In this guide, we told you how to get Pathfinder: Wrath of the Righteous Unique Weapons and their Locations.
Pathfinder: Wrath of the Righteous Unique Weapons and Locations
Name | Type | Desc | Location |
---|---|---|---|
Finnean the Talking Weapon | Any | This is a +1 cold iron ghost touch weapon. | Ancientries and Wonders Shop |
Finnean the Talking Weapon (upgrade) | Any | This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage. | |
Ashwood Pole Bardiche | Bardiche | This is an intermediate step of relic creation. | |
Bloody Crescent | Bardiche | Whenever the wielder of this +5 unholy bardiche lands five killing blows, they can target an enemy. The chosen enemy suffers a -4 penalty to AC for 1 minute. After the ability is used, kill counter is reset to zero. | |
Bow Breaker | Bardiche | This +5 holy bardiche grants its wearer a +2 circumstance bonus on attack and damage rolls against enemies with ranged weapons. | |
Bug Crusher | Bardiche | Whenever this +1 bardiche lands a hit on a medium or smaller creature, the target must pass a Fortitude saving throw (DC 17) or suffer additional weapon damage. | Crusader’s Camp (Wilcer Garms) |
Champion of Graves | Bardiche | This +5 bardiche deals additional 3d6 negative energy damage. | |
Dead Bough | Bardiche | Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch. | |
Death’s Consonant | Bardiche | This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength. | |
Decimation | Bardiche | Whenever this +1 cold iron bardiche confirms a critical hit, it deals an additional 1 damage to Constitution. | |
Finger of the Heiress | Bardiche | This +3 weapon was made for a commander who didn’t like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round. | |
Flame’s Cleansing | Bardiche | Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. | |
Flame’s Hatred | Bardiche | Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. | |
Flame’s Will | Bardiche | Whenever the wielder of this +5 axiomatic weapon 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 a -8 penalty on damage rolls for 2 rounds. | |
Nemarius’s Bardiche | Bardiche | This is an intermediate step of relic creation. | |
Rod of Razors | Bardiche | This weapon is a +5 keen adamantine halberd. As a standard action, up to five times per day, Rod can fire razors, dealing 20d6 slashing damage to all creatures in a 30-foot cone (DC 27 Reflex half). | |
The Dissector | Bardiche | This +3 bardiche deals additional 2d6 slashing damage on hit against bleeding or helpless enemies. | Drezen (Blacksmith) |
Bastard Sword +5 | Bastard Sword | This +5 adamantine bastard sword grants its wielder the ability to cast harm spell 3 times per day as an 11th level cleric. | |
Bastard Sword of Hope | Bastard Sword | Whenever the wielder of this +2 mithral bastard sword confirms a critical hit with it, it restores 1d8+5 hp to the wielder. It can be wielded only by lawful good, lawful neutral or neutral good characters. | |
Corpse Piler | Bastard Sword | This +5 living bane bastard sword has its base damage increased to 1d20 instead of 1d10. | |
Frostbite | Bastard Sword | Whenever the wielder of this +5 icy burst bastard sword lands an attack of opportunity, the enemy must pass a Reflex saving throw (DC 30) or become entrapped in ice paralyzing it for 1 round. | |
Howling Doom | Bastard Sword | Whenever the wielder of this +5 furious bastard sword lands a killing blow, it casts Greater Shout as a 18th level wizard immediately afterwards. | |
Martyr’s Blade | Bastard Sword | This weapon is a +5 axiomatic holy vicious bastard sword. | |
Oppressor | Bastard Sword | This +4 bastard sword grants its wielder a +6 enhancement bonus to Charisma, and a +2 luck bonus on Will saving throws. | Chilly Creek |
Unstoppable Khanda | Bastard Sword | The Khanda is a +4 Bastard Sword that gives its wielder a +4 bonus on Persuasion checks, DR 5/piercing, and a +8 bonus on saving throws against mind-affecting effects. Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. Poison deals 1d2 wisdom damage and dazes a target for 1 round. | |
Battleaxe of Rovagug | Battleaxe | This is an intermediate step of relic creation. | |
Earth’s Wrath | Battleaxe | This +3 battleaxe grants its wielder the ability to cast inspiring recovery two times per day as a 11th level cleric. | |
Executioner of Evil | Battleaxe | While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. | |
Fracturing Battleaxe | Battleaxe | Whenever this +2 battleaxe lands a hit, the target must pass a Fortitude saving throw (DC 17) or suffer 1d3 Constitution ability damage. | Drezen |
Frost Blade | Battleaxe | This weapon is a +3 Freezing battleaxe. | |
Grave Singer | Battleaxe | Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified or entangled, they suffer the weapon’s damage and immediately remove such effect. This weapon also has an 18–20 critical threat range. | |
Ice Breaker | Battleaxe | Whenever this +1 cold iron battle axe confirms a critical hit, all creatures in 10 feet area have to make a successful Reflex saving throw or suffer 3d6 cold damage. | Pitaxian Wine Cellar (Wight), Pitaxian Wine Cellar |
Rusty Dawn | Battleaxe | Whenever the wielder of this +4 corrosive burst battleaxe confirms a critical hit, it deals ×4 damage instead of the normal ×3, and weakens the enemy, making it suffer a -3 penalty to Strength and Constitution scores for 2 rounds. Whenever this effect occurs, the wielder must pass an Athletics check (DC 37) or the axe will be stuck, making melee attacks unavailable for the next round. | |
Scorpion’s Kiss | Battleaxe | While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy’s attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage. | |
Serrator | Battleaxe | This wounding battleaxe deals 1 point of bleed damage when it hits a creature. Multiple bleeding effects stack. Bleed will continue until the target receives magic healing or leaves combat. A critical hit does not multiply the bleed damage. | |
The Bliz | Battleaxe | Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. All enemies within a 10 feet range must pass a Reflex saving throw (DC 23) or suffer 1d6 holy damage for 1d4 rounds. | |
Touch of Flaw | Battleaxe | Whenever this +3 battle axe lands a hit on an enemy, the enemy must pass a Reflex saving throw (DC 20) or suffer -1 penalty to attack rolls until the end of the combat. This penalty stacks up to -5. | Drezen (Blacksmith) |
Unbending Valor | Battleaxe | This +4 cold iron battleaxe grants the wielder immunity to fear and emotion effects. | |
Brutal Decay | Club | Whenever the wielder of this +4 corrosive burst club confirms a hit against an enemy, the target becomes covered in acid, suffering 1d6 acid damage per round for 1d4 rounds. If the wielder confirms a critical hit, the enemy instead suffers 1d10 acid damage per round for 2d3 rounds. Multiple applications of this effect don’t stack, the stronger effect replaces the weaker one. | |
Club of Hunger | Club | This is an intermediate step of relic creation. | |
Club with Nails | Club | This +1 club has nails that deal additional 1d3 piercing damage per hit. | Market Square (Cambion Fighter) |
Craving Maw | Club | This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. 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. This effect lasts 1d3 rounds. | |
Grim Finale | Club | Whenever this +2 necrotic club confirms a critical hit, it casts vampiric touch spell on its target. Whenever the wielder unequips this weapon, it casts finger of death on them. | |
