Though the enemy becomes immune to bleeding, they suffer -2 penalty to reflex saving throws. Option 2 +2 enhancement bonus to strength. Option 2 Whenever the wielder 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 effected enemy drives him even crazier, paralyzing for one round. Handaxe/Battle Axe/Great Axe (same effects across all three weapons). Option 2 This rod grants you the ability to modify up to 6 spells per day so that the energy type of the damage they deal changes to unholy. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. Each time the wielder confirms a critical hit, an enemy is affected with a Burst with Light effect. Option 2 Whenever the wielder of this ammuntion lands a hit, the enemy must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. This young woman has forged her faith from . If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. Some of the act 3 relics can be obtained in act 2, but cannot be restored until act 3. 20 units per day. However, whenever the wearer lands a first hit in 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. Option 1 +5, Vicious, whenever the wielder lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. 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. Option 1 Whenever you cast a grease spell, all creatures within the affected area must pass a reflex saving throw or suffer 5d6 acid damage. Option 2 Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. PATHFINDER: WOTR - The BEST Crusade Mode RELICS in the game! If demon already summoned, heals for 1d8+5 and +1. Pathfinder: Wrath of the Righteous - Enhanced Edition, This item has been removed from the community because it violates Steam Community & Content Guidelines. Thanks for making it. It's sometimes hard for me to connect relics I have created back to the original item on your list. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round. Option 2 Whenever the enemy confirms a critical hit against the wielder of this shield every enemy in a 30 feet area must pass a fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positve energy damage. (Note, when choosing this option it just shows up as an unfinished item when hovering over the tooltip, but it came out as this item.). Option 1 +2, whenever the wielder lands a hit with this shortsword the enemy must pass a reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. cRPG Bro 21.6K subscribers 27K views 1 year ago Learn how to get the most powerful Crusade Relics in PF:WOTR! Option 1 Whenever this shield is under the affect of warpriests 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. Such mark can only be on 1 target at a time. Option 1 Bugged. Option 1 +2 enhancement bonus to constitution. Effects dont stack. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. 8 Likes Taggie September 26, 2021, 9:04pm 2 This shield also deals additional 2d8 points of holy damage to undead creatures. Option 3 You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. Option 3 +2, whenever the wielder of this weapon is paralysed, staggered, stunned, petrified, or entangled, they suffer the weapons damage and immediately remove such an effect. Option 1 +3, extra 1d10 holy damage on critical hit, 2d10 is x3 multiplier, 3d10 if x4 multplier. Each round it tries to pass a will saving throw (DC 20) against the effect, if the save was successful the damage is halved. They also gain a +10 competence bonus on lore (nature)skill checks. Option 3 Whenever the wearer polymorphs into any creature, they get a +4 enhancement bonus to attack and damage rolls made with limbs. $19.99. And a weird lack of great, long, and bastard swords. Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. 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. Option 1 Whenever the wearer is fighting defensively and lands a first attack in this condition, the enemy is pushed 10 feet away and is knocked prone for 1 round. Option 2 +3, whenever you cast the same spell three times in a row, your next spell becomes empowered, as though using the empower spell feat, and maximized, as though using the maximize spell feat. Whenever you or your party members attack using the rapid shot feat, they dont suffer a -2 penalty to attack but gain a +2 bonus to damage instead. Espaol - Latinoamrica (Spanish - Latin America). Likewise, some of the act 5 relics can be obtained in act 4, but cannot be restored until act 5. Option 1 This amulet makes the wearers voice stronger and allows it to maintain its power for longer periods of time. It should be noted that some of the relics arent rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. Option 2 +4 physical perfection, whenever the wearer kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. While under this effect, an enemy thats attacking the wearer must pass a reflex saving throw (DC 17) or suffer 3d4 piercing damage. Pathfinder