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unholy symbol of rovagug location

Effect can be applied once per creature. 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. Act 4, Colyphyr Mines, loot after end battle. You gain +4 bonus to saving throws against mind-affecting effects, emotions, confusion, fear, death, and compulsion effects, but a -2 penalty to saves against poison, elemental, paralyzing and movement impairing effects. A cleric of the Rough Beast. Rovagug has no large-scale, organized church, but is revered in gatherings large and small throughout Golarion. Across the Inner Sea region, his worship is most concentrated in the savage Darklands, [35] the Hold of Belkzen, the frozen Realm of the Mammoth Lords, and the harsh deserts of Osirion and Qadira. 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. Once a round, when this +1 dagger lands a hit on an enemy, it deals them 1 Constitution ability damage. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. Act 5, Storyteller Relic (relic found in Act 3, Wintersun, Standing Stones puzzle). It strangles the wearer, inflicting a -5 penalty to Mobility skill checks. It deals additional 1d6 points of holy damage. Once per day his statuette allows the owner to summon a temporary Triceratops animal companion if the owner don't have animal companion. This ring grants its wearer a +1 deflection bonus to AC. Whenever you cast a grease spell, all creatures within the affected area must pass a Reflex saving throw or suffer 5d6 acid damage. While under this effect, any failed save by the enemy makes it suffer 3d6 fire damage. This cloth grants its wearer the effect of heavy fortification. 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. Act 4, Lower City, Bad Luck Tavern (Mielarah Loot). Also gives +2 enhancement bonus to Charisma (not in description). Whenever it lands a hit on a shaken or frightened enemy, the target must pass a Fortitude saving throw (DC 22) or become prone for 1 round and suffer 1d12 negative energy damage. Whenever this +4 ultrasound punching dagger lands a hit on a flat-footed or helpless target, the target suffers additional 2d6 sonic damage. Bonuses of the same type usually don't stack. Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). Quicken Spell: Casting a quickened spell is a swift action. This is a +5 spiked shield, this shield also has a +5 enchant bonus to attacks and damage made by it. In act 2 Skeletal Salesman (Protection) is selling agile spiked light shield. This belt grants its wearer a +2 enhancement bonus to Constitution. 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. Greater rods can be used with spells of 9th level or lower. This weapon also adds +2 to the DC for all saving throws against spells with sonic descriptor the wielder casts. If this sneak attack was assassin's Death Attack, saving throw DC against it is increased by 2. This ammunition deals additional 2d8 unholy damage on hit. Whenever the wearer hits an enemy with a slam attack, it breaks a random bone in the target's body, applying a penalty: 1. 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. Act 5, Skeletal Salesman (Personal Protective Equipment). This +3 tower shield weighs twice as much as a usual tower shield and limits its wielder's speed to 20 feet. This robe can be worn only by a monk. The wielder of this light hammer can three times per day use the weapon's ability to support themself or allies. 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. 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. These gloves grant their wearer a +1 morale bonus on attack rolls. These goggles grant their wearer a +15 competence bonus on Persuasion skill checks as well as all Lore and Knowledge skill checks. These boots grant the wearer a permanent effect of the freedom of movement spell. It might be quite an effort though, so in the meantime, if anyone wants to help remove or move them, that'd be great. This +1 handaxe deals an additional +1 sonic damage on a hit. Cold iron ammunition is known for the effectiveness against demons and fey creatures. This signet grants its wearer the ability to cast magic missile spell as a 3rd level wizard three times a day. This +2 cold iron rapier deals additional 1d6 piercing damage against enemies who are under mind-affecting effects. This rod grants its wielder the ability to make up to three spells they cast per day maximized as though using the Maximize Spell feat. Bonuses of the same type usually don't stack. Bonuses of the same type usually don't stack. Where do you get the Unholy Symbol of Rovagug? This +4 half-plate grants its wearer a + 5 bonus on Reflex saving throws. Treasure of the Midnight Isles DLC (on one of the islands), Whenever this +3 adamantine frost handaxe confirms a critical hit, it casts cone of cold spell as 11th level Wizard. This ring grants its wearer a +2 deflection bonus to AC. Act 5, Crusade event with Mephistopheles (Legend mythic path). 