----------------------- Act I Order ----------------------- Vist the various Reagent locations as you pass them, if you want (skip Failed Ritual Site) Clear Thieflings Hideout & Wonders Shop Clear most of Market Square (skip northeast and southwest corners) Clear Wine Cellar & Blackwing Library Rest at Tavern for 9 hours Clear Silken Thread Atlier, Tower, & Party House Clear Gwerm's Mansion, Topaz Solutions, & Tirabade Residence Rest at Market Square for 9 hours Clear Market Square Return to Tavern and Assault Garrison ------------------------ Act II Order ------------------------ Martyr Zacharius' Cemetary, Houndheart Campsite, Nightingale Grove, Conundrum Unsolved Moondance Meadow, Chilly Creek, Reliable Redoubt, Nameless Ruins, Leper's Smile Inconspicuous Camp, Heaven's Edge, Underground Hideout, Lost Chapel, Currentglen Ruins of Ashbury Hamlet, Drezen Reagent Locations: Ravaged Campsite, Carcass of an Unknown Creature, Primitive Altar Marked Rock, Hollow Tree, Shallow Grave ------------------------ Act III Order ------------------------ Build Teleporters at Drezen, Vilareth Ford Outpost, Lands of Yath Watch, & Camp on the Ferry Temple of the Good Hunt, Ashen Grotto, Murky Grotto, Shrine of Sacrilege, Greengates Molten Scar, Scrubland By a Bend in the River, Grimwood, Bloody Trail, Artisan's Tower Wintersun, Ravaged Longhouse, Terendelev's Lair, Heart of Mystery, Currentglen Inconspicuous Camp, Kenabres, Areelu's Laboratory, Old Sakorian Mines, Legacy of the Ancients Ivory Sanctum, Temple of the Good Hunt, Hellknights Outpost, Dragon Burial Ground Murky Grotto, Blackwater, Sacred Lands, Wedding Meadow, Crimson Dust, Core of the Riddle Baphomet's Shrine, Befouled Barrows (Storybook), Extirpators' Camp, Midnight Fane Reagent Locations: Pitfall, Petrified Traveler, Makeshift Lab, Broken Cart Remains of a Disgusting Feast, Burned-Down Shack, Knapsack on a Tree All armies and resources will be reset when you return in Act V (only generals and buildings persist) Any in-progress decrees will get cancelled when you return in Act V ----------------------- Act V Order ----------------------- Build Teleporters at Necromancer's Grave and The Castle of Desires Chilly Creak, Pulura's Fall, Desolate Thicket, Mustafen's Laboratory, Place of Execution, City in the Wasteland (Storybook) Hellknights Outpost, Dragon Burial Ground, Murky Grotto, Currentglen, Spinner of Nightmare's Den, Iz, Dry Crossroads Bear's Maw Shrine, Trap for the Other, Gravestone Rock, Forgotten Secrets, Legacy of the Ancients, Baphomet's Shrine Old Sarkorian Mine, Areelu's Laboratory, Shrine of the Three, Laughing Caves, Valley of Temples, Bone Hills, Final Veil Bladesmith's Workshop, Ineluctable Prison, The Enigma, The Heart of Mystery, Kenabres, Threshold Reagent Locations: Bones in a Pool of Mud ------- Puzzles ------- Shield Maze Puzzle: Yellow, Blue, Red, Yellow Gray Garrison Statues: Queen, Middle Angel, Male Angel, Female Angel, Wizard, Paladin Nameless Ruins Symbol: Outer Circle, Inner Circle, Eastern half of the Square Lost Chapel Desna Altar: Middle, Left, Right, Middle Drezen Puzzle: Pointy part of the symbols facing inward; (facing east) 2 clicks left, 2 clicks center, 1 click right Molten Scar Page Dialog: Prisoner, Small Rift, Ravukh Wintersun Stones: 1 just before lady shrine, 1 south of impaled crusaders, 1 in east cave, 1 southeast of village 2 in village, 1 in barbarian encampment, 1 outside of west cave, 1 beyond stone tree Ivory Sanctum: Center puzzle button order is 6-point symbol, 3-point symbol, 5-point symbol, 4-point symbol North puzzle is 4306 for chest, then 3540 for locked door Southwestern puzzle is 5063 while standing on plates Xanthir Dialog: Drezen, Crystals were sent there Blackwater: Flaming Lockpick the southeastern door first Gate code is Triangle, Rhombus, Cicle with Dot Symbol machine is Hand -> Wind Midnight Fane: Close 8 door switches leaving 2 (one northeast of statues, and the second of the two southeast of them) open. Go down new staircase in entrance hall. Secrets of Creation Slab Puzzles: https://steamcommunity.com/sharedfiles/filedetails/?id=2593881034 Sacred Lands: https://steamcommunity.com/sharedfiles/filedetails/?id=2594454087 Pulura's Fall: Newlyweds, Daughter, Rider, Patriarch, Pack, Follower Thanatotic Rune Locations: Lower City, south of Middle City entrance (Religion Check) -> Middle City, north of Assimar's House (Religion Check) -> Upper City, above House of Wicked Knowledge (Religion Check) -> Middle City, alley behind Harem of Ardent Dreams Gravestone Rock: Blue, Yellow, Green, Red -> Red, Green, Yellow, Blue Ineluctable Prison: Blood pool button puzzle is circle, 3-point symbol, 5-point symbol, 6-point symbol Northern button puzzle is 4365 Northwest button puzzle is 6054 Enigma: https://pathfinderwrathoftherighteous.wiki.fextralife.com/More+than+Nothing ------------ Mythic Paths ------------ Angel: Anti-Evil, Healing, Merged Spellcasting (Full Divine) Can't miss. Demon: Melee/Unholy Damage, Arcane Spellcasting (Sorcerer Spells); Arueshalae (Good) companion unavailable. Can't miss. Aeon: Anti-Chaotic, Anti-Magic, Divine Spellcasting (Cleric Spells); Camellia companion unavailable Find Dagger in Act 1 Market Square and choose the Aeon option when dealing with the Wardstone. Trickster: Sneak Attack, Illusion; Regill companion unavailable Pass the Lore and/or Perception checks in Act 1 Blackwing Library, then choose Trickster option and 'go with your gut'. Azata: Enchantment/Support, Spellcasting (Bard/Paladin Spells); Arueshalae (Evil) companion unavailable Complete the Act 1 Starward Gaze quest by saving the Desnites and singing with them. Lich: Merged Spellcasting (Full Arcane); Seelah companion unavailable Visit the Leper’s Smile location in Act 2 and take the wand there. Visit Lost Chapel and give Zachariah (in the basement library) the wand. Legend: Max level of 40 Can't miss. Gold Dragon: Generalist, Divine Spellcasting (Cleric/Sorcerer Spells), Holy/Unholy Damage Save the 2 Terendelev's Scales you find in the Prologue. Talk to the Storyteller about the scales in Act 1. Visit the Leper's Smile location in Act 2 and pick up Terendelev's Claw. Complete the Dragon Hunt quest in Act 3 and give the Storyteller the claw. Visit Terendelev's Lair and spare the cultist. Be friendly with Hal during second meeting. Swarm-That-Walks: No Companions, Self-Cloning Do not ask Queen Galfrey to join the Crusade at the start of Act 2. Visit the Leper's Smile location in Act 2, kill the Vescavor Queen and take its slime. Unleash the Vescavor plague on Drezen in Act 2. Complete Act 3's Demonic Parasites quest by sparing the Vescavor Queen. Ask Xanthir Vang about his powers, read his notes, and complete the Xanthir’s Experiments decree. Eat the Vescavor Queen at the start of Act 5. Devil: Spell-Like Abilities, Fire/Unholy Damage, Situational Buffs Aeon/Azata path to rank 8 while always/often siding with the Lawful Evil Crusade advisor. ----------------- Permanent Bonuses ----------------- ---Quest/Event (PC Only)--- Demongraft (Alushinyrra, Battlebliss Arena) - +2 AC (Natural), +2 Saves (Inherent), +2 Concentration/Spell Penetration/Spell DC/Attack/Damage; enter Frenzy until end of combat if health drops below 20% - Nenio can also get it Tender Night (Alushinyrra, Ten Thousand Delights) - +4 Concentration, +3 Saves against Sleep, +3 Sleep spell/hex/ability DC Profane Ascension (Alushinyrra, House of Silken Shadows) - +6 Attribute (highest), +4 Attribute (second highest), Darkvision - Legend Mythic Path loses it Unclean Gift (Colyphyr Mines) - +2 CON (Profane), +2 AC (Natural), Disease Immunity, Moderate Fortification, -3 CHA Incorporeal Charm (Trap for the Other) - +10 Concentration, AC bonus (Deflection) equal to CHA modifier Armed to the Teeth/Doom of Demons/Favor of the Gods (Crusade Military VIII Upgrade) - +3 Damage (Luck) || +3 Attack (Luck) || +3 AC (Luck) Storyteller's Knowledge (In Pursuit of the Past Quest) - +2 Caster Level, +2 Saves (Insight) vs. arcane spells, Advantage on Knowledge/Lore checks Mongrel's Blessing (Wenduag Romance) - Death/Poison/Electricity Immunity, Level Drain on hit (Fort Save DC10 + CL + CHA modifier, max of 10) ---Books (PC Only)--- Tome of the Minotaur (Shield Maze) - Attack/Damage +1 with Glaives Terendelev, the Guardian of Kenabres (Blackwing Library) - AC +1 (Morale) against Dragons Guino Pollen (Blackwing Library) - Attack/Damage +1 (Competence) with natural attacks The Keen Edge of Truth (Blackwing Library) - Saves +1 (Competence) against Swarms Temples of Iomedae (Blackwing Library) - AC +1 (Shield) against Demons Zacharius (Lost Chapel) - Death spell DC +1 (Competence) The History of the Worldwound (Lost Chapel & Drezen Temple) - Religion/Nature Lore +1 (Insight) Crusade Chronicles (Lost Chapel & Drezen Inn) - HP +10 Know Thy Enemy! (Lost Chapel & Drezen Barracks) - Perception/Stealth +1 (Insight) The Acts of Iomedae (Drezen Temple) - Saves +1 (Competence) against Disease/Sickened Lexicon of Paradox, Part One (Areelu's Laboratory) - Conjuration spell DC +1 (Competence) Xanthir Vang (Ivory Sanctum) - Enchantment spell Caster Level +1 Baphomet the Imprisoned (Ivory Sanctum & Ineluctable Prison) - CMB/CMD +1 (Competence) Xanthir Vang's Notes (Ivory Sanctum) - Saves +1 (Competence) against Fear/Frightened Diary of a Student of the Great Xanthir (Ivory Sanctum) - Fort Saves +1 (Competence) against Distorted Demons A Letter in Small Handwriting (Alushinyrra, House of Silken Shadows) - Knowledge (Arcane) +1 (Insight) Lexicon of Paradox, Part Two (Alushinyrra, House of Silken Shadows) - AC +1 (Competence) against Demons Mutasafan's Journal (Midnight Fane, Aeon Mythic Path) - Transmutation spell DC +1 (Competence) Grimoire of the Beast (Ineluctable Prison) - Saves +1 (Competence) against Confusion spells Baphomet the Uncaged (Ineluctable Prison) - +1d6 Sneak Attack damage Power Over Law (Act V Drezen, Devil Mythic Path, Dance of Masks DLC) - Access to Shaking the Foundations Hell's Decree ---Usables (Anyone)--- Scroll of Resourceful Rage (Duality of Conjuring and Summoning) - +1 daily uses of Rage Scroll of Resourceful Smite (Duality of Conjuring and Summoning) - +1 daily uses of Smite Grand Owl of Wisdom (Hellknights Outpost) - Skill Checks +1 Manual of Bodily Health +2 (Midnight Fane) - Constitution +2 (Inherent) Manual of Quickness of Action +2 (Midnight Fane) - Dexterity +2 (Inherent) Tome of Leadership and Influence +2 (Alushinyrra Middle City, Hidden Abode) - Charisma +2 (Inherent) Tome of Understanding +2 (Colypyr Mines) - Wisdom +2 (Inherent) Manual of Gainful Excercise +2 (Colypyr Mines) - Strength +2 (Inherent) Elixer of Inconceivable Transmutations (Crusade Diplomacy VI Upgrade) - All Attributes +2 (Alchemical) Tome of Clear Thought (Pulura's Fall) - Intelligence +2 (Inherent) Potion of Humanity (Suspicious House Basement, Dance of Masks DLC) - +1 to all Attributes (Inherent) Tome of Ancient Perfection (Razmir's Palace, Dance of Masks DLC) - +4 to all Attributes (Inherent) ------------------------------- Notable Weapons (+3 or greater) ------------------------------- ----------------- | Universal | ----------------- Finnean, the Talking Weapon +3 (Act III World Map, Random Encounter) - Brilliant Energy; Heartseeker; 1d6 Force damage on hit Finnean the Talking Weapon +5 (Bladesmith's Workshop) - Brilliant Energy ----------------- | Simple, Melee | ----------------- /// Club \\\ Brutal Decay +4 (Alushinyrra, Fleshmarkets, Raggy) - 1d6 Acid damage on hit; Corrosive Burst; 1d6 Acid damage per round for 1d4 rounds on hit (1d10 for 2d3 rounds on Crit) The Ancient Root +3 (Drezen, Blacksmith) - 1d6 Acid damage on hit; summons Huge Earth Elemental on kill for 2d3 rounds /// Dagger \\\ Cruel Necrotic Dagger +5 (Act V World Map, Demon Army) - See name Dagger of the Betrayer +5 (Act V Kenabres, Shopkeeper, A Dance of Masks DLC) - Cruel; Anarchic; +2 Spell DC, additional +2 DC to Magic Deceiver Fused spells Deep Rip +5 (Alushinyrra, Ten Thousand Delights, Herrax) - 2d6+STR Slashing damage on hit following Soft Cut dagger hit; Damage x2 on first hit against Prone/Paralyzed Gift of Blood +3 (Midnight Fane, Ignore First Horn) - Cold Iron; Gains charges when something dies, spend charges to Empower spells Lethal Conductor +5 (Alushinyrra, Mage's Tower) - Shock; Use Magic Device +5 (Competence); Touch Attack +4 (Competence) Scorpion Sting +5 (The Enigma) - Caustic Soft Cut +5 (Alushinyrra, Ten Thousand Delights, Herrax) - Slashing Damage 1 instead of 1d4 Piercing; Combos with Deep Rip dagger Unholy Dagger +5 (Threshold) - See name /// Greatclub \\\ Greatclub of Sacred Cinders +5 (Iz) - Incinerating; Disruption; 1d6 Holy damage per round, Saves -2, & -20 save against disruption on hit for 3 rounds to Undead; Lore: Religion +12 (Competence) Nature's Choler +3 (Ashen Grotto) - 2d6 Piercing damage on Crit/kill to enemies within 15ft (Fort DC25 save for no damage) Ruthless Assault +5 (Colyphyr Mines) - Anarchic; 2d6 Bludgeoning damage to adjacent enemies on Charge; Stun for 1 round on Charge (Reflex DC28 Save) /// Heavy Mace \\\ Defiler +4 (Alushinyrra, Upper City) - Unholy; +2d6 Channel Negative Energy damage Grasp of Devotion +5 (Legacy of the Ancients) - Holy; Extend Spell on kill Holy Disruption Heavy Mace +3 (Act V World Map, Crusade Event, The Touched One) - See name Sapping Assault +3 (Drezen, Ghost Cache, Lich Path) - Necrotic; Drain 1 Strength on Crit if Vampiric Blade active (max 4) Sun Stroke +3 (Hellknights Outpost, Paralictor Aminos Renth) - Radiant; Sickened on hit for 1d4 rounds (Fort DC23 save) /// Light Mace \\\ Eluding Swing +3 (Blackwater) - Ghost Touch; Greater Invisibility for 1d4 rounds on Crit Finger Freezer +5 (Alushinyrra, Lower City) - Freezing; Ranged weapon Attack/Damage -2 for enemies within 10ft Radiant Elder Flaming Light Mace +5 (Act V Drezen, Wilcer Garms) - See name /// Longspear \\\ Fabled Hero's Lance +5 (Laughing Caves) - Oversized; Dragon Bane; Attack/Damage +2 when mounted (Circumstance); 8d6 Piercing damage on Charge Feral Raider +5 (Alushinyrra, Lower City, Xarra) - Cruel; On a killing blow the character's mount gets +3 Attack/Damage (Circumstance) for 3 rounds Unholy Longspear +5 (Treasure Island 5, Prey Quest, Midnight Isles DLC) - See name /// Punching Dagger \\\ Prowling Death +3 (Act III World Map, Skeleton Merchant, Exotic Wares) - Assassin Death Attack DC +2; Piercing Vulnerable on first Sneak Attack for 1d3 rounds (Reflex DC23 save, DC25 if Death Attack) /// Quarterstaff \\\ Ashmaker +4 (Alushinyrra, Bad Luck Tavern, Familiar Face) - Flaming, Flaming Burst; +2 to Attack Rolls and Caster Level for all Evocation spells Burned Ashwood +3 (Drezen, Arsinoe & Temple of the Good Hunt, Kyado) - Burning Arc (CL5) at will Elder Caustic Necrotic Quarterstaff +5 (Act V World Map, Crusade Event, You Can Call Me Helper) - See name Elder Greater Shock Quartersatff +5 (Act V Drezen, Arsinoe) - See name Fiery Spell Weaver +5 (Dry Crossroads) - Flaming; Flaming Burst; Caster Level +1; Spell Resistence Checks +4; Use Magic Device +15 (Competence) Ghost Touch Quarterstaff +4 (Currentglen, Gundrun, The Last Sarkorians DLC Act V Hellknights Outpost, Paralictor Aminos Renth) - See name Phantasmal Guide +5 (Alushinyrra, Fleshmarkets, Krebus) - Ghost Touch; Caster Level +3 with Illusion spells Pillar of Hope +3 (Act III World Map, Skeleton Merchant, Exotic Wares) - Holy; Attack +2 (Morale) for Allies within 15ft for 1 round on Crit Quarterstaff of the War Mage +3 (Ivory Sanctum) - Spell DC +2; Spell Resistance Check +4; Use Magic Device +5 Sin Mage's Staff +5 (Razmir's Palace, A Dance of Masks DLC) - +6 Intelligence; +3 Caster Level; +1 Spell DC Spirit Thrasher +4 (Alushinyrra, Mage's Tower) - Axiomatic; Attack/Damage +2 (Morale) for 2 rounds on Ki Point expenditure /// Shortspear \\\ Impaler +4 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Unholy; 2d6 Piercing damage against Large+ creatures; Instant death on hit to Small- creatures with <101 HP (Fort DC26 save) Speed Corrosive Short Spear +4 (Midnight Fane) - See name Tight Grip of Anguish +3 (Drezen, Blacksmith) - Fort Save on Crit (D22) or for the next 1d3 rounds it takes +1 piercing damage every time it takes damage /// Sickle \\\ Cruel Living Bane Sickle +5 (The Enigma) - See name Mage Slayer +5 (The Enigma) - 1d6 Acid damage on hit; Corrosive Burst, Sacrificial; 2d6 Acid damage whenever a previously hit target casts a spell or spell-like ability Sickle of Wicked Rights +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Unholy; Random Ability +2 and stack of Unholy Might on hit (1d6 Unholy damage per stack to all enemies within 20ft on creature death) The Illustrious Sweep +3 (Wintersun) - Radiant; Blind for 1d4 rounds on hit (Fort DC20 save) /// Spear \\\ Stormcaller +5 (Alushinyrra, Enchanted Mansion) - Thundering; Thundering Burst; Summoned Creatures deal +1d6 Sonic damage Vigilant Watch +3 (Hellknights Outpost, Paralictor Aminos Renth) - 1d6 Acid damage on hit; Counterattacks once per enemy if hit while flat-footed ------------------ | Simple, Ranged | ------------------ /// Dart \\\ Axiomatic Keen Dart +3 (Drezen, Tavern Keeper) - See name Whistling Killer +4 (Alushinyrra, Ten Thousand Delights, Herrax) - Sonic base damage; 1d6 Sonic damage per 2 Caster Levels to enemies within 15ft on Crit /// Heavy Crossbow \\\ Axiomatic Bleed Heavy Crossbow +5 (Act V Drezen, Wilcer Garms) - See name Richocheting Heavy Crossbow +3 (Wintersun, Standing Stone Cache) - Keen; Cruel; Weapon Damage to 3 