The Ancient Root | Club | Whenever the wielder of this +3 greater corrosive club kills an enemy, it summons a huge Earth Elemental for 2d3 rounds. | Drezen (Blacksmith) |
Unending Distortion | Club | Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn’t wield any 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. | |
Unslumbering Predator | Club | While wielding this +2 speed weapon you can never be flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes are moving, constantly searching for prey. | |
Aldinach’s Retribution | Dagger | This +5 speed elder caustic dagger allows its wearer to cast poison breath spell 3 times per day as a 20th level druid. | |
Arcane Protector | Dagger | This +1 dagger grants its wielder a +3 dodge bonus to AC and immunity to nauseated condition. | |
Attrition Dagger | Dagger | Once a round, when this +1 dagger lands a hit on an enemy, it deals them 1 Constitution ability damage. This power can’t lower the target’s Constitution ability score below 5. | Defender’s Heart (Joran Vhane), Defender’s Heart |
Chaos Shard | Dagger | This +2 dagger has a chance to confuse enemy on a hit. | |
Cruel Fate | Dagger | Whenever the wielder of this +5 cruel bleed dagger lands a first hit against a new enemy, that enemy must pass a Fortitude saving throw (DC 30) or become vulnerable to Piercing damage for 2 rounds. | |
Dagger +4 | Dagger | This +4 dagger grants its wielder a +5 bonus to Stealth skill checks and increases sneak attack damage with any weapon by 1d6 damage. | |
Decaying Dagger | Dagger | This +2 dagger grants the wielder an ability to use the Curse of Undead ability 3 times per day. Curse of Undead: All living enemies in 30-feet area must pass a Will saving throw (DC 24) or start slowly turning into the undead. Each turn the affected creature takes 1d4 Constitution damage. Positive energy and cure spells hurt it, like it was undead. | Drezen (Tsai) |
Deceiver | Dagger | This +3 agile dagger has its reach increased by 5 feet. It grants its wielder a +5 luck bonus on all Stealth skill checks, and the ability to cast displacement spell once per day as a 5th level wizard. | |
Deep Rip | Dagger | Each time the wielder of this +5 dagger lands a hit with it after hitting the same target with the Soft Cut dagger, the enemy suffers additional 2d6 + STR modifier slashing damage. If this weapons deals damage against a prone or paralyzed creature first time in a round, it deals double the weapon damage. | |
Dormition | Dagger | This +5 undead bane dagger grants its wielder a +2 bonus to death effects’ DCs and saving throws against them, and deals additional 1d6 positive energy damage. | |
Edge of Force | Dagger | Whenever the wielder of this +2 cold iron dagger casts a spell with force descriptor, it deals additionally 2 force damage per dice rolled. | |
Edict | Dagger | Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target’s Will score for 1 minute. | |
Frailty | Dagger | This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day as a 7th level wizard. | |
Gift of Blood | Dagger | This is a +3 cold iron dagger that was used in weird rituals and is still thirsty for blood. While the wielder of the dagger is in combat, each time someone dies, the dagger increases its potency. The wielder can use its power to make any spell empowered, as though using the Empower Spell feat. Each usage spends one potency. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Hasty Eradicator | Dagger | This +2 dagger allows the wielder to make two additional attacks during a full attack action. This effect doesn’t stack with the effect of the haste spell. | |
Lethal Conductor | Dagger | This +5 shock dagger grants its wielder a +5 competence bonus on Use Magic Device skill checks and a +4 competence bonus on touch attack rolls. | |
Lightning Duelist | Dagger | This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. Attacks with it deal additional 1d6 lightning damage. | |
Merciful Fate | Dagger | This +5 living bane dagger deals additional 4d6 piercing damage to bleeding enemies on a successful hit. In addition, whenever the wielder delivers a Coup de Grace, they gain a +2 morale bonus on attack and damage rolls for 1 round. | |
Purple Stone Knife | Dagger | This +1 dagger adds +1 to the DC for all saving throws against spells from the evocation school the wielder casts. | Market Square |
Retriever’s Claw | Dagger | This +2 cold iron dagger has an increased critical multiplier of ×3. | Leper’s Smile |
Scorpion Sting | Dagger | This is a +5 caustic dagger. | |
Shiny Dagger | Dagger | Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for 1 round. | Gray Garrison |
Soft Cut | Dagger | This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. However, when dual-wielded along with the Deep Rip dagger, Soft Cut activates its additional power. | |
Troublemaker | Dagger | This weapon is a +2 flaming anarchic agile dagger. | |
Your Phylactery | Dagger | This item grants its wearer Deadly Magic ability. If the wearer already has Deadly Magic, it grants them two additional uses. In addition, once per day, whenever the wearer’s health falls below 0, it is restored to a maximum. Can only be equipped by a Lich. | |
Noxious Stalker | Dart | This +3 corrosive dart allows its wielder to poison enemies on a hit, making them slowed and sickened for 3 rounds if they fail a Fortitude saving throw (DC 22). On a successful saving throw, the enemy becomes immune to this poison. | |
Poisonous Dart | Dart | Whenever this +1 dart confirms a critical hit on an enemy, the target must make a successful Fortitude saving throw (DC 13) or be poisoned. The poison deals 1d3 Constitution damage per round for 3 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction. | Defender’s Heart (Woljif) |
Ruse | Dart | Whenever the wielder of this +2 dart confirms a critical hit with it, the enemy becomes flat-footed for 1 round. | Crusader’s Camp (Wilcer Garms) |
Whistling Killer | Dart | This +4 thundering dart deals sonic damage instead of piercing damage. On a critical hit, it deals 1d6 sonic damage per two caster levels of the wielder to all enemies in 15 feet area. | |
Atrocities | Double Axe | This weapon is a +3 furious double axe. If the wielder has the barbarian rage class ability, it allows them to use it for 4 additional rounds per day. | |
Fang of Malice | Double Axe | Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she doesn’t suffer from its usual -2 penalty to AC. | |
Faterender | Double Axe | This weapon is a +5/+5 double axe. Whenever its first blade lands a hit, it marks the target for an execution. Whenever the second blade hits a marked target, it removes the mark and deals additional 1d10 + wielder’s Strength modifier damage. | |
Screaming Reaper | Double Axe | Whenever the wielder of this +4 vicious double axe lands a killing blow on an enemy, all enemies in a 15 feet area suffer 4d6 sonic damage and become frightened for 1 round. Successful Will saving throw (DC 27) halves the damage and negates fear. | |
Screaming Reaper | Double Axe | Whenever the wielder of this +4 vicious double axe lands a killing blow on an enemy, all enemies in a 15 feet area suffer 4d6 sonic damage and become frightened for 1 round. Successful Will saving throw (DC 27) halves the damage and negates fear. | |
Sequence of Murder | Double Axe | Whenever this +3 double axe lands a hit with its head, if the next attack with the tail also lands a hit, it deals additional 1d12 slashing damage. | |