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. Whenever you receive damage from any source while under this effect, you gain 1 mind bomb charge. As a free action, you can lose HP equal to half your level to grant target creature a +2 bonus to attack rolls, and transform their damage type into force, for 1 round. The games are similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. WebThe unholy symbol of Rovagug the Destroyer became infamous among the people of eastern Sarkoris in the wake of the crimes of Humpback Zurga, a bloodthirsty priest. This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. These knee pads allow their wearer to deal additional 2d6 holy damage on hit on attacks with natural weapons. Bonuses of the same type usually don't stack. This book grants a +1 competence bonus to attacks and damage on all natural attacks. When all the charges are expended, the rod becomes useless. This +5 chainmail grants its wearer a +5 competence bonus on Persuasion skill checks made to intimidate. Treasure of the Midnight Isles (standalone). Act 2, Reliable Redoubt; Act 2, Drezen, Citadel. This +5 vicious sacrificial falcata allows its wearer to deal additional 3d6 slashing damage against Medium and smaller enemies on hit. 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. Bonuses of the same type usually don't stack. Whenever the wielder of this +1 cold iron heavy flail confirms a critical hit with it, the target suffers a -1 penalty on attack rolls for 1 round. Whenever the wearer takes damage of any energy type, they gain resistance 20 to this energy for 1 round. These boots grant its wearer a +5 competence bonus on Mobility checks. 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. On the sheathe, the name of the former owner is imprinted: "Sosiel Vaenic". I will try to update this later. It also deals an extra 2d6 points of damage against such foes. The owner of this quiver can use it to shoot 30 units of ammunition every day. 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. This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. Trickster confirmed), Act 2, Lost Chapel (from Duality of Conjuration and Summoning). These targets are excluded from the effects of your spell. Source Received from Enchanting the Unholy Symbol of Rovagug event. Only one such demon can be present on the battlefield. This belt grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). This belt grants its wearer +4 enhancement bonuses to Strength, Dexterity, and Constitution. I agree with you. This is an amulet of natural armor +2. Act 4, Battlebliss Arena (Sosiel's quest, non-bad ending). This belt grants its wearer +4 enhancement bonuses to Strength and Constitution. Act 4, Middle City, Demodand Mob Leader next to Ten Thousand Delights; Act 4, Woljif's shop. Whenever the wielder of this dagger lands a first sneak attack against new enemy, the target must pass a Reflex saving throw (DC 23) or become vulnerable to piercing damage for 1d3 rounds. 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. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. Whenever this +5 light hammer lands a hit against a target, it deals additional force damage depending on whether the target has an amulet and/or rings equipped. Cat's Feral Instincts provide +2 morale bonus on Perception and Lore (Nature) checks. The owner of this quiver can use it to shoot 30 units of ammunition. 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. Contact Us | Privacy Policy 2016 - 2023 // Gameplay.tips - Game Guides, Walkthroughs, Tips & Tricks, Cheat Codes and Easter Eggs. Inevitable Excess DLC, Threshold, Jewelry Trader. Whenever this +3 corrosive greatclub confirms a critical hit or kills an enemy, enemies in 15-feet area must pass a Fortitude saving throw (DC 25) or will suffer 2d6 piercing damage as little bugs are awakened and leave this rotten greatclub. Bonuses of the same type usually don't stack. I got the item "Swiftfoot Boots" in one of the islands of the Treasure of the Midnight Isles. Saving throws and opposed rolls are not affected, nor are spells without random variables. This robe grants its wearer +2 circumstance bonus to Wisdom ability score. Option 2 +4, whenever the wearer is hit, gain fast healing 1 (stacks up to 10) until the end of combat. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. Act 4, Ten Thousand Delights, Reward for killing Chivarro. This belt grants its wearer +6 enhancement bonuses to Dexterity and Constitution. This +1 adamantine full plate armor grants its wearer immunity to trip attacks and bull rush combat maneuver. unholy symbol of rovagug locationwayne rooney fifa cards. One is in room with beds, the other next to the main hall. 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 (NE, near secret entrance to open final gate, in hidden pile of rubble). Succesfull Fortitude saving throw (DC 28) halves the damage. This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. The owner of this quiver can use it to shoot 20 units of cursed ammunition. This +3 weapon works the best in the hand of a person who likes to think and plan ahead. Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10-foot radius. This +2 breastplate grants the wearer a +2 insight bonus to AC against attacks made with natural weapons. This +2 buckler grants its wielder a +4 morale bonus AC against the attacks of Vermins. However, when dual-wielded along with the Deep Rip dagger, Soft Cut activates its additional power. 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. 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. If the owner is wearing the Cloak of Sweet Lies when this effect is activated, it also heals the owner for 4d8+15 HP. 