearer it becomes stunned for 1d4 rounds. | |
Spirit Trackers | These boots grant a spirit hunter four additional uses of Spirit Weapon Enchantment ability per day. | |
Sure Footing | These boots allow their wearer to add half their rank in Perception skill to damage on their first attack with a ranged weapon every round. | |
Sure Step | These boots grant the wearer a +4 bonus to CMD, a +4 enhancement bonus to Constitution, and immunity to forced movement effects, slow and tripping. | |
Swamp Dweller’s Boots | These boots grant the wearer immunity to ability damage and ability drain. | |
Swiftfoot Boots | These boots increase the wearer’s movement speed by 10. That’s a enhancement bonus and it does not stack with other enhancement bonuses. |
Hi, I’m a fan of yekbot and I play Wrath of the Righteous, I just wanted to say thanks for this list but it would be even *better* if the list was actually completed. Only 25% of it is full right now… it would help a lot of players out if the list wasn’t so empty location-wise