Slaughtering Silence | Double Axe | Whenever the wielder of this +5 nullifying double axe lands a critical hit, the enemy must must pass a Will saving throw (DC 30) or become unable to cast spells for 2 rounds. | |
Tempest | Double Axe | This +1 cold iron orc double axe deals additional 1 cold damage with one end and 1 sonic damage with the other. | Pitaxian Wine Cellar |
Havoc Harbinger | Double Sword | This +5 keen anarchic double sword has its critical range increased to 18-20. It also allows its wielder to automatically confirm critical hits against enemies of neutral alignments. | |
The Debilitator | Double Sword | Whenever the wielder of this +3 mithral double sword lands a hit on an enemy, the target must pass a Reflex saving throw (DC 23) or suffer ability damage: one blade deals 1d3 damage to Strength, while the other deals 1d3 damage to Constitution. This effect can’t lower an ability below 7. | Drezen (Gesmerha) |
The Debilitator | Double Sword | Whenever the wielder of this +3 mithral double sword lands a hit on an enemy, the target must pass a Reflex saving throw (DC 23) or suffer ability damage: one blade deals 1d3 damage to Strength, while the other deals 1d3 damage to Constitution. This effect can’t lower an ability below 7. | Drezen (Gesmerha) |
Twin Crystals | Double Sword | This +5 agile keen two-bladed sword deals force damage instead of physical damage. | |
Winter’s Mark | Double Sword | Whenever the wielder of this +5 frost double sword hits a new Medium or smaller enemy for the first time, the enemy suffers additional 2d6 cold damage. Whenever the wielder hits a new Large or bigger enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or be surrounded with a frost aura, making all other enemies in a 15 feet radius become vulnerable to cold damage for 3 rounds. | |
Winter’s Mark | Double Sword | Whenever the wielder of this +5 frost double sword hits a new Medium or smaller enemy for the first time, the enemy suffers additional 2d6 cold damage. Whenever the wielder hits a new Large or bigger enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or be surrounded with a frost aura, making all other enemies in a 15 feet radius become vulnerable to cold damage for 3 rounds. | |
Arcane Enforcer | Dueling Sword | This +3 dueling sword deals additional 1d6 damage. | |
Blood Freezer | Dueling Sword | Whenever the wielder of this +5 bleed icy burst dueling sword confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become unable to attack with weapons for 2 rounds. | |
Bloodhound | Dueling Sword | This +5 speed agile dueling sword has a 18–20 critical range. Each successful hit it lands on an enemy grants its wielder a stacking +2 bonus to all subsequent damage rolls with Bloodhound against this enemy. | |
Herald of Pain | Dueling Sword | Whenever the wielder of this +2 cold iron dueling sword confirms a critical hit with it, the target become sickened for 1d4 rounds. | Drezen |
Lord Protector | Dueling Sword | This +2 dueling sword refuses to attack the ones its wearer swore to protect, imposing a -5 penalty to attacks rolls against friendly targets. | |
Master Fencer’s Sword | Dueling Sword | This +4 anarchic dueling sword allows its wielder to add half their rank in Mobilty skill as a bonus to damage rolls on critical hits and attacks of opportunity. | |
Menace | Dueling Sword | This +3 brilliant energy dueling sword grants its wielder a +2 luck bonus to CMD and a +2 luck bonus to CMB. | |
Royal Gift | Dueling Sword | This weapon is a +3 keen dueling sword. | |
Swordsman’s Passion | Dueling Sword | This weapon is a +2 agile dueling sword. | |
Behemoth Chopper | Dwarven Waraxe | This +5 mithral necrotic dwarven waraxe grants its wielder a +4 morale bonus on attack and damage rolls against huge and bigger enemies. | |
Mighty Advisor | Dwarven Waraxe | This +4 dragon bane dwarven waraxe doubles any insight bonus to attack and damage the wielder might have. | |
Mordant Waraxe | Dwarven Waraxe | This +1 dwarven waraxe deals additional 1d3 acid damage on a hit. | Gray Garrison |
Opportunist’s Dwarven Waraxe | Dwarven Waraxe | This +1 speed dwarven waraxe deals additional 9 damage on a successful critical hit and grants its wielder the ability to cast flare spell twice per day as a 1st level wizard. | |
Relentless Assault | Dwarven Waraxe | While the wielder of this +3 dwarven waraxe is wielding a second weapon in another hand, whenever they confirm a critical hit with it, they also make an additional attack with the second weapon. | Crusader’s Camp (Wilcer Garms) |
Wrath of Ancestor | Dwarven Waraxe | Whenever this +3 thundering dwarven waraxe is wielded by a dwarf, it grants the wielder a +2 inherent bonus to AC and a +1 inherent bonus on attack rolls. | |
Burning Torment | Earth Breaker | This +3 earth breaker was forged in Abyss and can be wielded only by evil or chaotic creatures. Whenever this weapon lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 26) or be consumed in an abyssal flame for 1d4 rounds. This fire deals 1d6 unholy damage and 1 damage to Strength each round. Multiple applications of this effect don’t stack. | |
Clawfall | Earth Breaker | This +5 undead bane earthbreaker has x4 critical multiplier instead of x3. Its wielder can cast the horrid wilting spell 3 times per day as a 15 level wizard. | |
Comforter | Earth Breaker | Each time this +3 earth breaker lands a hit, it heals the wielder by 1d3 and grants 1d6 temporary hit points. | |
Divine Dismissal | Earth Breaker | This +4 holy earthbreaker allows its wielder to cast greater dispel magic at will as a wizard of level equal to the wielder’s character level. | |
Harbinger | Earth Breaker | This +4 giant bane earth breaker grants the wielder a +3 insight bonus to AC against the undead’s attacks. | |
Obliteration | Earth Breaker | Whenever this +5 vicious earth breaker lands a hit on an enemy, it applies a stacking -2 AC penalty to the target. This penalty disappears once the battle ends. | |
Powerful Pummel | Earth Breaker | Whenever this +3 earthbreaker confirms a critical hit, all creatures in a 10 feet range have to pass a Fortitude saving throw (DC 23) or be pushed away for 10 feet and become prone for 1 round. | Drezen (Blacksmith) |
Rumble | Earth Breaker | Whenever the wielder of this +2 adamantine earth breaker confirms a critical hit with it, all creatures in a 10 feet range, except for the wielder, have to pass a Reflex saving throw (DC 17) or become prone and unable to stand up for 1d3 rounds. | |
Smasher | Earth Breaker | Whenever this +2 necrotic earthbreaker confirms a critical hit on an enemy, the enemy must pass a Fortitude saving throw (DC 16) or suffer 2 Strength ability damage. | Defender’s Heart (Joran Vhane) |
Terrifying Tremble | Earth Breaker | Whenever the wielder of this +5 ultrasound earthbreaker lands a killing blow, he deals sonic damage equal to his ranks in Athletics skill to all adjacent enemies. Successful Reflex save (DC 30) halves the damage. | |
Bane of the Living | Elven Curved Blade | This +5 elven curve blade is a bane weapon against creature of every type except undead and constructs. Whenever it confirms a critical hit, it has a chance to cast harm spell (DC 22) on the target. | |
Blinding Beauty | Elven Curved Blade | This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. 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. | |