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. If the bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for 2 rounds. All allies in 30 feet area receive the effect of the greater invisibility spell for 5 rounds. Whenever the wielder of this +5 unholy bardiche lands five killing blows, they can target an enemy. Act 5, Hellknights Outpost (Regill quest). If the wearer fails a saving throw against such effect, after the effect ends the wearer gets a +2 bonus on saving throws and +2 bonus on damage rolls until the end of the combat. 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. Whenever this +2 holy composite longbow lands a hit, the enemy must pass a Fortitude saving throw (DC 22) or become entangled for 1 round. This cloak grants its wearer a +2 enhancement bonus to natural armor and +4 resistance bonus on saving throws against poison, sleep and paralysis. Whenever they cast a slow or haste spell, it is quickened, as though using the Quicken Spell feat. These bracers grant the wearer a +5 competence bonus on Trickery skill checks. Whenever the wielder of this +5 unholy longsword hits an enemy with it, the target must make a successful DC 35 Fortitude saving throw, or take additionally 1d8 fire damage and 1d8 negative energy damage. Whenever the wearer of this hat slays an enemy, they get a +2 bonus on attack rolls for 3 rounds. If the wielder of this +4 speed composite shortbow has an animal companion or a similar creature, it is affected by a constant haste spell effect. 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. Whenever the wielder of this +5 holy heavy mace lands a killing blow, their next spell becomes extended as though using the Extend Spell feat. These gloves grant the wearer a +4 bonus to ranged touch attack rolls and a +5 competence bonus on Use Magic Device skill checks. Whenever the wielder of this +3 holy starkinfe confirms a critical hit with it, all their allies in a 40 feet area are affected with the effect of the prayer spell for 6 rounds. Whenever the wielder of this blade lands their first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round. It also deals an extra 2d6 points of damage against such foes. The owner of this quiver can use it to shoot 50 units of cold iron ammunition. Creatures that take damage receive a Will save to halve the damage. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. To cast a spell, the wearer still needs to have a spell slot of the required level. Act 3, Hellknights Outpost (Accept bribe from Angler of Vices). Whenever this +3 unholy scythe deals damage to an undead creature, the target has to pass a Will saving throw (DC 23) or be affected with a dominate spell effect for 1d4 rounds. Some of the act 3 relics can be obtained in act 2, but cannot be restored until act 3. Whenever the wielder of this +3 keen light pick attacks any enemy with DR, the DR is decreased by 1 until the end of the combat. Bonuses of the same type usually don't stack. In addition, the flask leaves an acid trail in the area of impact, making everyone who passes through it suffer 6d6 acid damage on a failed Fortitude saving throw (DC 24). Option 3 +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. A successful saving throw negates the blindness and halves the damage. Act 4, House of Silken Shadows, need to keep the secret of the Nahyndrian Crystals from Shamira. These boots grant its wearer blindsight with a radius of 10 feet and a +10 competence bonus on Stealth checks. This effect can occur once per 5 rounds for each enemy. 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. Whenever this +5 spear lands a hit, its target has to succeed on a Fortitude saving throw (DC 27), or become poisoned with a poison that deals 1d3 damage to Constitution, Strength and Dexterity per round, and affected by acid that deals 2d12 damage per round. 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. These boots grant the wearer a +20 feet bonus to moving speed and an immunity to prone condition. This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. This bonus does not stack with other natural armor enhancement bonuses. Pipefox provides a +3 insight bonus on Knowledge (Arcana) and +2 insight bonus on Perception skill checks. Traveling Skeletal Salesman (hunting), Underground Hideout. This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. In addition, all wearers allies deal additional 3d6 fire damage on successful attacks with weapons for 1 round. Touching the handle is enough to sense the latent evil within this weapon. This gift was presented to you by the quartermaster Wilcer Garms on behalf of the soldiers of Drezen, each of whom prayed over the figure, hoping for your success. This headband grants the wearer +2 enhancement bonus to Charisma ability score. A creature under the influence of shadowblood or suffering from shadowblood addiction takes a -4 penalty on all saving throws against compulsion effects. Whenever the wearer of this ring deals damage to an enemy for the first time, the enemy suffers a -2 penalty on saving throws against hexes for 1 minute. The amulet also increases the DC of all spells with sonic descriptor you cast by 2. When it hits Small or lesser creature with 100 or less Hit Points, the enemy must pass a Fortitude saving throw (DC 26) or be instantly killed. 