adjacent enemies on Crit Rolling Thunder +5 (Alushinyrra, Lower City, Xarra) - Thundering; Enemies within 5ft of an attacked target take 4d6 Sonic damage (Fortitude DC28 save for half damage) Rude Stopper +4 (Alushinyrra, Fleshmarkets, Raggy) - Prevents spellcasting/attacks for 1 round on hit (Will DC30 save, can only be applied once every 3 rounds) /// Javelin \\\ Sky Scorcher +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - 1d6 Fire damage on hit; Flaming Burst; Mobility +5 (Competence); Stun for 1 round on Crit (flying enemies only) /// Light Crossbow \\\ Explosive Fervor +5 (Iz, Temple of Stone Manuscripts) - 1d6 Fire damage on hit; Flaming Burst; Holy; 3d6 Holy damage to enemies within 5ft on hit (Reflex DC30 save for non-Swarms) Firestarter +3 (Drezen, Tsai, Lich Path) - 1d6 Fire damage on hit; +4 Initiative; Attack/Damage +2 (Insight) against non-living Life Deliverer +4 (Alushinyrra, Upper City Portal) - Undead Bane; Reach on Healing spells Shadowkiss +5 (Act V Council Chamber, Trickster Mythic Quest) - Unholy; Bane (All) ------------------ | Martial, Melee | ------------------ /// Bardiche \\\ The Dissector +3 (Drezen, Blacksmith) - 2d6 Slashing damage on Bleeding/Helpless targets /// Battleaxe \\\ Guardian's Battleaxe +3 (Treasure Island 4, Tracking Quest, Midnight Isles DLC) - Adamantine; +3 to Attack Rolls (Competence); bonus increases to +6, gains Speed, and Attacks of Opportunity deal +2d6 damage if equipped with Guardian's Shield Rusty Dawn +4 (Alushinyrra, Fleshmarkets, Raggy) - 1d6 Acid damage on hit; Corrosive Burst; x4 Critical Mutliplier; Str/Con -2 for 3 rounds on Crit but no attacks next round (Athletics DC37 save) The Bliz +3 (Midnight Fane) - Flaming; Enemies within 10ft suffer 1d6 Holy damage for 1d4 rounds on Crit (Reflex DC23 save) Touch of Flaw +3 (Drezen, Blacksmith) - Reflex Save (D20) on hit or -1 Attack until end of combat (-5 max) /// Earth Breaker \\\ Clawfall +5 (Bear's Maw Shrine, Love Beyond Death DLC) - Undead Bane; Destructive; Can cast Horrid Wilting 3 times per day Divine Dismissal +4 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Holy; Greater Dispel Magic at will at Character Level Powerful Pummel +3 (Drezen, Blacksmith) - Everyone within 10ft on Crit must Save (Fort 22) or get pushed away 10ft and knocked down for 1 round /// Falchion \\\ Blade of the Blood Knight +3 (Trap for a Queen, A Dance of Masks DLC) - Heartseeker; Bleed; Speed; 3 times per day can make a corpse explode for 12d6 Bludgeoning damage in a 30ft radius (Reflex DC10+(HD*0.5)+CON Modifier save for half damage) Rumbling Falchion +5 (Alushinyrra, Middle City, Enraged Citizen) - Thundering; CMB +5 (Competence); +1 AC (Circumstance) for 1 round on successful Sunder Armor attempt; Cleave doesn't have an Attack penalty Touch of Mercy +4 (Ivory Sanctum) - Bleed; Instant Death on hit if bleeding and under 80 HP /// Flail \\\ Deathbed Servant +4 (Alushinyrra, Ten Thousand Delights, Herrax) - Constant Cloak of Dreams effect (CL15) Midnight Flail +3 (Lost Chapel, Cave, The Lord of Nothing Unfair Challenge Achievement Import Bonus) - Druchite; Vicious; 1d6 additional Unholy damage against enemies with less HP than the wielder Unholy Flail +4 (Act III World Map, Crusade Event, The Runaway) - See name /// Glaive \\\ Aizerghaul +5 (Threshold, Ascension Ending) - Anarchic; Bleed; Unholy; Prevent healing on hit against Devils and Good creatures (Fort DC38 save) Banshee's Heart +5 (Midnight Fane) - Thundering; Anyone within 15ft suffers 2d8+4 Sonic damage and Prone for 1 round on Crit (Fort DC15 save for half damage and no Prone) Death Pact +5 (The Enigma) - Unholy; 6d6 Unholy damage on Charge; Summon Gallu (CR 19) for 1 minute on Charge kill Mutilated Angel +5 (Treasure Island 7, Prey Quest, Midnight Isles DLC) - Adamantine; -3 CHA; +5 Attack and +1d12 damage on hit against Evil targets; -1 AC on hit until end of combat (max -5) Soulshear +3 (Drezen Siege, Command Room) - Summon Babau/Marilith/Balor on kill, heal 1d8+5 HP on kill if demon summoned; Lawful Good can't use /// Greataxe \\\ Blinding Wrath +5 (Alushinyrra, Battlebliss Arena) - Anarchic; Weapon damage to all creatures in melee range on Crit Gore Feaster +5 (Iz) - Furious; Bleed; Fast Healing 10 for 3 rounds on kill Splintershred +5 (Treasure Island 6, Chase Quest, Midnight Isles DLC) - Adamantine; Can make a single melee attack against a target within 30ft, target suffers Prone on hit (Fort DC30 save) /// Greatsword \\\ Exterminator +3 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Living Bane; Necromancy Saves +5; Max HP -20 Fang of Malice +3 (Wintersun) - Furyborn; Rage doesn't reduce AC Fatal Beacon +3 (Gesmerha, Wintersun Village) - Holy; On a critical hit the target recieves -5 Athletics, -2 Reflex Saves, and is unable to make Attacks of Opportunity for 1 round Numerian Greatsword +3 (Blackwater) - One of five effects once per day: +4 Str/Dex/Mobility +6 Con & +25 HP +4 Shield AC +4 Natural/Touch AC +4 Int & Spell DC +2 /// Handaxe \\\ Agile Handaxe +4 (Act III World Map, Tentacle Knight Encounter) - See name Greater Frost Dragon Bane Handaxe +5 (Act V World Map, Crusade Event, Becoming a Dragon) - See name Peacemaker +5 (Bone Hills) - Evil Outsider Bane; Threat Range 18-20; Flat-footed for 3 rounds on Crit Slaver's Fury +5 (Alushinyrra, Shamira Quest Reward) - Cruel; Bleed; Saves -2 on hit if target under a movement impairing effect /// Heavy Flail \\\ Hope Crusher +3 (Nexus, Camp Attack) - Speed; Enhancement Bonus +1 against target on damage (max +8) Pure Savagery +3 (Gesmerha, Wintersun Village) - Cruel; 1d12 base damage and deals piercing/bludgeoning damage; +4 Persuasion on Intimidation checks /// Heavy Pick \\\ Mad Sculptor +3 (Gesmerha, Wintersun Village) - Construct Bane; +1d6 Precision damage when engaged by 2 or more melee enemies Dreadful Onslaught +5 (Colyphyr Mines) - Unholy; 2d6 Bludgeoning damage on Charge; Saves -2 for 1d3 rounds on Charge (Reflex DC27 save) Spiteful Mockery +5 (The Enigma) - Flaming; Flaming Burst; Cruel; Prediction of Failure 1/day (CL 20) /// Kukri \\\ Abrupt End +4 (Alushinyrra, Aasimar's House) - Shock; Shocking Burst; Attack +2 against shields (Insight); Damage +2 against 2H-weapons (Insight) Astringent Pacifier +5 (Valley of Temples) - Caustic; Sacrificial; Panic enemies within 15ft for 3 rounds on kill (Will DC32 save); Intimidate +15 (Competence) Shock Flaming Corrosive Cold Iron Kukri +3 (Areelu's Laboratory) - See name /// Light Hammer \\\ Eviscerating Doom +3 (Drezen, Wilcer Garns) - 1d6 Str damage on Crit Hammer of Masterpiece Light Hammer +5 (Gravestone Rock) - 1d10 Force damage on hit for each amulet/ring worn by target /// Light Pick \\\ Unavoidable Drill +3 (Act III World Map, Demon Army) - Keen; DR -1 on attack Vibrant Dissolver +4 (Colyphyr Mines) - Ultrasound; AC rating in damage on first hit on new enemy (Fort DC30 Save) /// Longsword \\\ Balanced Defender +3 (Ivory Sanctum) - Attack +3 while wielding a shield Black Dragon's Fang +3 (Crusade Camp/Drezen, Wilcer Garns) - 1d6 acid damage on hit; 2d6 acid damage to all enemies within 30ft on hit every 1d4 rounds Blade of the Crimson Moon +5 (Razmir's Palace, A Dance of Masks DLC) - Adamantine; Vorpal; 15% on attack to roll twice and take the better result Blood Boiler +3 (Act III World Map, Skeleton Merchant, Exotic) - 1d6 Fire damage on hit; Flaming Burst; 2d6 Fire damage to enemies within 15ft on kill Brilliant Energy Magical Beast Bane Longsword +5 (Act V World Map, Crusade Event, The Two Blades - Nenio Choice) - See name Daybreak +5 (Threshold, Iomedae Reward) - Evil Outsider Bane, Attack/Damage/Saves/Skills +1 (Luck) for all allies within 30ft for 3 rounds on kill (max +3) Excruciating Remorse +5 (Open Sea, Prey Quest, Midnight Isles DLC) - Unholy; +1d8 Fire and Negative Energy damage on hit (Fort DC35 save) Finnean +5 (Bladesmith's Workshop) - Brilliant Energy; Heartseeker Holy Devotee's Wrath +3 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Holy; Neutral enemies are considered Evil for both regular attacks and Smite Holy Elder Flaming Longsword +5 (Act V World Map, Crusade Event, The Two Blades - Angel Choice) - See name Holy Longsword +5 (Act V World Map, Crusade Event, The Two Blades) - See name Keen Bleed Longsword +5 (Portal to the Abyss, The Lord of Nothing DLC Act V World Map, Crusade Event, The Two Blades) - See name Radiance +4 (Midnight Fane) - Holy Avenger when used by a Paladin or good-aligned mythic creature - Bane Living Avenger when used by an evil-aligned mythic creature Radiance +6 (Iz) - Holy Avenger when used by a Paladin or good-aligned mythic creature - Bane Living Avenger when used by an evil-aligned mythic creature Smoking Killer +5 (Alushinyrra, Middle City, Angel Mythic Quest) - Incinerating; Total