Clarity | Elven Curved Blade | This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls. | |
Devitalizer | Elven Curved Blade | This +5 cruel elder corrosive burst elven curve blade grants its wearer a +2 circumstance bonus on attack and damage rolls against exhausted enemies. | |
Final Glance | Elven Curved Blade | This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. Whenever the wielder of this blade lands the first hit in a round, the enemy must pass a Will saving throw (DC 27) or become blinded for 1 round. | |
Insomniac Blade | Elven Curved Blade | Whenever this +3 keen elven curve blade confirms a critical hit, the enemy must pass a Will saving throw (DC 22) or be fatigued for 1d3 rounds. After a confirmed critical hit, the wielder gets +1 bonus to all saving throws until the end of the combat. The effects of multiple applications of this ability stack. | |
Saviour | Elven Curved Blade | Each time this +5 mithral elven curve blade land a hit, it heals the wielder for 1 HP. | |
Second Chance | Elven Curved Blade | Whenever this +3 keen elven curve blade misses an attack, the next attack made with it gains a +3 bonus on the attack roll. Multiple applications of this bonus stack until the weapon lands a hit. | |
Blinding Light | Estoc | This +5 estoc has a ×3 critical multiplier. Whenever it confirms a critical hit, it has a chance to blind the target. | |
Crippling Kiss | Estoc | Whenever this +3 keen estoc confirms a critical hit on an enemy, the target suffers a stacking -2 penalty on attack rolls, saving throws, and skill checks until the end of the combat. | |
Destroyer of Planes | Estoc | This +5 agile brilliant energy estoc grants its wielder a +2 bonus to DC on Evocation school spells. | |
Estoc of Purity | Estoc | This +1 cold iron estoc deals an additional 1d3 positive energy damage on a hit. | Defender’s Heart (Woljif) |
Forsaken Edge | Estoc | This weapon is a +2 unholy estoc. | |
Hairsplitter | Estoc | This weapon is a +1 agile estoc. | |
Lifestopper | Estoc | This +4 keen speed estoc grants its wielder the ability to cast waves of fatigue spell once per day as a 11th level wizard. | |
Night Flash | Estoc | This +5 speed shock estoc grants its wielder a +5 bonus on Initiative rolls. | |
Nimble Edge | Estoc | Whenever this +1 speed estoc confirms a critical hit on an enemy, the wielder gets +2 morale bonus to Dexterity, and each attack they make deals additional 1d4 piercing damage, for 2d3 rounds. | Crusader’s Camp (Wilcer Garms) |
Artificial Predator | Falcata | Whenever the wielder of this +4 cruel bleed falcata is engaged in melee with a single enemy and there are no other enemies in a 15 feet range, the enemy gets a -2 penalty on attack rolls and saving throws. | |
Ceremonial Falcata | Falcata | This +2 falcata grants its wearer a +5 morale bonus on all Persuasion checks. Whenever the wielder uses Dazzling Display, all affected enemies suffer 1d8 sonic damage. | Crusader’s Camp (Wilcer Garms) |
Decapitator | Falcata | This weapon is a +2 keen furious falcata. | |
Disemboweler | Falcata | This +5 vicious sacrificial falcata allows its wearer to deal additional 3d6 slashing damage against Medium and smaller enemies on hit. | |
Fervent Edge | Falcata | This +3 furious brass falcata grants its wielder the ability to cast righteous might spell once per day as a 9th level cleric. | |
Lion’s Claw | Falcata | This +3 falcata has a critical range of 18–20. | |
Nightmare | Falcata | This +3 unholy falcata was corrupted by demons. It feeds on fear. 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. | |
Pain Channeler | Falcata | This +1 falcata grants its wearer a +2 bonus on attack rolls for all touch attacks. | Defender’s Heart (Joran Vhane) |
Beastrender | Falchion | This weapon is a +2 animal bane falchion. | |
Defender’s Nemesis | Falchion | Whenever the wielder of this +5 elder flaming falchion confirms a critical hit against an enemy armed with a shield, that enemy suffers a -4 penalty to AC for 3 rounds. | |
Fury’s Legacy | Falchion | This weapon is a +2 furious falchion. | |
Holy Blare | Falchion | Whenever this +2 holy falchion confirms a critical hit, all evil creatures in the 15-feet area must pass a Will saving throw (DC 20) or be confused for 1d4 rounds and suffer 1d4 holy damage each round. | |
Jinx | Falchion | Whenever this +2 cold iron falchion lands a hit on a creature that is under any Hex effect, it deals additional weapon damage. | Crusader’s Camp (Wilcer Garms), Crusader’s Camp |
Odium | Falchion | This +5 unholy anarchic falchion gives its wielder a +6 enhancement bonus to natural armor, but reduces their Charisma score to 1. | |
Rumbling Falchion | Falchion | This +5 thundering falchion grants its wearer a +5 competence bonus to CMB. Whenever the wielder of this falchion succeeds at Sunder Armor maneuver, they get a +1 circumstance bonus to AC for 1 round. In addition, whenever the wielder attempts a Cleave action, they don’t get the regular -2 penalty to AC. | |
Tormentor | Falchion | Each time this +5 falchion lands a hit, it applies a stacking -1 penalty to all of the target’s saving throws, and an additional stacking -2 penalty to saving throws against curse. | |
Touch of Mercy | Falchion | Whenever this +4 bleed falchion confirms a critical hit on an already bleeding enemy whose Hit Points are below 80 — it instantly kills the enemy. | |
Bearer of Sorrow | Fauchard | This +4 cruel vicious fauchard grants its wielder one extra attack for every fifth hit. | |
Dark Bidding | Fauchard | This +3 necrotic fauchard grants its wielder the ability to cast animate dead spell once per day as for 8 rounds. | |
Mastery | Fauchard | This +5 fauchard grants its wielder continuous effect of freedom of movement spell, immunity to trip and bull rush combat maneuvers, and a +5 enhancement bonus to CMB. Whenever the wielder successfully performs a combat maneuver, Mastery also deals damage to its target as if it landed a hit. | |
Mighty Blow of Good | Fauchard | This weapon is a +2 evil outsider bane fauchard. If the wielder of this weapon has a good alignment, this fauchard grants them a +3 bonus on damage rolls against non-good creatures and becomes good-aligned. | Drezen (Exotic Weapons Provider) |
Rushlight | Fauchard | Whenever the wielder of this +5 radiant nullifying fauchard successfully charges an enemy, they gain spell resistance equal to 11 + their character level for 3 rounds. | |
Serpent Prince | Fauchard | This +3 corrosive fauchard has a higher critical hit multiplier. | |
Craving Maw | Flail | This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. 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. This effect lasts 1d3 rounds. | |
Deathbed Servant | Flail | The wielder of this +4 flail is under a constant effect of the cloak of dreams spell, as if it was cast by a 15th level wizard. | |
Demon’s Terror | Flail | This +2 speed radiant flail grants its wielder a +4 attack bonus on a first attack against a new demon. | |
Flail of False Hope | Flail | Whenever the wielder of this +2 mithral flail confirms a critical hit with it, it restores 1d6 hp to the wielder. It can be wielded only by chaotic evil, chaotic neutral or neutral evil characters. | |
Flail of Hunger | Flail | This is an intermediate step of relic creation. | |
Flail of Lightburst | Flail | Whenever this +1 flail confirms a critical hit, it deals additional 1d6 positive energy damage. | Gray Garrison |
Mithral Flail +2 | Flail | This +2 flail deals silver damage. | Drezen (One-Eyed Devil) |