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. This ammunition deals additional 1d6+5 piercing damage and on a confirmed critical hit transforms the enemy into a pony for 1 round. This red cloak of resistance +3 makes anyone look good. You gain a +3 bonus to AC, and every saving throw you make automatically succeeds. Inevitable Excess DLC, Threshold, Arcane Weaver. A successful DC 22 Reflex save halves the damage. This ring grants its wearer a +1 bonus per die rolled on all Cure and Healing spells as well as Channel Positive Energy used to heal living. This ammunition deals additional 1d8 bludgeoning damage. This belt grants its wearer a +6 enhancement bonus to Strength. This cowl gives the wearer a +6 enhancement bonus to Wisdom ability score. This item will only be visible to you, admins, and anyone marked as a creator. The owner of this quiver can use it to shoot 20 units of unholy speed ammunition per day. You can throw a flask of acid as a splash weapon with a range increment of 10 feet. This +5 undead bane earthbreaker has x4 critical multiplier instead of x3. These knee pads let their wearer deal additional 1d6 bludgeoning damage on critical hits made with natural weapons. Bonuses of the same type usually don't stack. Bonuses of the same type usually don't stack. In this devastated mood they suffer a -2 penalty to attack and damage rolls, as well as AC, until the end of combat. Act 4, Middle City, Puzzle in the lower right. Once the book is read, the magic disappears from the pages and it becomes a normal book. Bonuses of the same type usually don't stack. Bonuses of the same type usually don't stack. This amulet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. Upon reading it, you summon a powerful ally to help you in battle until its end. 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. Whenever the wielder of this +3 icy burst throwing axe lands a hit against new enemy, the enemy must pass a Fortitude saving throw (DC 24) or become paralyzed for 2 rounds. Mephistopheles (Must decline Devil offer). 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. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. 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. Bonuses of the same type usually don't stack. Act 2, Crusader's Camp (Wilcer Garms), Wintersun. If the wearer has a claw attack, the damage dice for this attack increases by one step (for example, 1d4 becomes 1d6). 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. The wearer of these cozy fluffy boots just wears cozy boots which are extremely fluffy. The blade of this +5 vorpal unholy longsword bears the words etched in dark bile: "My treasury is my prison". Any morale bonuses the wearer has are doubled. Whenever the wearer of this ring is hit by an enemy, the wearer of the second ring gains bane against this enemy for 1 round. Whenever this +3 radiant cold iron heavy mace lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become sickened for 1d4 rounds. This effect lasts for the whole day. This helmet grants its wearer a +1 insight bonus to AC. This dwarven tankard allows its owner summon Azata under a Haste effect once per day. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. This weapon is a +2 evil outsider bane fauchard. General of Hell's armies, Moloch endlessly trains his infernal legions to be the greatest martial force in the multiverse, 2 and ultimately defeat the hosts of Heaven and goodness throughout the Great Beyond. If the attacker passes the saving throw, they suffer 1d3 piercing damage instead. If a good character wields this weapon, they become permanently confused, even after they unequip it. This belt grants its wearer +6 enhancement bonuses to Strength and Dexterity. This +4 undead bane light crossbow allows its wielder to cast healing spells as though they had the Reach Spell feat. 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. This tiara grants its wearer a +8 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). This cloak grants its wearer a +3 resistance bonus on all saving throws. While in it the wearer gets +3 morale bonus to AC and Reflex saving throws. Azata Court, Magical Transmuting Soil (Azata only). This rod grants its wielder the ability to make up to three spells they cast per day empowered, as though using the Empower Spell feat. Chaotic creatures in the area of a rune of Jandelay must pass a Will saving throw (DC 28) or gain 2 negative levels for as long as they remain in the area. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. Multiple applications of this effect don't stack. Saving throws and opposed rolls are not affected, nor are spells without random variables. In addition, it grants a +15 competence bonus on Lore (Nature) skill checks. Whenever the wearer's health is below 50, each attack against the wearer has a chance to reflect dealt damage. This +3 leather armor allows its wearer to cast spells from the Plants domain as if they were 2 caster levels higher. Their attacks against lycanthropes gain a +2 enhancement bonus on attack rolls. 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. Whenever the wielder of this +5 vicious warhammer confirms a critical hit, the enemy loses all of its DR, if it had any, for 1 minute. Whenever the wearer casts a spell with fire descriptor, its saving throw DC is increased by 2. Option 1 Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions around you for 2 minutes.

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