Melee Concealment for 1 round for all allies within 15ft on Crit Sword of Sithhud +5 (Act V Drezen, Storyteller, The Lord of Nothing DLC) - Frost; 1d4 CON bleed on hit (Fort DC35 save); +3d10 Unholy damage on hit if target is bleeding; Once per day can grant DR 20/Bludgeoning and +6 AC (Natural) until 60 points of damage has been absorbed Unholy Longsword +5 (Threshold) - See name /// Rapier \\\ Intercepter +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Keen; AoO Damage/Attack +2; Extra attack next round if AoO kills target Reeking Heart of Arcane +3 (Wintersun) - Increases any magical enhancement bonus by 1 Speed Cold Iron Rapier +3 (Areelu's Laboratory) - See name /// Scimitar \\\ Dawnflower's Kiss +5 (Ineluctable Prison, Blessed Version) - 2d6 Holy damage on hit; Initiative +4 and extra attack for 1 round on Crit; Damage +2 with offhand weapon (Sacred) Dawnflower's Kiss +5 (Ineluctable Prison, Cursed Version) - Vicious; Sacrificial; Bleed; Transmutation Spell CL +2 Faith Bearer +4 (Alushinyrra, Upper City) - Holy; Religion Check (DC40) on Crit to heal allies within 15ft for Religion Rank HP Furyborn Child +3 (Drezen, Wilcer Garns) - Animal Companion gains Furyborn Rapscallion +5 (Alushinyrra, Fleshmarkets, Kerz) - 1d6 Fire damage on hit; Flaming Burst; 20d6 Fire Damage and Stagger for 3 rounds to all enemies in a 20ft area 1/day (Reflex DC30 save for half) Rupturing Storm +4 (Midnight Fane) - 3d6 Fire damage on hit; Fire Resistance 20 and Flaming Weapon enchantment for allies for 1d3 rounds on Crit /// Scythe \\\ Annihilator +5 (Alushinyrra, Rapture of Rupture) - Keen; 4d6 Force damage to all enemies in a 15ft cone on Crit Bonesnatcher +5 (Treasure Island 3, Prey Quest, Midnight Isles DLC) - Speed; +2d6 Precision damage on hit to non-incorporeal targets Brilliant Energy Scythe +5 (Threshold) - See name Deadly Toll +4 (Act III World Map, Demon Army) - Crit Confirmation +4 Riftcarver +5 (Threshold, Ascension Ending) - Oversized; Adamantine; Unholy; Bleed; Summon Horrid Locust Swarm 1/minute; Rift of Ruin 1/day on all enemies within 60ft Rotten Dissector +4 (Alushinyrra, Lower City, Xarra) - Corrosive Burst; Corrosive; The first time an enemy is hit it will take damage whenever it attacks for 4 rounds (2d6 Acid on a hit and 6d6 on a crit) /// Short Sword \\\ Ghost Touch Igniting Shortsword +3 (Drezen, Tavern Keeper) - See name The Blitz Cut Item +3 (Shrine of Sacriliege) - 1d6 Electric damage on hit; Ignores all DR Unexpected Resolution +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Random effect on hit: 6d6 Slashing damage || 1d4 Ability damage || 3d4 Heal || 3d4 damage to wielder || Attack/Damage -3 for 1d6 rounds Void's Kiss +5 (Ineluctable Prison) - Necrotic; Nullifying; No spellcasting for 2 rounds on first hit (Will DC31 save) /// Starknife \\\ Flaming Starknife +3 (Core of the Riddle) - See name Fortune's Temper +3 (Ivory Sanctum) - Holy; Prayer on allies on Crit Joke of Fate +3 (Azata Mythic Path, Commander's Court, Maitresse Olla Devara) - Agile; Curse on hit (Will DC24 save) which reverses the effects of Positive/Negative energy Pocket Lightning +4 (Alushinyrra, Lower City) - Shock; Shocking Burst; Spell Resistance -5 for 1 round on Sneak Attack Venomous Petals +5 (Azata Mythic Path, Commander's Court, Spring Song) - Caustic; +4d6 Acid damage on Sneak Attack /// Trident \\\ Axiomatic Trident +5 (Bastion of Justice, Aeon Mythic Path) - See name Call of Ocean +3 (Drezen, Blacksmith) - Summon Large Water Elemental (CL11) once per day Tidebringer +5 (Act V Hellknights Outpost, Paralictor Aminos Renth) - 1d6 Cold damage on hit; Axiomatic; Elder Icy Burst; Elder Frost; Tsunami (CL18) 1/day Triumph of Pain +5 (Alushinyrra, Middle City) - Agile; 3d6 Piercing damage and Prone for 1 round on first hit (Reflex DC27 save) /// Two-Bladed Sword \\\ Holy Two-Bladed Sword +3 (Greedy Chest, Midnight Isles DLC) - See name The Debilitator +3 (Gesmerha, Wintersun Village) - Mythril; 1d3 STR or CON damage on hit (Reflex DC23 save), this effect cannot lower the score below 7 Winter's Mark +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - 1d6 Cold damage on hit; 2d6 Cold damage on first hit against Medium- target; Enemies within 15ft of target Cold Vulnerable for 3 rounds on first hit against Large+ target (Fort DC30 save) /// Warhammer \\\ Battle-Forged +3 (Hellknights Outpost, Paralictor Aminos Renth) - 1d12+3 Damage range; 19-20 Critical range Entomber +4 (Alushinyrra, Rotten Guttery) - Slow & Bludgening Vulnerable on Charge hit (Fort DC33 save); Same on all enemies within 30ft if Crit on afflicted Facesmasher +3 (Treasure Island 5, Chase Quest, Midnight Isles DLC) - Furyborn; Doubled Critical Threat Range; Critical Threats against medium-sized creatures are automatically confirmed; Stagger for 1 round on hit (Fort DC35 save) Hammer of Ruin +5 (Act V Drezen, Wilcer Garms) - Vicious; Target loses all DR for 1 minute on a Critical Hit ------------------- | Martial, Ranged | ------------------- /// Longbow \\\ Deadeye +4 (Alushinyrra, Lower City) - Composite; Axiomatic; AC -2 for 2 rounds on first hit from over 30ft away Killing Pace +5 (Act V World Map, Skeleton Merchant, Hunter) - Composite; Speed; Mobility/2 damage on hit (Competence) Longbow of Leeching Strike +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Composite; Bleed; 1d6 damage for every 5ft moved for 2 rounds on Crit Speed Composite Longbow +3 (Areelu's Laboratory) - See name /// Shortbow \\\ Eye for an Eye +3 (Act III World Map, Demon Army) - Composite; 1d12 Piercing damage on hit Feral Charge +4 (Alushinyrra, Rotten Guttery) - Composite; Speed; Animal Companion gains Haste Holy Speed Composite Shortbow +3 (Wilcer Garns, Drezen) - See name Hunter's Assurance +3 (Leper's Smile) - Composite; Bleed; stacking -1 AC on Crit /// Throwing Axe \\\ Fixed Obsession +3 (Wintersun) - Keen; 1 Force damage on subsequent hits on hit (max 10) Frost Embrace +3 (Wintersun) - 1d6 Cold damage on hit; Icy Burst; First strike Paralyzes for 2 rounds (Fort DC24 save) Nordic Welcome +4 (Alushinyrra, Mage's Tower) - 1d6 Cold damage on hit; Icy Burst; Damage -3 and Slow for 1 round on first hit in round (Fort DC27 save) Throwing Axe of Silence +3 (Lost Chapel) - Fort Save (D14) on hit or Silence for 1d4 rounds ----------------- | Exotic, Melee | ----------------- /// Bastard Sword \\\ Frostbite +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - 1d6 Cold damage on hit; Icy Burst; Paralyze for 1 round on AoO hit (Reflex DC30 save) Howling Doom +5 (Ineluctable Prison) - Furious; Greater Shout (CL 18) on kill Icy Burst Keen Cold Iron Bastard Sword +3 (Wilcer Garns, Drezen) - 1d6 Cold damage on hit; See name /// Dueling Sword \\\ Blood Freezer +5 (Laughing Caves) - Frost; Icy Burst; Bleed; Prevent Attacks for 2 rounds on Crit (Fort DC31 save) Master Fencer's Sword +4 (Woljif, Act IV) - Anarchic; Mobility/2 bonus to Crit and AoO damage Thundering Burst Dueling Sword +3 (Drezen, Exotic Weapons Provider) - 1d6 Sonic damage on hit /// Dwarven Urgrosh \\\ Certainty of Death +3 (Blackwater) - Holy; If damage is entirely prevented on hit, next hit deals force damage instead Keen Dwarven Urgrosh +5 (Act V Drezen, Exotic Weapons Provider) - See name Wrath of the Creator +5 (Iz, Basement) - Keen; Construct Bane; Initiative +6 (Insight); Base Speed +10; AC +2 against Huge+ /// Dwarven Waraxe \\\ Mighty Adviser +4 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Dargon Bane; Doubles Attack/Damage Insight bonuses Relentless Assault +3 (Crusade Camp, Wilcer Garns) - Extra attack on Crit if secondary weapon equipped /// Elven Curve Blade \\\ Bleed Elven Curve Blade +3 (Treasure Island 7, Chase Quest, Mightnight Isles DLC) - See name Devitalizer +5 (Iz) - Cruel; Elder Corrosive; Elder Corrosive Burst; Attack/Damage +2 against Exhausted Final Glance +4 (Alushinyrra, Ten Thousand Delights, Herrax) - 2d6 Slashing damage against Blind; Blind for 1 round on first hit of round (Will DC27 save) Second Chance +3 (Act III World Map, Kaylessa Quest) - Keen; Attack +3 on miss (stacks until a hit) /// Estoc \\\ Agile Estoc +3 (Act III World Map, Skeleton Merchant, Exotic) - See name Crippling Kiss +3 (Greengates) - Keen; Attack/Saves/Skill checks -2 on Crit Night Flash +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - 1d6 Electric damage on hit; Speed; Initiative +5 /// Falcata \\\ Artificial Predator +4 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Cruel; Bleed; Enemy Attack/Saves -2 if only 1 enemy within 15ft Disemboweler +5 (Act V Drezen, Wilcer Garms) - Vicious; Sacrificial; +3d6 damage to Medium or smaller creatures on hit Elder Frost Falcata +5 (Act V Drezen, Exotic Weapons Provider) - See name Invigorating Heartseeker Falcata +3 (Drezen, Exotic