Tyrant | Flail | Each time this +5 flail lands a hit, it applies a stacking -1 penalty to target’s AC, all saving throws and CMD. | |
Unending Distortion | Flail | Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn’t wield any 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. | |
Unslumbering Predator | Flail | While wielding this +2 speed weapon you can never be flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes are moving, constantly searching for prey. | |
Aizerghaul | Glaive | Whenever the wielder of this +5 adamantine anarchic unholy bleed glaive lands a hit against a good-aligned creature or a devil, that creature must pass a Fortitude saving throw (DC 38) or become unable to heal or receive healing for 1d3 rounds. | |
Banshee’s Heart | Glaive | Whenever this +3 thundering glaive confirms a critical hit, all creatures in a 15 feet radius must pass a Fortitude saving throw (DC 17) or suffer 2d8+4 sonic damage and become prone for 1 round. A successful saving throw halves the damage and negates being knocked prone. | |
Dark Horn | Glaive | A glaive popular among Baphomet’s warriors. Touching the handle is enough to sense the latent evil within this weapon. | Market Square |
Death Pact | Glaive | This +5 unholy glaive deals additional 6d6 unholy damage on a succesful charge. If this charge results in a killing blow, it summons one CR 19 gallu to fight alongside you for 1 minute. | |
Deterrence | Glaive | This +3 unholy glaive grants the wielder a +5 competence bonus on Persuasion skill checks when used to intimidate. | |
Incorruptible Petal | Glaive | This +5 holy glaive deals an additional 2d6 sonic damage. It also grants its wielder the ability to cast heroic invocation once per day as a 17th level wizard. | |
Marching Terror | Glaive | Whenever this +1 glaive lands a hit on a new enemy for the first time, the target receives 1d6 negative damage, and all other enemies in a 15 feet radius must pass a Will saving throw (DC 17) or become frightened for one round. | Shield Maze |
Soulshear | Glaive | Whenever the wielder of this +3 adamantine glaive kills the target with it, it summons a demon till the end of the fight. Only one demon can be summoned per fight. If the demon was already summoned, every subsequent kill heals it for 1d8+5 HP and gives it a stacking +1 bonus on attack rolls. Depending on the HD of the killed enemy, the summoned demon could be a Babau, a Marilith or a Balor. This weapon cannot be wielded by lawful good characters. | Citadel Drezen |
Soulshear | Glaive | This +3 adamantine glaive grants you +2 additional daily uses of Lay on Hands, Fervor and Channel Energy class abilities, if you possess them (applied after a rest). | Citadel Drezen |
Soulshear | Glaive | While you are wielding this +3 adamantine glaive, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. | Citadel Drezen |
Zealous Might | Glaive | Whenever the wielder of this +4 holy glaive has their maximum amount of hit points, their first successful attack every round deals additional 2d6 damage to all enemies adjacent to the target. | |
Blinding Wrath | Greataxe | Whenever this +5 anarchic greataxe confirms a critical hit, it also deals its normal weapon damage to all creatures in melee range, including the wielder and their allies. | |
Blocker | Greataxe | Whenever this +1 cold iron greataxe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 10) or become prone for 1 round. | |
Capital Punishment | Greataxe | This weapon is a +5 axiomatic keen greataxe. | |
Destroyer | Greataxe | This +5 anarchic unholy vicious greataxe has a ×4 critical multiplier. | |
Dragon’s Essence | Greataxe | This +5 dragon bane greataxe grants its wielder the ability to cast dragonkind III spell once per day as a 16th level wizard. | |
Executioner of Evil | Greataxe | While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. | |
Extinguisher | Greataxe | This +2 greataxe works as a +6 weapon against Will-o’-Wisps. | |
Fang of Malice | Greataxe | A simple but robust Kellid greatsword. A drop of blood glistens on the scratched black blade. There is an engraving on the iron handle: “I am the Weapon. I wound all.” A dire curse lies on the sword, but your mythical powers have weakened it and made the weapon safe for its user… more or less. | |
Frost Touch | Greataxe | This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day as a 3rd level wizard. | |
Gore Feaster | Greataxe | Whenever the wielder of this +5 furious bleed greataxe lands a killing blow, he gains fast healing 10 for 3 rounds. | |
Grave Singer | Greataxe | Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified or entangled, they suffer the weapon’s damage and immediately remove such effect. This weapon also has an 18–20 critical threat range. | |
Greataxe of Rovagug | Greataxe | This is an intermediate step of relic creation. | |
Heat of Battle | Greataxe | This weapon is a +3 flaming greataxe. | |
Lava Forged Axe | Greataxe | This +5 bleed greataxe deals additional 2d8 damage. It grants its wielder ability to cast summon huge fire elemental spell once per day for 11 rounds. | |
Lethal Squall | Greataxe | Each time this +2 thundering greataxe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 20), or the next attack against this enemy deals an additional 5 slashing damage. | Drezen |
Mayhem | Greataxe | This +1 anarchic greateaxe is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. This anarchic greateaxe cannot be equipped by anyone of lawful alignment. | |
Retribution | Greataxe | This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day as a 14th level cleric. | |
Scorpion’s Kiss | Greataxe | While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy’s attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage. | |
Second Execution | Greataxe | This weapon is a +1 undead bane greataxe. | |
Tempest | Greataxe | This +3 speed shock greataxe grants its wielder the ability to cast remove paralysis spell twice per day as a 3rd level cleric. | Pitaxian Wine Cellar |
Trollreaper | Greataxe | This +1 greataxe deals additional 1d6 acid damage. | |
Vanquisher | Greataxe | This +5 greataxe has a critical range of 19–20, and deals additional 10 damage on every hit. | |
Bloodthirst | Greatclub | This +5 greatclub deals additional 2d6 negative energy damage on a hit, and has a chance to cast vampiric touch on a critical hit. It can only be used by evil characters. | |
Butcher of Undead | Greatclub | This +1 greatclub grants its wielder a +1 bonus on attack rolls against undead creatures. | Defender’s Heart (Joran Vhane) |
Double Jeopardy | Greatclub | Whenever the wielder of this +2 greatclub lands a hit against a new target with it for the first time, the next successful attack against the same target deals additional 2d6 damage. | Crusader’s Camp (Wilcer Garms) |
Durance | Greatclub | This +3 greatclub grants the wielder immunity to shaken and sickened conditions. | |
Greatclub of Sacred Cinders | Greatclub | Whenever the wielder of this +5 incinerating disruption greatclub lands a hit on an undead enemy, the enemy suffers from holy flame for 3 rounds. Holy flame deals 1d6 holy damage per round, applies a -2 penalty on all saves and also applies -20 penalty on saves against disruption effect. In addition, this greatclub grants its wielder a +12 competence bonus on Lore (Religion) skill checks. | |
Nature’s Choler | Greatclub | 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. | |
