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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. All allies in 30 feet area receive the effect of the displacement spell for 5 rounds. This belt grants its wearer +2 enhancement bonuses to Strength and Dexterity. 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. This breastplate can be worn by druids. This belt grants its wearer a +4 enhancement bonus to Strength. This +3 furyborn keen warhammer has a doubled critical threat range. Once activated, it grants the user a permanent +1 bonus on all skill checks, and then vanishes. Bonuses of the same type usually don't stack. 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. Inevitable Excess DLC, Threshold, Arcane Weaver. This effect can't lower an ability below 7. This robe grants the wearer a +3 dodge bonus to AC, and a +5 bonus to unarmed attack and damage rolls. Whenever this +1 heavy crossbow makes its first attack during a round, it shoots two bolts at once. This +3 light shield grants its wielder a +4 bonus on saving throws against all spells of Evocation school. This ring grants the wearer a +1 luck bonus on all saving throws against fire based effects. Whenever the wielder of this +4 corrosive burst scythe lands a first hit against a new enemy, the enemy suffers a condition which causes them to take damage while making their own attacks. This headband allows its wearer to cast Archon's Aura as a 20th level cleric three times per day. It also grants a +4 bonus on saving throws against mind-affecting conditions. On a critical hit it creates fire sparks that stick to allies' weapons, granting them flaming enchantment for 1d3 round, as well as granting the wielder and allies fire resistance 20 for the same duration. Love grants the wearer the effect of the heroism, greater spell. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Act 1, Defender's Heart (Gemyl Hawkes), Wintersun. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. 96 - 100: owner suffers 4 negative levels. Whenever the wielder of this +5 agile trident hits a new enemy for the first time, the target must pass a Reflex saving throw (DC 27). Bonuses of the same type usually don't stack. This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. This ring grants its wearer a +2 competence bonus on Trickery and Stealth skill checks. This information narrows the search significantly. (Must have a completed playthrough of Inevitable Excess where Inevitable Darkness was killed on Normal or above); Nahydrian Darkness. This +2 half-plate grants its wearer a +3 resistance bonus on Will saving throws. These gloves grant its wearer a +4 competence bonus on saving throws against poison and curse effects. This amulet makes all ward abilities and spells (those which have the word "ward" in their names) grant +1 additional AC, and become extended as though using the Extend Spell feat. Whoever drinks this elixir will permanently gain a +2 inherent bonus to all ability scores. Vulnerability Curse + Icy Prison combo and Enervate should serve well here. You roll 1d100 1 - 75: owner gains a +4 insight bonus to Intelligence ability score for 1 hour. This rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Saving throws and opposed rolls are not affected, nor are spells without random variables. This +2 cold iron dagger has an increased critical multiplier of x3. Whenever this +3 keen elven curve blade confirms a critical hit, the enemy must pass a Will saving throw (DC 22) or be fatigued for 1d3 rounds. This +2 heavy flail can be safely wielded only by non-good characters. This helmet grants its wearer a +1 insight bonus to AC. Act 5, Enigma, south, requires Strength test DC 24. Act 3, DLC3, Island 5. These boots grant their wearer a +10 competence bonus on Lore (Nature) skill checks. This cursed scroll is inscribed in bloody runes on gnome skin. Each time this +2 corrosive short spear lands a hit, the enemy has to pass a Fortitude saving throw (DC 15) or be poisoned for 1d3 rounds. While you do receive it in Act 4, it also follows that youve at least completed the previous missions, such as Above the Clouds. 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. This +1 greatclub grants its wielder a +1 bonus on attack rolls against undead creatures. Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for 1 round. Colyphyr Mines, Scorcher of Souls, after the Baphomet fight, The Midnight Fane (get Secret of Secrets achievement), The Demodand Conspiracy in Act 4, after all the Titan Rune checks/fights. Lesser rods can be used with spells of 3rd level or lower. Scroll of Wings of Freedom - You gain a +2 bonus on saving throws against ground effects for 1 hour. Whenever the wielder of this +5 furious bleed greataxe lands a killing blow, he gains fast healing 10 for 3 rounds. Whenever this +5 anarchic greataxe confirms a critical hit, it also deals its normal weapon damage to all creatures in melee range, including the wielder and their allies. This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical hit. This book grants a +1 insight bonus on Knowledge, World skill checks. Saving throws and opposed rolls are not affected, nor are spells without random variables. These glasses are made of very thick crystal. Once per day, the wearer of this ring can spend a swift action to apply the effect of the haste spell to themselves for 5 rounds. This +5 cruel elder corrosive burst elven curve blade grants its wearer a +2 circumstance bonus on attack and damage rolls against exhausted enemies. The enemy under this condition suffers 2d6 acid damage on a successful hit and 6d6 acid damage if the hit was critical. 