Weapons Provider) - See name Nightmare +3 (Midnight Fane) - Unholy; 1d12 Negative Energy damage and Prone for 1 round on hit if target Shaken/Frightened (Fort DC22 save) /// Fauchard \\\ Bearer of Sorrow +4 (Alushinyrra, Fleshmarkets, Senior Guard) - Cruel; Vicious; Extra attack every 5 hits Rushlight +5 (Final Veil) - Nullifying; Spell Resistance 11+Level for 3 rounds on Charge /// Gnome Hooked Hammer \\\ Crushing Burden +5 (Colyphyr Mines) - Vicious; Fatigue on 3rd consecutive hit (Fort DC28 save); Exhaustion on 3rd consecutive hit if Fatigued (Fort DC31 save) Rebound +3 (Midnight Fane) - 2d8 Piercing damage and Stun for 1 round on main hand hit (Fort DC23 save) Speed Gnome Hooked Hammer +4 (Alushinyrra, Fleshmarkets, Raggy) - See name Wrecking Devil +5 (Hellknights Outpost, Act V, Regill Quest Reward) - Axiomatic; Nullifying; AC -3 for 3 rounds on Crit (Fort DC31 save) /// Kama \\\ Edge of Expulsion +5 (Act V Drezen, Exotic Weapons Provider) - Evil Outsider Bane; +12 Competence bonus to Religion checks; Can cast Banishment (CL20) twice per day Keen Bleed Kama +3 (Drezen, Exotic Weapons Provider) - See name Maimer +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Attack/Saves/Skills -3 on first Sneak Attack for 1d3 rounds (Will DC27 save) /// Nunchaku \\\ Axiomatic Ghost Touch Nunchaku +3 (Drezen, Exotic Weapons Provider) - See name Odds Evener +4 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Axiomatic; Athletics +10 (Competence); Flanking immunity; +1d6 weapon damage when flanked Vicious Nullifying Nunchaku +5 (Act V Drezen, Exotic Weapons Provider) - See name /// Orc Double Axe \\\ Holy Flaming Orc Double Axe +3 (Ivory Sanctum) - See name Screaming Reaper +4 (Woljif, Act IV) - Vicious; 4d6 Sonic damage and Frightened for 1 round to all enemies within 15ft on kill (Will DC27 save for half damage) Sequence of Murder +3 (Wintersun) - 1d12 Slashing damage on offhand hit if main hand hits /// Sai \\\ Electric Rose +5 (Woljif, Act V) - Elder Greater Shock; Paralyze for 3 rounds on Sneak Attack (Fort DC30 save) Impending Demise +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Axiomatic; 18-20 Critical Range; Auto-Confirms Crits /// Sawtooth Saber \\\ Agile Speed Sawtooth Saber +5 (Act V Murky Cave, Chaplain, Midnight Isles DLC) - See name Agile Vicious Sawtooth Saber +5 (Act V Kenabres, Blacksmith, A Dance of Masks DLC) - See name Crimson Verdict +4 (Act V Drezen, Wilcer Garms) - Evil Outsider Bane; Can accept -2 AC (-1 if dual-wielding) to get +4 to Attack and Combat Maneuver checks Holy Elder Shocking Burst Sawtooth Saber +3 (Act V Kenabres, Blacksmith, A Dance of Masks DLC) - See name Keen Ghost Touch Sawtooth Saber +3 (Act V Kenabres, Blacksmith, A Dance of Masks DLC) - See name Mantis Favor +3 (Drezen, Blacksmith) - Keen; Restores 2d8+5 HP on a Critical Hit and grants Critical Immunity for 1 round if a follower of Achaekek Praying Killer +4 (Act V Kenabres, Blacksmith, A Dance of Masks DLC) - Axiomatic; +2 Attack; Demoralize check on hit if target hit with That Which Bathes in Blood the round before Speed Sawtooth Saber +3 (Act V Kenabres, Blacksmith, A Dance of Masks DLC) - See name That Which Bathes in Blood +5 (Act V Kenabres, Blacksmith, A Dance of Masks DLC) - Necrotic; Chaotic enemies considered Flat-Footed, and additional attacks ignore Armor/Shield AC bonuses Ultrathin Edge +4 (Act V Drezen, Wilcer Garms) - +3d6 Precision damage when engaged with 2+ enemies or if the target is Flat-Footed /// Tongi \\\ Indomitable Punisher +5 (Ineluctable Prison) - Axiomatic; Shock; Shocking Burst; CMB +5 (Competence) Rulebreaker +4 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - Anarchic; Flatfooted on Charge hit for 1 round Scream of Pain +3 (Blackwater) - Thundering; Thundering Burst; Shaken for 1d3 rounds (Fort DC23 save) /// Two-Bladed Sword \\\ Speed Two-Bladed Sword +4 (Act V Drezen, Exotic Weapons Provider) - See name ------------------ | Exotic, Ranged | ------------------ /// Sling Staff \\\ Decay Spread +5 (Alushinyrra, Fleshmarkets, Whirlong Black Mask) - 1d6 Acid Damage on hit; Damage +2 for every corpse within 50ft Nature's Agony +3 (Drezen, Exotic Weapons Provider) - 3d6 Sonic damage for 1d4 rounds on failed Will Save (D23) to all enemies within 30ft at start of combat +2 to DC of Sonic spells Oak of Thunder +5 (Act V Drezen, Exotic Weapons Provider) - Thundering Burst; Thundering; +2 Attacks per round for 3 rounds when hit for 30+ damage -------------------- Storyteller Relics -------------------- The Covenant of the Inheritor Belt Item - All party members within 30-feet get +2 to caster level checks made to overcome spell resistance. - The weapons of all party members within 30-feet become Good-aligned and count as cold iron. Ring of Summoning - Summon either axiomites or soul eaters, randomly selected, once per day, as if by a summon monster VIII spell (CL 15, DC 22). - All allies, including the wearer, within 30 feet gain a +2 bonus to weapon damage rolls and a +2 bonus on saving throws against attacks made or effects created by chaotic creatures. The Stern Hand Gloves - The wearer's animal companion (or Azata's dragon or Lich's skeletal champion) gets a +6 bonus to Strength. - At the beginning of combat, the creature must pass a Will saving throw (DC 17) or start attacking party members. If the initial saving throw is failed, the creature makes a new saving throw each round to stop the effect. Ronneck's Sacrifice Boots - A +8 Enhancement bonus to Dexterity and +10 bonus on Mobility and Athletics skill checks. - Bonuses to AC, attack rolls, and Reflex saving throws from a Haste spell cast upon the wearer are doubled. - Whenever an enemy confirms a critical hit against the wearer it becomes stunned for 1d4 rounds. The Bound of Possibility Cloak - Angel: The Sword of Heaven ability deals/heals +4 dice of damage instead of +2. - Demon: Demon Rage and Demon Aspects now grant bonuses as if you were 3 mythic ranks higher. - Legend: Rerolls any skill checks to take the best result from both rolls. - Aeon: When in combat, each round enemies within 30ft 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. - Trickster: The wearer of this cloak automatically succeeds on their first saving throw in a round. In addition, whenever the wearer fails a saving throw, they get a +10 bonus on their next saving throw. - Azata: 50% of damage taken is redirected to Aivu. In addition, Aivu gets additional DR N/- where N is equal to Azata's mythic rank. - Lich: Lord Beyond the Grave grants an additional +4 bonus to Strength, Dexterity, and Charisma. - Dragon: Caster Level +2 and 2 additional spell slots of any level. Dragon's Breath deals +20 Divine damage and its DC is increased by 2. - Devil: Three additional uses of Hell's Seal per day. - Swarm: Whenever one of the Locust's clones dies it spawns a CR 18 Locust Swarm, which attacks your enemies to the best of its abilities for 3 minutes. Shy Lily's Helmet - The wearer gets a +4 profane bonus to Strength and a +2 profane bonus to AC. -------------------- Crusade Relics -------------------- Source - https://steamcommunity.com/sharedfiles/filedetails/?id=2608364853 ---Chillroar's Hide and Tusks Shortspear--- Option 1 - +2, this shortspear absorbs water from the target on each hit. On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard. 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. ---Chillroar's Hide and Tusks Spiked Light Shield--- Option 1 - +2, wielder does +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 usual until the end of battle. 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. ---Unholy Symbol of Rovagug Handaxe/Battle Axe/Great Axe--- 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 2 - +2, Corrosive Burst, +3 bonus to attack rolls when peforming attack of opportunity, critical threat range doubled. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. When you are hit by an enemy's attack of opportunity, they enemy must pass a reflex saving throw (DC 15) or suffer 2d6 acid damage. Option 3 - +2, whenever the wielder of this weapon is paralysed, staggered, stunned, petrified, or entangled, they suffer the weapon's damage and immediately remove such an effect. This weapon also has an 18-20 critical threat range. ---Phylactery of Stevanius Ring--- 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. Option 2 - You bound a part of your soul to the ring. 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. 