Ruthless Assault | Greatclub | Whenever the wielder of this +5 anarchic greatclub successfully charges an enemy, all other adjacent creatures suffer 2d6 bludgeoning damage and the main target must pass a Reflex saving throw (DC 28) or become stunned for 1 round. | |
Spinebreaker | Greatclub | This +3 unholy greatclub grants its wielder immunity to boneshaker and boneshatter spells. It has an improved critical range 19–20 (does not stack with other effects that enhance the critical range). Whenever it confirms a critical hit, it has a chance to cast boneshatter spell at the target. | |
The Crusher | Greatclub | This +2 large greatclub appears surprisingly light in your hand. Its size penalty for Medium creatures is reduced to -2. | |
Blood Red Cleaver | Greatsword | This +5 vicious oversized greatsword deals additional 6d6 slashing damage to enemies below 30% of their maximum Hit Points. | |
Endless War | Greatsword | This weapon is a +5 vicious greatsword. | |
Exterminator | Greatsword | This +3 living bane greatsword grants it wielder a +5 bonus on saving throws against Necromancy school spells but reduces their maximum HP by 20 while equipped. | |
Fang of Malice | Greatsword | Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she doesn’t suffer from its usual -2 penalty to AC. | |
Fatal Beacon | Greatsword | Whenever the wielder of this +3 holy greatsword confirms a critical hit, the enemy loses the ability to make attacks of opportunity for 1 round and suffers a -5 penalty to Athletics skill checks and a -2 penalty to Reflex saving throws. Multiple applications of this effect do not stack. | Drezen (Gesmerha) |
Fly Swatter | Greatsword | This +1 greatsword grants its wielder a +4 bonus on all saving throws against poison, and deals an additional 1d8 damage against vermin. | |
Lustrous Blade | Greatsword | Whenever the wielder of this +2 mithral greatsword lands a hit with it, the enemy must pass a Fortitude saving throw (DC 15) or be blinded for one round. | |
Numerian Greatsword | Greatsword | This +3 greatsword is merged with Numerian technology. Once per day the wielder can activate one of five enhancements for a number of rounds equal to half the wielder’s level. Fiber Muscles: The primary subject of fiber muscles gains a +4 enhancement bonus to Dexterity and Strength scores, and a +4 enhancement bonus to Mobility skill checks. Augmented Heart: The primary subject of augmented heart gains a +6 enhancement bonus to Constitution score and fortification 25. Force Shield: This shield is supported by some generator in this dungeon. It grants the wearer a +4 shield bonus to AC. Magic missiles and similar abilities can bypass it. Stainless Skin: The primary subject of stainless skin gains a +4 natural armor bonus to AC and +4 bonus to AC against touch attacks. Upgraded Neural System: The primary subject of the upgraded neural system gains a +4 enhancement bonus to Intelligence score. DC of saving throws against spells and abilities they use is increased by 2. | |
Remnant | Greatsword | This +5 flaming greatsword deals additional 2d6 divine damage on hit. If its wielder is good, and its target is evil, it deals additional 3d6 divine damage instead. | |
Stonekeeper | Greatsword | This +2 corrosive greatsword grants its wielder the ability to cast spike stones spell twice per day as a 7th level druid. | |
Swift Blow | Greatsword | This +4 shock greatsword grants its wielder the ability to cast umbral strike spell once per day as a 13th level wizard. | |
Beacon | Handaxe | Each time this +2 frost hand axe lands a hit, the enemy has to pass a Reflex saving throw (DC 13) or get blinded for 1d3 rounds. | |
Crushing Cold | Handaxe | Whenever this +3 adamantine frost handaxe confirms a critical hit, it casts cone of cold spell as 11th level Wizard | |
Executioner of Evil | Handaxe | While wielding this +2 radiant weapon, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. | |
Grave Singer | Handaxe | Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified or entangled, they suffer the weapon’s damage and immediately remove such effect. This weapon also has an 18–20 critical threat range. | |
Handaxe of Rovagug | Handaxe | This is an intermediate step of relic creation. | |
Peacemaker | Handaxe | This +5 evil outsider bane handaxe has its critical threat range increased to 18-20. In addition, whenever the wielder of this handaxe lands a critical hit, the enemy is denied its Dexterity bonus to AC for 3 rounds. | |
Roaring Handaxe | Handaxe | This +1 handaxe deals an additional +1 sonic damage on a hit. | Defender’s Heart (Joran Vhane) |
Scorpion’s Kiss | Handaxe | While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Your critical threat range is doubled. If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. When you are hit by an enemy’s attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage. | |
Slaver’s Fury | Handaxe | Whenever the wielder of this +5 cruel bleed handaxe lands a hit against an enemy under any movement-impairing effect, the enemy suffers a -2 penalty on all saves for 1 round. | |
Stonecutter | Handaxe | This +5 adamantine constuct bane handaxe grants its wielder DR 5/bludgeoning. | |
Ankle Breaker | Heavy Crossbow | This +1 crossbow has a chance to slow the enemy on hit. | |
Crossbow of Judgement | Heavy Crossbow | This +2 heavy crossbow has a critical range reduced to 20. Whenever it threatens a critical hit against an evil or chaotic creature, it is automatically confirmed. | |
Detainer | Heavy Crossbow | Whenever this +2 heavy crossbow lands a hit, the target must pass a Fortitude saving throw (DC16) or be knocked back 15 feet and become slowed down for 1 round. | Defender’s Heart (Joran Vhane) |
Elemental Squall | Heavy Crossbow | This weapon is a +3 flaming frost shock corrosive heavy crossbow. | |
Eye of the Tornado | Heavy Crossbow | This +3 shock heavy crossbow grants its wielder a +2 luck bonus to Initiative, and the ability to cast summon medium air elemental spell once per day for 7 rounds. | |
Heartbreaker | Heavy Crossbow | This +5 ultrasound heartseeker heavy crossbow grants its wearer a +2 bonus to DC on Evocation school spells. | |
Heavy Crossbow of Degradation | Heavy Crossbow | Whenever this +2 thundering burst heavy crossbow confirms a critical hit, all enemies in a 15 feet area must pass a Reflex saving throw (DC 20) or suffer 1 damage to Intelligence score per round for 1d6 rounds. | |
Mythslayer | Heavy Crossbow | This +5 heavy crossbow deals 2d10 damage on hit. If its target has one of the following qualities: Huge or Gargantuan size; dragon subtype; giant subtype; 20 or more HD, it inflicts a single -2 penalty to wielder’s attack rolls, but adds 1d10 to damage for each of the qualities the target has. | |
Ricocheting Heavy Crossbow | Heavy Crossbow | Whenever this +3 keen heavy crossbow confirms a critical hit, it also deals its regular damage to up to 3 additional enemies adjacent to the target. | |
Rolling Thunder | Heavy Crossbow | Whenever the wielder of this +5 thundering heavy crossbow makes a ranged attack with it, the crossbow creates a sonic wave in a 5 feet radius around the target. All enemies caught in the wave suffer 4d6 sonic damage. Succesful Fortitude saving throw (DC 28) halves the damage. | |
Rude Stopper | Heavy Crossbow | Whenever the wielder of this +5 heavy crossbow lands a hit, the enemy must pass a Will saving throw (DC 30) or become unable to cast spells or attack for 1 round. Affected enemy is immune to this effect for 3 rounds. | |