Adventure Path: Wrath of the Righteous Part 2 - Sword of Valor Book: Paperback 22 - 10 - 2013 Product ID: 1540110615401106 Option 1 +2, Radiant, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. Option 1 +3, adamantite, grants +2 additional daily uses of lay on hands, fervor, and channel energy class abilities, if you possess them (applied after rest). Option 1- +3, grants ferocity as per the universal monster rule. Pathfinder: Wrath of the Righteous All Restored Crusader Relics Guide Posted on September 22, 2021 For Pathfinder: Wrath of the Righteous players, this guide provides the information of all restored relics in crusade mode, and what gear you can get from it. Option 2 This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. Also has an option to disable au Instead it deals (1d6 + 1 per two caster levels) points of damage. Option 1 Whenever the wearer is fighting defensively and lands a first attack in this condition, the enemy is pushed 10 feet away and is knocked prone for 1 round. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. Option 3 +2 enhancement bonus to intelligence. (Anyone else feel like this weapon could be crazy insane on a trickster into legend build? (Shows as a flail, even if choosing a club. Each round it tries to pass a will saving throw (DC 20) against the effect, if the save was successful the damage is halved. Option 1 -5 penalty to mobility skill checks, electricity resistance 30. Pathfinder: Wrath of the Righteous Attacks of Opportunity Explained, Pathfinder: Wrath of the Righteous All Natural Weapon Attacks Guide, Pathfinder: Wrath of the Righteous Basic Combat Tips, Pathfinder: Wrath of the Righteous Reading Benefits, OCTOPATH TRAVELER II Hikari 60k+ Damage, 1hp, 1shot 1vs1 Challenge Setup, Wo Long: Fallen Dynasty 100% Achievement Guide, The Genesis Order: All Secrets Guide (New V0.65). Option 1 Whenever the wearer of this ring deals sneak attack damage for the first time in a fight against an enemy, that enemy becomes filled with paranoia. This web also deals 1d6+3 bludgeoning damage each round. A successful fortitude saving throw (DC 36) halves the damage. Option 1 This rod grants you the ability to modify up to 6 spells per day so that in addition to their main effect they affect the target with a dominate person spell. Option 2 +2, speed, can never become flat footed. Wrath of the Righteous. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round. Each time you cast a spell on an enemy, it must pass a reflex saving throw (DC 20) or be entangled in a web for 1d4 rounds, trying to break free each round. (Not clear if both intelligence and strength both grant a damage bonus.). 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. The wearer can choose to suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. Opening Information A successful saving throw negates the blindness and halves the damage. Please see the. A successful saving throw negates the blindness and halves the damage. They also gain a +10 competence bonus on lore (nature)skill checks. Option 2 +2, this chainmail partially absorbs magic from chaotic or evil creatures. Option 2 +4, uses intelligence modifier as a damage bonus, you also use your intelligence bonus for attacks instead of strength (Not clear if both intelligence and strength both grant a damage bonus.). If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as caster level checks to overcome spell resistance (if needed). Dried up spring When you exit the streets of Dresen, you will meet the Hand of Heaven. Note that using mods disables Steam achievements. Maddening Gaze: As a swift action, you can look in a certain direction. Option 2 +3, speed, whenever the wielder lands a hit with this sai on a summoned creature, it deals additional 1d12 piercing damage. Pathfinder Wrath of the Righteous Best Rings Below we've arranged all the Pathfinder Wrath of the Righteous Best Rings. Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. Option 1 Whenever this shield is under the affect of warpriests 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. All rights reserved. Option 2 Whenever the wearer of this shirt kills an enemy with a fire spell, they gain immunity to ability score damage and their mental ability scores are increased by +6 for 3 rounds. Option 2 +2, 20 sonic resistence, +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. Option 1 +2, whenever you dont have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. While in this state you share an unbreakable bond, while under this effect all members get an additional attack of opportunity per round. Want to. He then gives the treasures to you. Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. Option 1 This amulet makes the wearers voice stronger and allows it to maintain its power for longer periods of time. Option 2 +3, radiant. Three times per day you can try to dominate outsiders, this creature has to pass a will saving throw (DC 22) or will be under the dominating effect till the end of the fight. $28.99. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. Option 3 +2, whenever the wielder of this weapon is paralysed, staggered, stunned, petrified, or entangled, they suffer the weapons damage and immediately remove such an effect. 20d6 damage on first sneak attack per enemy anyone?). Option 1 Whenever the wielder confirms a critical hit with any bow, the enemy starts losing mind, thus suffering -1 damage to intelligence, wisdom, or charisma. I usually try to resist specializing in weapons because I like the freedom to switch them up and not feel like I've wasted those feats. If you think Ive missed a relic, or have extra information youd like me to add, then please let me know. Option 2 Whenever the wielder of this ammuntion lands a hit, the enemy must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. A new update 2.0.6k has arrived for Wrath of the Righteous on PC! A creature with ferocity still dies when its hit point total reaches a negative amount equal to its constitution score. Option 1 +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. Option 1 While wearing this belt a monk can spend 1 ki point to enshroud the targets heartand lungs in the fine veil of emerald. Option 3 +4, keen, whenever the wielder lands a sneak attack with this sai against a new living enemy that enemy is infested with tiny spiders. Option 2 This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. Wrath of Ancestor Dwarven Waraxe Whenever this +3 thundering dwarven waraxe is wielded by a dwarf, it grants the wielder a +2 inherent bonus to AC and a +1 inherent bonus on attack rolls. It should be noted that some of the relics aren't rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. Option 3 +3, vicious, whenever the wielder of lands a hit on an enemy who doesnt wield a weapon, it must pass a fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. Talk to Odden, Regnard and Taerill. Option 1 mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. Act 3 - First Retriever - Padded Armor/Shirt. A successful saving throw negates the blindness and halves the damage. Lets check it out. Option 2 +5, made of crystals and be worn by a druid. Maddening Gaze: As a swift action, you can look in a certain direction. While under this effect, an enemy thats attacking the wearer must pass a reflex saving throw (DC 17) or suffer 3d4 piercing damage. This is a guide to all of the restored relics in crusade mode, and what gear you can get from it. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as caster level checks to overcome spell resistance (if needed). All enemies in a 50 feet cone must pass a will saving throw (DC 32) or suffer 2d4 ability damage to intelligence (doesnt affect creatures with intelligence lower than 3) and become confused for 1d4 rounds. The affected creature suffers 1d4 unholy damage for each scorch. Option 2 Whenever the wielder of this ammuntion lands a hit, the enemy must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. This weapon also has an 18-20 critical threat range. Option 1 +2, Radiant, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. Greater rods can be used with spells of 9th level or lower. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. Crossbow of Judgement (Enemy Near Nameless Ruins) Tyranny of Mind (From Enemy in the Northeast (All Elemental fight)) Crest of Mallander Linds, the Fallen Knight (Level 4 demon encounter) Magician's Ring (Top Right Corner of the Map middle encounter) Belt of Giant Strength/Chillroar's Hide and . Option 2 +2, Corrosive Burst, +3 bonus to attack rolls when peforming attack of opportunity, critical threat range doubled. In addition, the wearer and all their allies in 10 feet area gain the effects of the Shield Caster, Allied Spellcaster and Shield Wall feats. If you have the Trickster mythic path, have him initiate you into the faith to receive Crypt Key (if you don't, he dies after you leave, meaning you lose him as a vendor). Option 1 This shirt makes all the wearers fire spells deal additional 4d6 fire damage while making them suffer a -2 penalty to AC. Option 2 +2, speed, whenever the wielder of this shortspear uses the cleave or vital strike feat, the next attack against the affected creature deals additional 3d6 sonic damage. Option 2 +3, unholy, whenever the wielder lands a hit, the enemy must pass a will saving throw (DC 20) or their armor is sundered for 1d3 rounds. Option 2 +3, speed, whenever the wielder lands a hit with this sai on a summoned creature, it deals additional 1d12 piercing damage. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. Option 1 +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. Otherwise, take Delamere's Armor and Delamere's Bow for yourself.