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. ---Phylactery of Stevanius Scythe--- Option 1 - +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Whenever you or your party members attack using the rapid shot feat, they don't suffer a -2 penalty to attack but gain a +2 bonus to damage instead. Option 2 - +2, ghost touch, whenever this scythe misses a hit it tears the enemy's soul a bit, dealing 1d12 negative energy damage. ---Crest of the Fallen Knight Belt--- Option 1 - While wearing this belt a monk can spend 1 ki point to enshroud the target's heart and lungs in a 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 will be multiplied by 1.5 until the end of combat. Option 2 - 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 Chainmail--- Option 1 - +2, +2 scared bonus to fortitude saving throws. The wearer can choose to 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. Option 2 - +2, this chainmail partially absorbs magic from chaotic or evil creatures. When such creatures attack the wearer with magic, for the next 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 caster level checks to overcome spell resistance (if needed). ---Crest of the Fallen Knight Shortsword--- 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. Though the enemy becomes immune to bleeding, they suffer -2 penalty to reflex saving throws. All critical hits against this creature deal additional 3d6 piercing damage. Multiple applications of this effect don't stack. Option 2 - +2, this weapon glows with an invisible flame. Once per day you can charge both weapons in your hands with this flame for 10 minutes. Each hit any of these weapons deals additional 3d6 unholy damage. ---Soulshear Glaive--- 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 2 - Leave it as is Option 3 - +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. ---First Retriever Padded Armor--- Option 1 - +4, -2 to attack rolls and constitution, electricty 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. Option 2 - +3, +2 morale bonus to dexterity. Option 3 - +3, +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 they become nauseated for one round. ---First Retriever Shirt--- Option 1 - -5 penalty to mobility skill checks, electricity resistance 30. Whenever this 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 -2 penalty to attack rolls for one round. Option 2 - 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. Option 3 - 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. ---Faultless Daybreak Heavy Flail--- Option 1 - +3, extra 1d10 holy damage on critical hit, 2d10 is x3 multiplier, 3d10 if x4 multplier. Option 2 - +3, radiant. Each time the wielder confirms a critical hit, an enemy is affected with a Burst with Light effect. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Each round it tries to pass a will saving throw (DC 20) against the effect, if the save was successful the damage is halved. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. ---Faultless Daybreak Mithral Light Shield--- Option 1 - Whenever this shield is under the affect of warpriest's 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. (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 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. A successful saving throw negates the blindness and halves the damage. ---Faultless Daybreak Scalemail--- Option 1 - +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. However, after this the ally dies again. Option 2 - +3, mithral, whenever the enemy confirms a critical hit against the waerer of this armor every enemy in a 30 ft area must pass a fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positve energy damage. A successful saving throw negates the blindness and halves the damage. ---Voracious Jumble Club/Flail--- Option 1 - +3, deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaeonously. On a critical hit it hits so hard that enemy would need to pass a fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. This effect lasts 1d3 rounds. Option 2 - +2, speed, can never become flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. (Shows as a flail, even if choosing a club. Unsure if this will come out as a club or not.) Option 3 - +3, vicious, whenever the wielder of lands a hit on an enemy who doesn't 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. 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. ---Stone of Ghostly Pathways Circlet--- Option 1 - +2 enhancement bonus to wisdom, summoned elementals gain 50 additional hitpoints. Option 2 - +2 enhancement bonus to charisma. 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. You also get a +1 insight bonus to AC against outsider creatures. Option 3 - +2 enhancement bonus to intelligence. 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. This web also deals 1d6+3 bludgeoning damage each round. Effects don't stack. ---Stone of Ghostly Pathways Ring--- 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 - All summon spells of 6th level and lower are maximized as though using the maximize spell feat. The wear also gains a +1 insight bonus to attack rolls against outsiders. Option 3 - You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. While in this state you share an unbreakable bond, while under this effect all members get an additional attack of opportunity per round. If an attack of opportunity was a critical hit, the enemy is staggered. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds. ---Stone of Ghostly Pathways Sai--- Option 1 - +4, thundering, whenever the wielder lands a hit with this sai, they gain +1 bonus to damage rolls with this sai until the end of combat. If you are hit, this bonus resets. This bonus can stack up to +5. Option 2 - +3, speed, whenever the wielder lands a hit with this sai on a summoned creature, it deals additional 1d12 piercing damage. 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. You have total concealment against the outsider under this effect. 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. These spiders eat through the flesh dealing 1d6 damage per two wielder's levels. The enemy also suffers -2 penalty to all saving throws until the end of combat. The effects of multiple applications of this ability do not stack. (Anyone else feel like this weapon could be crazy insane on a trickster into legend build? 20d6 damage on first sneak attack per enemy anyone?) ---Dirty Squealer Amulet--- 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 you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. Instead it deals (1d6 + 1 per two caster levels) points of damage. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. The amulet also increases the DC of spells with sonic descriptor you cast by 2. ---Dirty Squealer Belt--- Option 1 - +2 enhancement bonus to constitution. 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 2 - +2 enhancement bonus to strength. 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. ---Attractive Impulse Gloves--- 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. 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. ---Attractive Impulse Light Crossbow--- Option 1 - +3, whenever the wielder lands the first hit in a round against an enemy, that enemy's consciousness and love to all life awaken. The enemy starts doubting that violence is the answer and thus will suffer -1d4 penalty on attack rolls for one round. 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. ---Attractive Impulse Metamagic Rod--- 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 - 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. The modified spell also becomes maximized as though using the maximize spell feat. Greater rods can be used with spells of 9th level or lower. ---Wicked Dope Banded Armor--- Option 1 - +3, grants ferocity as per the universal monster rule. A creature with ferocity remains conscious and can continue fighting even if it's hit point total is below 0. The creature is staggered and loses 1 hit point each round. A creature with ferocity still dies when it's hit point total reaches a negative amount equal to it's constitution score. Option 2 - +4, whenever the wearer is hit, gain fast healing 1 (stacks up to 10) until the end of combat. ---Wicked Dope Quarterstaff--- Option 1 - +2, whenever you don't have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. 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. ---Branch of the Last Ash Bardiche/Heavy Pick--- Option 1 - +3, whenever the wielder casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round. Option 2 - +4, uses intelligence modifier isntead of strength for attack/damage bonus. Option 3 - +3, whenever the wielder lands a hit, it scorches the enemy. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against the affected creature. If the number of scorches reaches 5, the affected creature starts bleeding and suffers 1d4 unholy damage for each scorch. ---Burning Brand Bardiche/Sling Staff/Trident--- 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. Option 2 - +5, flaming burst, whenever the wielder lands a first hit against a new enemy, the enemy must pass a fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. Option 3 - +5, axiomatic, whenever the wielder lands a hit against a new enemy, it marks it with "Obedience". Such mark can only be on 1 target at a time. 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 -8 penalty on damage rolls for 2 rounds. ---Remains of the Colourless One Arrows--- Option 1 - Whenever the wielder of this ammunition lands a first hit against a new enemy, the enemy 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 3 rounds. 20 units per day. Option 2 - Whenever the wielder of this ammunition 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. 20 units per day. ---Remains of the Colourless One Breast Plate--- Option 1 - +5, made of crystals 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. Option 2 - +5, made of crystals and be worn by a druid. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. ---Remains of the Colourless One Spectacles--- Option 1 - 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 50ft 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 1d4 rounds. Option 2 - 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 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. ---Baphomet's Fire Shirt--- Option 1 - This shirt makes all the wearer's fire spells deal additional 4d6 fire damage while making them suffer a -2 penalty to AC. 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. In addition, all wearer's allies deal additional 3d6 fire damage on successful attacks with weapons for 1 round. ---Baphomet's Fire Gloves--- Option 1 - While active, the user takes 2d6 unresistable fire damage per round while dealing 2d6 unresistable fire damage with each melee attack. If mounted, can choose to use the ability on the mount instead. Option 2 - 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 addition, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any soruce, it suffers a -3 penalty on all saves for 2 rounds. ---Voice of the Cursed Bard Lyre--- Option 1 - The owner can activate this item once per day. While activated, all enemies in a 10ft area around the owner must pass a will saving throw (DC 36) or suffer a -5 penalty on saving throws against mind-affecting spells, -2 penalty on saving throws against enchantment school spells, and become vulnerable to sonic damage for 5 rounds. Option 2 - This item grants its wielder the ability to deal 10d10 sonic damage as a standard action to a single target three times per day. A successful fortitude saving throw (DC 36) halves the damage. ---Voice of the Cursed Bard Amulet--- Option 1 - This amulet makes the wearer's voice stronger and allows it to maintain its power for longer periods of time. All the wearer's bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. Option 2 - This amulet empowers the voice of the wearer, increasing the hit point limits of power word spells by 50%. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. ---Zaori's Pin Circlet--- Option 1 - +6 enhancement bonus to charisma and intelligence. In addition, all party members of the wearer gain a +3 insight bonus to all saving throws against confusion, insanity and domination spells. Option 2 - +6 enhancement bonus to charisma and intelligence. 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. ---Zaori's Pin Ring--- 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. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. This effect stacks up to 3 times and persists for 1d4 rounds. Option 2 - If the companions of the wearer of this ring attack the same target as the wearer, they deal additional 1d6 points of precision damage with each successful melee attack. They also gain a +2 circumstance bonus on attack rolls against this target. ---Mask of the Facestealer Belt--- Option 1 - +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. 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. ---Mask of the Facestealer Helmet--- Option 1 - mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. Option 2 - mental perfection +4, whenever the wearer casts a 9th level spell, all enemies in a 30 feet radius must pass a will saving throw (DC 30) or become unable to cast any spells for 1 round. ---------------- Crusade Recruits ---------------- Note that units marked with a * are listed with old near-release values. /// Generals \\\ Warrior: Hardest, Overwhelming Shout (repeatable 3x3 stun) being their most noteworthy ability Archer: Early battles require thought, Explosive Trap and Holy Bomb (3x3 enemy-only damage) being their notable abilities Mage: Most powerful, many different direct damage attacks and healing abilities /// Regular \\\ Champions: 23 HP, 15-25 Damage, 10 AC, Critical Strike Footmen: 35 HP, 3-8 Damage, 12 AC Spearmen: 42 HP, 7-14 Damage, 14 AC, Strong Spears Houndmasters: 45 HP, 4-9 Damage, 17 AC, Summon Hound Army Hounds: 33 HP, 7-10 Damage, 13 AC Conscripts: 75 HP, 4-9 Damage, 16 AC Shieldbearers: 161 HP, 3-8 Damage, 17 AC, Damage Reduction 1, Shield Wall Archers: 18 HP, 5-9 Damage, 8 AC, Melee Penalty Slingers: 21 HP, 9-16 Damage, 10 AC, Armor Penetration Marksmen: 22 HP, 29-36 Damage, 12 AC, Precise Shot/Melee Penalty Headhunters: 47 HP, 24-29 Damage, 13 AC, Return Shooting Bandits: 49 HP, 24-29 Damage, 14 AC, Rapid Shot/Melee Penalty Rangers: 82 HP, 13-20 Damage, 16 AC, Favored Enemy: Demons Axe Hunters: 100, 36-46 Damage, 13 AC, All-Out Attack/Melee Penalty Mounted Scouts: 44 HP, 3-8 Damage, 13 AC, Multiple Attacks (2), Battering Ram Light Cavalry: 81 HP, 5-12 Damage, 16 AC, Multiple Attacks (2), Battering Ram Paladins: 91 HP, 15-22 Damage, 18 Power, 18 AC, Multiple Attacks (2), Smite Evil/Lay on Hands/Battering Ram Hedge Knights: 151 HP, 10-21 Damage, 19 AC, Multiple Attacks (2), Critical Strike/Battering Ram Raiders: 169 HP, 16-21 Damage, 21 AC, Multiple Attacks (2), Spoils/Battering Ram Wolf Riders: 195 HP, 17-25 Damage, 25 AC, Battering Ram Cuirassiers: 377 HP, 7-14 Damage, AC 23, Damage Reduction 3, Shield Wall, Battering Ram Witches: 80 HP, 15-20 Damage, 16 AC, Agony/Dispel/Infected Wounds/Misfortune Assassins: 158 HP, 47-50 Damage, 20 AC, Multiple Attacks (2), Sneak Move/Poison Strike Bards: 158 HP, 13-16 Damage, 19 AC, Aura of Superiority/Caution/Onslaught/Protection Church Guards: 179 HP, 7-14 Damage, AC 20, Dispel/Aura of Onslaught Warpriests: 179 HP, 26-31 Damage, 26 Power, 20 AC, Aura of Courage, Cure Moderate Wounds/Dispel Druids: 189 HP, 13-18 Damage, 11 Power, 23 AC, Cure Moderate Wounds/Barkskin Monks: 611 HP, 20-22 Damage, AC 26, Damage Reduction 3, Poison/Disease Immunity, Shield Wall Dragonslayers: 170 HP, 165-174 Damage, 20 AC, Melee Penalty/Monster Slayer Arcanists: 259 HP, 26-29 Damage, 75 Power, 14 AC, Cone of Cold/Magic Missile/Shield Wall Honor Guards: 282 HP, 28-35 Damage, 20 AC, Shield Wall/Heroic Gait Bloodragers: 295 HP, 117-127 Damage, 23 AC, Damage Reduction 5, Tempest Strike, All-Round Defense Harded Veterans: 432 HP, 35-42 Damage, 27 AC, Critical Strike Shifters: 620 HP, 50-55 Damage, 25 AC, Multiple Attacks (2), Major Form Knights of Ozem: 634 HP, 18-25 Damage, 47 Power, 29 AC, Multiple Attacks (2), Cure Serious Wounds Guardians of Life/Slayer of the Undead/Battering Ram /// Mercenaries \\\ Convicts: 24 HP, 3-9 Damage, 9 AC, Terrifying Appearance Rogues: 43 HP, 11-16 Damage, 15 AC, Multiple Attacks (2) Barbarians: 53 HP, 11-22 Damage, 13 AC, Multiple Attacks (2), Foot Calvary Charge Mongrel Fighters: 93 HP, 7-12 Damage, 18 AC, Lust for Battle Clerics: 97 HP, 2-7 Damage, 5 Power, 17 AC, Multiple Attacks (2), Smite Evil/Lay on Hands Inquisitors: 100 HP, 10-15 Damage, 17 AC, Divine Favor/Spellcaster Slayer Duelists: 155 HP, 13-20 Damage, 21 AC, Parry and Riposte Sisters of the Golden Erinyes: 592 HP, 33-35 Damage, 26 AC, 3 Damage Reduction, Shield Wall Golden Legionaires: 614 HP, 14-21 Damage, 22 AC, Shield Wall Mongrel Sharpshooters: 49 HP, 14-19 Damage, 14 AC, Lust for Battle Hellknights: 159 HP, 5-12 Damage, 17 AC, Multiple Attacks (2), Mind Immunity, Shield Wall/Smite Chaos/Battering Ram Mendevian Cavaliers: 272 HP, 34-41 Damage, 23 AC, Multiple Attacks (2), Challenge/Battering Ram Sorcerers: 22 HP, 15-20 Damage, 20 Power, 10 AC, Magic Missile Wizards: 41 HP, 19-24 Damage, 45 Power, 13 AC, Magic Missile/Lightning Bolt/Dispel/Dimension Door Signifiers: 259 HP, 26-29 Damage, 75 Power, 14 AC, Greater Fireball/Magic Missile/Shield Wall /// Event \\\ Cultists: 39 HP, 3-8 Damage, 15 AC, Channel Negative Energy, Sacrifice Warriors of the Device: 59 HP, 6-16 Damage, 17 AC, Damage Reduction 2, Physical Ailment Immunity, Shield Wall Babaus: 97 HP, 11-23 Damage, 19 AC, Damage Reduction 