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. This +5 adamantine breastplate grants its wearer immunity to fatigue and exhaustion effects. Your total movement for the round can't exceed double your mounted speed. Once per round whenever this +1 cold iron scimitar lands a hit on an enemy, the target must pass Fortitude saving throw (DC10) or become stunned for 1 round. The wearer can choose to you can suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. 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. Get Wasteland 3 for free thanks to Robot Cache, Harry Potter Magic Awakened dormitories keep you from clanning with other houses and the opposite gender, FFXIV: The Make It Rain Campaign returns June 30th, Datamining is now a bannable offense in Escape from Tarkov, Super Mario RPG returns with shiny Switch remake, Nintendo reveals new 2D Mario game Super Mario Bros Wonder, Detective Pikachu Returns in October of this year. If the enemy was under a movement-impairing condition, it becomes blinded instead. The Mask is so OP ^^ "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. This effect stacks. Pathfinder: Wrath of the Righteous/ - 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%. After this effect is gone, the caster receives 1d6 damage per character level (a successful DC 35 Fortitude saving throw halves the damage) and becomes fatigued. This +4 axiomatic nunchaku grants its wielder a +10 competence bonus on Athletics skill checks and immunity to flanking. Composite energy blasts instead deal an additional 6d6 damage, while composite physical blasts deal an additional 6d6+6 damage. Act 4, Fleshmarkets, (Sarzaksys' Interpreter). 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. Act 3, Skeletal Salesman (Hunter's Arsenal). Act 3, Midnight Fane, Rift in Playful Darkness' Bone Pile. These gloves grant their wearer a +3 damage bonus to the second weapon when dual wielding or wielding a two-handed weapon. The modified spell also becomes maximized as though using the Maximize Spell feat. This +1 breastplate grants its wearer sonic resistance 10. This weapon is a +4 cold iron longsword. If equipped together with the Guardian's shield, this bonus is increased to +6, and on a successful hit an attack of opportunity made with it deals additional 2d6 damage. These bracers empower the wearer to use any bow with a +1 competence bonus on attack rolls. Whoever wrote this article up is a bit of an idiot. This necklace, often mistaken for a more powerful item, inspires in its wearer the utter conviction that they have been rendered immune to both disease and poison. You gain an additional use of the Smite Evil ability per day permanently. All enemies in 15 feet area must pass a Reflex saving throw (DC 35) or be paralyzed for 1d3 rounds. Whenever the wielder successfully disarms a trap, they get a +4 bonus on damage rolls for 5 minutes. I found an unnamed brilliant energy handaxe in act 5 on one of treasure islands (dlc 3). 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. Support our guide writers and staff so we can continue to make the best guides for all of your favourite games. Act 3, Wintersun, Reward from Gesmerha after dealing with Marhevok. Whenever the wielder uses this wand, one of the following spells is cast: daze, elemental assessor, feeblemind, hideous laughter, nature's exile, rainbow pattern, scintillating pattern, touch of gracelessness, waves of ecstasy, or weird. If you look at the key from a specific angle, the pattern of its engraving forms the first letter of your name. 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. 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. Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. Whenever you don't have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. This ring grants its wearer immunity to bleed. 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. This +5 axiomatic elder icy burst trident allows its wearer to cast tsunami once per day as a 18th level wizard. It makes it very tiresome to use control f to look for specific effects because it turns up a ton of bloated items that you can only get in Kingmaker, while I'm playing WOTR. The wearer of this cloak thinks she is invisible, but that's an illusion. Lesser rods can be used with spells of 3rd level or lower. The wearer of this +3 padded armor gets +3 bonus to saving throws against fear and nauseated condition. This +5 breastplate grants its wearer cold resistance 30, medium fortification and spell resistance 19. If an attack of opportunity was a critical hit, the enemy is staggered. Act 1, Market Square, House cellar in the North. If the target has two out of three slots equipped, they gain a +2 circumstance bonus to attack and damage rolls for 1 hour, as well as a +1 additional attack per round for 1 hour. A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. The wearer is constantly under the true seeing spell effect and gains immunity to acid. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls, and AC. It deals an extra 2d6 points of damage against all creatures of evil alignment. The bearer also gains immunity to fear effects and a +5 morale bonus on saves against all mind-affecting effects for the same duration. This amulet adds +2 to the DC for all saving throws against mind-affecting abilities used by the wielder. Fight where you send Berenguer to city, drops from demon, Act 4 (Angel Only), This +2 Evil Outsider Bane, Cold Iron longsword of light steel has no adornments except for a small symbol of Iomedae on its hilt, surrounded by the words "Spare us from evil in this solemn hour.". Voices of Hollow: Every turn the target is randomly affected with one of the following: 50% chance they behave normally, but suffer 2d6 sonic damage, 50% chance they attack the nearest creature. Grce lui, on peut facilement poursuivre la qute latrale de Sosiel, mais il est galement impliqu dans Nenio. Holy flame deals 1d6 holy damage per round, applies a -2 penalty on all saves and also applies -20 penalty on saves against disruption effect. This book grants a +1 insight bonus on a Lore, Religion and a Lore, Nature skill checks. 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. Trapped with Dc 47 Perception, Dc 55 Trickery. This +3 cruel heavy flail deals 1d12 damage instead of 1d10 and has piercing/bludgeoning damage instead of bludgeoning. Every creature within 5 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or be Blinded for 1d3 rounds. 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. This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. When the wearer of these gloves makes a sneak attack, it deals additional 1d6 damage. This headband grants its wearer a +4 enhancement bonus to Charisma and Wisdom. 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. This +5 leather armor grants its wearer a +15 competence bonus on Trickery skill checks. On a successful save the enemy becomes staggered for 1 round instead. This +3 full plate armor grants its wearer a +3 enhancement bonus to Charisma ability score and a +4 enhancement bonus to CMD. The periapt of placebos is a common magic item among alchemists and plague doctors alike, many of whom erroneously believe it renders them immune to the dangerous conditions in which they work. Whenever the wearer of this amulet lands a killing blow, they gain DR 10/bludgeoning for 3 rounds. If you have high Athletics/Mobility skills, you can climb all the way to Upper City through a series of rooftopsto the north. This +1 dagger adds +1 to the DC for all saving throws against spells from the evocation school the wielder casts. In addition, whenever the enemy confirms a critical hit against the wearer it becomes stunned for 1d4 rounds. If the initial saving throw is failed, the creature can make new saving throws each round to stop the effect. Finally, whenever the wearer rolls for initiative, they roll twice and take the better result. This +5 oversized dragon bane longspear grants its wielder a +2 circumstance bonus on attack and damage rolls while mounted. The wearer gets a +4 profane bonus to Strength and a +2 profane bonus to AC. Whenever the wearer of this cloak of resistance +2 lands a killing blow, they gain immunity to mind-affecting conditions for 3 rounds. 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. While under this effect the enemy becomes vulnerable to bludgeoning damage as well as slowed down. This scale barding grants its wearer medium fortification. This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. This choker protects the wearer from losing their head, and not only in bed. This +1 sickle deals an additional 1d3 acid damage on a hit. Whenever the wearer of this amulet lands a killing blow with a natural attack, he gains temporary hit points equal to his character level for 1 minute. Now, youll have to find where your little buddy got taken. Affected enemy is immune to this effect for 3 rounds. 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. This item grants its wielder the ability deal 10d10 sonic damage as standard action to a single target three times per day. If the wearer of this robe has a ki pool, the robe increases it by 2. Act 2, Crusader's Camp (Wilcer Garms); Act 3, Drezen Streets (Wilcer Garms). This item grants the wearer +2 morale bonus on Concentration checks, Initiative rolls as well as Will saving throws whenever Lann is an active party member. Whenever the wielder of this +5 ultrasound earthbreaker lands a killing blow, he deals sonic damage equal to his ranks in Athletics skill to all adjacent enemies. Summons a tiny pet sovereign dragon. Whatever you choose, go with the Good, Lawful, or Chaotic options and they'll be grateful while the Hand will approve; go with the Evil option and they'll cry while the Hand disapproves. 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. If the wearer is on the Lich Mythic Path, the effects of this ability are reversed.

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