Eternal Winter | Heavy Flail | Whenever the wielder of this +5 greater frost heavy flail confirms a second critical hit against the same enemy, the enemy must pass a Fortitude saving throw (DC 35) or become instantly shattered. | |
Heavy Flail of the Faultless Daybreak | Heavy Flail | This is an intermediate step of relic creation. | |
Heavy Flail of Weakness | Heavy Flail | 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. | Defender’s Heart After Attack |
Hope Crusher | Heavy Flail | Whenever the wielder of this +3 speed heavy flail damages an opponent with this weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +8). This extra enhancement bonus goes away upon switching the target, if the opponent dies or when the battle ends. | |
Merry-Go-Round | Heavy Flail | Whenever this +1 heavy flail misses an attack, the next attack its wielder makes, no matter if it hits or misses, deals additional 1d6 bludgeoning damage. | Defender’s Heart (Joran Vhane) |
Overthrow | Heavy Flail | If the wielder of this +5 speed flail has the Trip feat, each round the first successful hit it lands also attempts to trip the target. | |
Pure Savagery | Heavy Flail | This +3 cruel heavy flail deals 1d12 damage instead of 1d10 and has piercing/bludgeoning damage instead of bludgeoning. It also grants its wielder a +4 competence bonus on Persuasion skill checks made to intimidate. | Drezen (Gesmerha) |
Sanguineous Sundown | Heavy Flail | This is a +3 radiant heavy flail. 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 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. | |
The End | Heavy Flail | This +5 anarchic vicious heavy flail deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. | |
Triumphant Noontide | Heavy Flail | This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of holy damage instead, and if the multiplier is ×4, add an extra 3d10 points of holy damage. | |
Tyranny of Mind | Heavy Flail | This +2 heavy flail can be safely wielded only by non-good characters. Each time the wielder of this weapon lands a hit with it, the enemy has to pass a Will saving throw (DC 13) or become affected with the equivalent of the dominate person spell effect for 1 round. If a good character wields this weapon, they become permanently confused, even after they unequip it. This effect can be removed by remove curse spell (DC 15). | |
Vanguard | Heavy Flail | This +1 corrosive heavy flail grants the wielder immunity to difficult terrain. | |
Alkaline Mace | Heavy Mace | This +2 corrosive heavy mace allows its wielder to throw an acid bomb three times per day. Acid bombs launched from this mace deal 3d6+5 acid damage on a direct hit. | |
Authority | Heavy Mace | This unholy heavy mace +5 grants its wielder fire immunity and a +5 bonus on Persuasion skill checks. On a successful hit, the targest must succeed on a DC 21 Fortitude check or be set on fire for 1d4 rounds (2d6 fire damage) and become nauseated for 1 round. | |
Defiler | Heavy Mace | This +4 unholy heavy mace increases the amount of damage Channel Negative Energy does to living creatures or heals undead creatures by 2d6. | |
Eradicator | Heavy Mace | This +4 unholy mace grants its wielder the ability to cast slay living spell once per day as a 11th level cleric. | |
Executioner | Heavy Mace | This weapon is a +2 human bane morningstar. | |
Grasp of Devotion | Heavy Mace | 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. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. | |
Heavy Mace of Fire | Heavy Mace | This +1 heavy mace deals an additional 1d3 fire damage on a hit. | Tower of Estrod (Faxon) |
Malevolent Corrosion | Heavy Mace | Each time this +4 corrosive heavy mace lands a hit, it gives the target vulnerability to acid. Multiple applications of this effect do not stack. | |
Malevolent Frostbite | Heavy Mace | When this +4 frost heavy mace lands a hit, it gives the target vulnerability to cold. Multiple applications of this effect do not stack. | |
Malevolent Scream | Heavy Mace | When this +5 thundering heavy mace lands a hit, it gives the target vulnerability to sound. Multiple applications of this effect do not stack. | |
Malevolent Singe | Heavy Mace | Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to fire. Multiple applications of this effect do not stack. | |
Malevolent Storm | Heavy Mace | When this +4 shock heavy mace lands a hit, it gives the target vulnerability to electricity. Multiple applications of this effect do not stack. | |
Mallet of Woe | Heavy Mace | This +3 heavy mace deals 2d6 damage and grants its wielder the continuous effect of freedom of movement spell. | |
Righteous Punishment | Heavy Mace | This +4 heavy mace gains a +4 bonus to attack rolls against the targets affected by Smite Evil or Mark of Justice effects. | |
Sapping Assault | Heavy Mace | Whenever this +3 necrotic heavy mace confirms a critical hit while it is under the effect of the Lich’s vampiric blade spell, the enemy suffers an ability drain to Strength and the wielder gets +1 bonus to Strength until the end of the encounter. This effect can stack up to 4 points. | Drezen |
Skullcrusher | Heavy Mace | Whenever this +2 heavy mace confirms a critical hit, the target needs to succeed at a Fortitude saving throw (DC 17) or become stunned for 1d4 rounds. If the saving throw is successful, the target is staggered for 1 round instead. | |
Sovereign | Heavy Mace | Whenever the wielder of this +5 heavy mace successfully hits a new target for the first time, it grants them a stacking +1 bonus to AC, attack rolls, and all saving throws until the end of the battle. | |
Sun Stroke | Heavy Mace | 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. | |
Terror Bringer | Heavy Mace | This +2 heavy mace grants its wielder the ability to cast boneshaker spell twice per day as a 3rd level wizard. | |
Voice of Hollow | Heavy Mace | Whenever the wielder of this +2 mithral heavy mace confirms a critical hit with it, a loud sound is produced. All enemies in a 30 feet cone, except the target, have to pass a Will saving throw (DC 16) or be affected with the Voices of Hollow effect for 1d4 rounds. Voices of Hollow: Every turn the target is randomly affected with one of the following: 50% chance they behave normally, but suffer 2d6 sonic damage, 50% chance they attack the nearest creature. | |
Ashwood Pole Heavy Pick | Heavy Pick | This is an intermediate step of relic creation. | |
Bulky Pick | Heavy Pick | Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy becomes fatigued for 1d3 rounds. | Gray Garrison |
Dead Bough | Heavy Pick | Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch. | |
Death’s Consonant | Heavy Pick | This +4 weapon, it works the best in the hand of a person who likes to think and plan ahead. It uses an Intelligence modifier as a damage bonus, you also use your Intelligence bonus for attacks instead of Strength. | |
Demolisher | Heavy Pick | This weapon is a +1 adamantine construct bane heavy pick. | |
Dreadful Onslaught | Heavy Pick | Whenever the wielder of this +5 unholy heavy pick charges at an enemy, the enemy suffers 2d6 bludgeoning damage and must pass a Reflex saving throw (DC 27) or suffer a -2 penalty on all saving throws for 1d3 rounds. | |
Finger of the Heiress | Heavy Pick | This +3 weapon was made for a commander who didn’t like to be in the front line. Whenever the wielder of this weapon casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round. | |