3, Multiple Attacks (3), Demon, Protective Slime Magi: 162 HP, 30-40 Damage, 72 Power, 20 AC, Chilling Touch/Corrosive Touch/Touch of Combustion/Touch of Confusion Hunters: 174 HP, 82-89 Damage, 20 AC, Melee Penalty/Summon Pet Rift Drakes: 178 HP, 18-41 Damage, 5 Power, 21 AC, Clinging Corrosion/Thunder Tread/Blow Through/Flight Kalavakuses: 293 HP, 7-12 Damage, 17 Power, 20 AC, Multiple Attacks (2), Demon, Enslave Soul/Shield Wall/Teleport/Battering Ram Retrievers: 255 HP, 25-42 Damage, 34 Power, 20 AC, Multiple Attacks (5), Lifeless, Eye Rays/Thunder Tread/Blow Through Shield Wall Shadowdancers: 266 HP, 34-39 Damage, 23 AC, Shadow Illusions Fallen Dragons: 465 HP, 95-136 Damage, 25 Power, 27 AC, Damage Reduction 3, Acid Immunity, Abyssal Breath/Thunder Tread Blow Through/Flight/Lethargic Breath/Blur Gold Dragons: 653 HP, 69-120 Damage, 39 Power, 29 AC, Damage Reduction 3, Fire Immunity, Dragon's Blessing/Withering Breath Thunder Tread/Blow Through/Flight Zagelforntz's Giants: 714 HP, 80-108 Damage, 25 AC, Multiple Attacks (2), Rock Throw/Ash Leprosy Silver Dragons: 924 HP, 33-74 Damage, 36 Power, 34 AC, Damage Reduction 3, Cold Immunity, Cold Breath Thunder Tread/Blow Through/Flight /// Aeon \\\ Fire Elementals: 85 HP, 17-22 Damage, 16 AC, Multiple Attacks (2), Fire Immunity/Status Immunity/Burning Water Elementals: 256 HP, 9-16 Damage, 23 AC, Multiple Attacks (2), Cold Immunity/Status Immunity/Freezing Kineticists: 83 HP, 30-32 Damage, 24 Power, 16 AC, Lightning Bolt/Scorching Ray/Stoneskin/Cone of Cold Air Elementals: 158 HP, 8-13 Damage, 21 AC, Multiple Attacks (2), Status Immunity Earth Elementals: 427 HP, 1-5 Damage, 23 AC, Multiple Attacks (2), Status/Flanking Immunity, Shield Wall Bythos Aeons: 614 HP, 8-13 Damage, 117 Power, 29 AC, Multiple Attacks (3), Cold Immunity, Banishment/Slow/Haste Thunder Tread/Blow Through/Teleport/Aging Strike Kolyarut Inevitables: 634 HP, 50-57 Damage, 21 AC, Multiple Attacks (2), Damage Reduction 7, Status Immunity, Shield Wall /// Angel \\\ Movanic Devas: 161 HP, 12-24 Damage, 23 Power, 20 AC, Elemental Immunity/Flight/Smite Evil/Lay on Hands *Monadic Devas: 456 HP, 26 AC, Elemental Immunity, Mark of Vengeance *Astral Devas: 801 HP, 3-8 Damage, 31 AC, Multiple Attacks (2), Banishment/Lifegiver/Mark of Heaven /// Azata \\\ Bellflower Fighters: 44 HP, 19-26 Damage, 13 AC, Critical Strike/Armor Penetration/Melee Penalty Clerics of Cayden Cailean: 109 HP, 7-9 Damage, 17 AC, Summon Beer Elemental/Drunkard's Prowess/Drunkard's Luck Beer Elementals: 167 HP, 7-14 Damage, 21 AC, Multiple Attacks (2), Immunity to Cold/Status Effects, Stunning Attack, Power Attack Yamah Azatas: 171 HP, 10-13 Damage, 7 Power, 20 AC, Flight, Dispel/Cure Moderate Wounds Stone Infantry: 185 HP, 29-36 Damage, 17 AC, Damage Reduction 3, Stunning Attack, Shield Wall Sand Clerics: 299 HP, 4-9 Damage, 8 Power, 24 AC, Damage Reduction 3, Stoneskin/Pharaohs' Curse/Curse of the Black Sands Students of the Stone: 441 HP, 12-14 Damage, 23 AC, Damage Reduction 3, Shield Wall Lillend Azatas: 147 HP, 7-32 Damage, 19 AC, Multiple Attacks (2), Immunity to Electricity, Mighty Aura of Superiority/Caution/Onslaught Thunder Tread/Blow Through Bralani Azatas: 243 HP, 51-58 Damage, 22 AC, Electricity Damage/No Melee Penalty /// Demon \\\ /// Devil \\\ Erinyes: 82 HP, 45-52 Damage, 16 AC, Fire Immunity, Melee Penalty/Flight/Entangling Shot Infernal Archers: 104 HP, 42-49 Damage, 16 AC, Melee Penalty/Poisoned Arrows Infernal Cavalry: 291 HP, 20-27 Damage, 23 AC, Smite Chaos/Hell Tyranny/Battering Ram Infernal Infantry: 388 HP, 5-12 Damage, 22 AC, Multiple Attacks (2), Shield Wall/Critical Strike Battle Slaves: 43 HP, 25-34 Damage, 14 AC, Stubborn Asmodean Clerics: 422 HP, 46-51 Damage, 26 AC, Dispel/Charm/Not a Step Back/Slow Executioner Devils: 442 HP, 174-185 Damage, 26 AC, Lust for Battle/Flight /// Gold Dragon \\\ Bronze Dragons: 404 HP, 11-37 Damage, 25 Power, 28 AC, Damage Reduction 3, Electricity Immunity, Electric Breath Thunder Tread/Blow Through/Flight/Fog Cloud Brass Dragons: 412 HP, 8-30 Damage, 14 Power, 25 AC, Damage Reduction 3, Fire Immunity, Sleep Breath/Thunder Tread Blow Through/Flight Copper Dragons: 419 HP, 9-33 Damage, 25 Power, 25 AC, Damage Reduction 3, Acid Immunity, Slow Breath/Thunder Tread Blow Through/Flight/Lethargic Breath Scaled Fists: 391 HP, 17-19 Damage, 23 AC, Damage Reduction 3, Status Immunity, Shield Wall/Stunning Attack Dragon Disciples: 260 HP, 14-19 Damage, 22 Power, 22 AC, Withering Breath/Dispel/Grand Destiny/Dimension Door/Sleep Breath Dragonheir Scions: 398 HP, 45-52 Damage, 18 AC, Damage Reduction 3, Shield Wall/Arcane Strike/Dragon's Awakening/Battering Ram /// Lich \\\ Skeleton Sharpshooters: 45 HP, 21-28 Damage, 13 AC, Damage Reduction 1, Undead, Ranged Attack Skeleton Champions: 96 HP, 13-20 Damage, 14 AC, Damage Reduction 3, Undead, Shield Wall Vampires: 190 HP, 10-16 Damage, 3 Power, 21 AC, Damage Reduction 3, Multiple Attacks (3), Undead, Vampiric Touch Liches: 190 HP, 10-15 Damage, 82 Power, 20 AC, Multiple Attacks (3), Undead, Magic Missile/Dispel/Enervation/Dimension Door *Mummy Clerics: 432 HP, 25 AC, Undead, Profane Healing/Bestow Curse Grave Knights: 630 HP, 7-30 Damage, 25 AC, Multiple Attacks (8), Damage Reduction 5, Undead, Shield Wall/Battering Ram Ravener Dragons: 451 HP, 133-174 Damage, 14 Power, 26 AC, Undead, Thunder Tread/Blow Through/Flight/Frightening Attack Cowering Fear Nightcrawlers: 567 HP, 4-11 Damage, 144 Power, 28 AC, Damage Reduction 5, Multiple Attacks (2), Undead Dispel/Finger of Death/Cone of Cold/Thunder Tread/Blow Through/Fear Aura/Teleport Plagued Dragons: 640 HP, 50-91 Damage, 23 Power, 30 AC, Damage Reduction 3, Undead, Withering Breath/Thunder Tread Blow Through/Flight/Perfect Plague/Plagued Beast /// Trickster \\\ Lager Beer Elementals: 331 HP, 12-19 Damage, 23 AC, Multiple Attacks (2), Stunning Attack/Immunity to Cold/Status Effects, Power Attack Heavy Foot Bardruid Dragonrider Scouts: 162 HP, 42-49 Damage, 20 AC, Charge, Warm Up Vampire Ninja Pirates: 299 HP, 17-20 Damage, 24 AC, Multiple Attacks (4), Undead/Cold/Electricity Resistance Flawless Precision/Life Drain/Spoils Warbarian Rage Priests: 421 HP, 14-25 Damage, 22 AC, Damage Reduction 3, Teleport/Spellcaster Bane, Blusterous Prayer/Shield Wall Fauchard Sword Saints: 390 HP, 140-149 Damage, 27 AC, Critical Strike/The Sword that Cleaves the Flow of Time Thug Paladins: 605 HP, 21-24 Damage, 128 Power, 30 AC, Multiple Attacks (3), Charge/Paladin's Dirty Tactics, Lay on Hands/Smite Evil Scaled Eldritch Disciple Paladins: 944 HP, 25-30 Damage, 29 AC, Status Effect Immunity/Charge, Shield Wall/Greater Shout Illusionists: 367 HP, 6-8 Damage, 42 Power, 28 AC, Phantasmal Killer /// Swarm-That-Walks \\\\\\ Locust Swarm: 72 HP, 1-10 Damage, 18 AC, Damage Reduction 2, Multiple Attacks (2), Swarm/Flight/Stunning Attack Spider Swarm: 162 HP, 1-11 Damage, 20 AC, Damage Reduction 3, Multiple Attacks (2), Swarm/Web Attack Vescavor Swarm: 174 HP, 4-14 Damage, 23 AC, Damage Reduction 2, Multiple Attacks (2), Swarm/Flight/Devour Armour Cultists of the Swarm: 26 HP, 2-7 Damage, 2 Power, 10 AC, Sacrifice for the Swarm ------------------- Notable Backgrounds ------------------- Craftsman->Any: +1 Fortitude Saves Oblate->Acolyte: Use Wisdom for Persuasion Oblate->Healer: Use Intelligence for Nature/Religion Lore Oblate->Martial Disciple: Improved Unarmed Strike feat Regional->Aldori Swordsman: Dueling Sword Proficiency Regional->Alkenstar Alchemist: +1 Bomb Damage Regional->Mendevian Orphan: +1 Saves against Demons Regional->Mwrangian Hunter: +1 Throwing Weapon Damage Regional->Varisian Explorer: +1 Reflex Saves Regional->Warrior of the Linnorm Kings: 5 Cold Resistance Scholar->Arcane: Scribe Scrolls feat Scholar->Divine: Brew Potions feat Steet Urchin->Pickpocket: +2 Initiative ------------------- Arcane Spellcasters ------------------- ---Int--- Alchemist: Prepared Arcanist: Spontaneous Lich: Prepared Magus (non-Eldritch Scion): Prepared Rogue (Eldritch Scoundrel): Prepared Sorcerer (Sage): Spontaneous Witch (Ley Line Guardian): Spontaneous Witch (Non-Ley Line Guardian/Stigmatized): Prepared Wizard: Prepared ---Wis--- Sorcerer (Empyreal): Spontaneous ---Cha--- Bard: Spontaneous Bloodrager: Spontaneous Magus (Eldritch Scion): Spontaneous Skald: Spontaneous Sorcerer (non-Empyreal/Sage): Spontaneous Witch (Stigmatized): Spontaneous ------------------- Divine Spellcasters ------------------- ---Wis--- Aeon: Spontaneous Cleric: Prepared Druid (non-Feyspeaker): Prepared Hunter: Spontaneous Inquisitor: Spontaneous Ranger (non-Espionage Expert): Prepared Shaman: Prepared Warpriest: Prepared ---Cha--- Druid (Feyspeaker): Prepared Oracle: Spontaneous Paladin: Prepared Ranger (Espionage Expert): Prepared