Kneesplitter | Heavy Pick | This weapon is a +2 giant bane heavy pick. | |
Mad Sculptor | Heavy Pick | Whenever the wielder of this +3 bane construct heavy pick is engaged in melee by 2 or more enemies, his attacks with this weapon deal additional 1d6 precision damage. | Drezen (Gesmerha) |
Rabid Underdog | Heavy Pick | This +2 heavy pick allows its wielder to automatically confirm critical hits against Large and bigger creatures. | Citadel Drezen |
Spiteful Mockery | Heavy Pick | This +5 cruel flaming burst heavy pick allows its wielder to cast Prediction of Failure once per day as a 20th level wizard. | |
Crushing Burden | Hooked Hammer | Whenever the wielder of this +5 vicious gnome hooked hammer lands 3 consecutive hits on the same enemy, the enemy must pass a Fortitude saving throw (DC 28) or become fatigued. Whenever the wielder lands 3 consecutive hits on a fatigued enemy, that enemy must pass a Fortitude saving throw (DC 31) or become exhausted. | |
Datura | Hooked Hammer | Each time this +3 gnome hooked hammer lands a hit, the enemy has to pass a Will saving throw (DC 16) or fall asleep. | |
Gnome Hooked Hammer of Discipline | Hooked Hammer | This +1 gnome hooked hammer deals an additional +1 damage to chaotic creatures. | Defender’s Heart (Woljif) |
Honorable Judgement | Hooked Hammer | If the wielder of this +2 axiomatic gnome hooked hammer has any Lawful alignment, the first hit during a round they land on a creature with any Chaotic alignment deals additional 1d6 holy damage. | Lost Chapel |
Rebound | Hooked Hammer | Whenever this +3 cold iron gnome hooked hammer head lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 23) or become stunned for one round. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage. | |
Rebound | Hooked Hammer | Whenever this +3 cold iron gnome hooked hammer head lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 23) or become stunned for one round. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage. | |
Wrecking Devil | Hooked Hammer | Whenever the wielder of this +5 axiomatic nullifyng gnome hooked hammer confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or suffer a -3 penalty to AC for 3 rounds. | |
Quick Death | Javelin | This +2 javelin deals an additional 5 damage on a first hit against a new target. | Drezen Prison |
Sky Scorcher | Javelin | This +5 flaming burst javelin grants its wielder a +5 competence bonus on Mobility checks. It also stuns flying enemies for 1 round on a critical hit. | |
Defense by Offense | Kama | This +2 mithral kama grants the wielder +1 dodge bonus to AC. | Citadel Drezen |
Edge of Expulsion | Kama | This +5 evil outsider bane kama grants its wearer a +12 competence bonus on Lore (Religion) skill checks. It also allows its wielder to cast banishment spell twice per day as a 20th level cleric. | |
Heart of Iceberg | Kama | Whenever this +3 icy burst kama confirms a critical hit, all enemies in 15 feet range have to pass a Reflex saving throw (DC 25) or suffer 2d6 cold damage and be slowed for 1d4 rounds. | |
Maimer | Kama | Whenever the wielder of this +5 kama lands a first sneak attack in a round against an enemy, the enemy must pass a Will saving throw (DC 27) or suffer a –3 penalty on all attack rolls, saving throws and skill checks for 1d3 rounds. | |
Monastic Kama | Kama | This +2 kama grants its wielder a +2 dodge bonus to AC. | |
Monastic Kama | Kama | This +3 kama has a chance to blind the opponent on a successful hit and grants its wielder the ability to cast molten orb spell twice per day as a 5th level wizard. | |
Persecutor | Kama | This +2 shock kama grants its wielder the ability to cast thundering drums spell once per day as a 7th level bard. | |
Talon of the Wise | Kama | This weapon is a +2 agile kama. | |
Abrupt End | Kukri | The wielder of this +4 shocking burst kukri gets a +2 insight bonus to attack rolls against enemies armed with shields and a +2 bonus to damage rolls against enemies armed with two-handed weapons. | |
Astringent Pacifier | Kukri | Whenever the wielder of this +5 caustic sacrificial kukri lands a killing blow, all enemies in a 15 feet radius must pass a Will saving throw (DC 32) or become panicked for 3 rounds. It also grants a +15 competence bonus on Intimidation skill checks. | |
Blizzard Touch | Kukri | Whenever this +3 shock frost kukri confirms a critical hit on an enemy, the target must pass a Fortitude saving throw (DC 25) or become prone for 1d4 rounds. | |
Cold Blood | Kukri | This weapon is a +4 freezing Kukri. | |
Fiery Blood | Kukri | This weapon is a +4 incinerating Kukri. | |
Gift of Death | Kukri | This weapon is a +2 unholy kukri. | |
Grace of Peace | Kukri | This +1 cold iron kukri deals an additional +2 damage against undead creatures. | Tower of Estrod |
Mother’s Care | Kukri | This weapon is a +2 frost keen kukri. | |
Mother’s Warmth | Kukri | This weapon is a +2 flaming keen kukri. | |
Swift Injustice | Kukri | This +4 kukri deals additional 2 damage to helpless targets. | |
Weasel’s Bite | Kukri | This +5 kukri has a ×3 critical multiplier. Whenever a creature is hit by it for the first time during a combat, it deals an additional 6d6 damage. | |
Weasel’s Claw | Kukri | This +5 kukri has a ×3 critical multiplier. Whenever a creature is hit by it for the first time during a combat, it deals an additional 6d6 damage. | |
Devouring Lust | Light Crossbow | Whenever the wielder of this +3 unholy light crossbow lands a hit, the enemy must pass a Will saving throw (DC 20) or their armor is sundered for 1d3 rounds. | |
Escapist’s Crossbow | Light Crossbow | This +3 speed shock light crossbow grants its wielder the ability to cast dimension door spell once per day as a 8th level wizard. | |
Explosive Fervor | Light Crossbow | Whenever the wielder of this +5 holy flaming burst light crossbow hits an enemy, all enemies in a 5 feet radius suffer 3d6 holy damage. Successful Reflex saving throw (DC 30) halves the damage. In addition, swarms cannot make a Reflex save against this effect and always suffer full damage. | |
Firestarter | Light Crossbow | This +3 flaming light crossbow grants its wielder a +2 insight bonus to attack and damage rolls against non-living creatures. It also grants a +4 bonus on initiative rolls. | Drezen (Tsai) |
Greater Sting | Light Crossbow | This +2 corrosive light crossbow deals an extra 1d6 points of acid damage on a successful hit and has critical hit multiplier ×3. | |
Lawbringer | Light Crossbow | This +5 axiomatic light crossbow ends the barbarian’s Rage on hit. | |
Life Deliverer | Light Crossbow | This +4 undead bane light crossbow allows its wielder to cast healing spells as though they had the Reach Spell feat. 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. | |
Light Crossbow of Force | Light Crossbow | Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10 feet radius. | Defender’s Heart (Joran Vhane) |
Light Crossbow of Oracle’s Misery | Light Crossbow | Whenever this +2 light crossbow confirms a critical hit, if wielded by an oracle, the target must pass a Will saving throw (DC 22) or suffer from the same effect as the oracle’s curse gave on level 1, without any of its benefits. This effect can be removed with the remove curse spell. | Topaz Solutions (Mimic), Topaz Solutions |
Light Crossbow of the Attractive Impulse | Light Crossbow | This is an intermediate step of relic creation. | |
Passion’s Sweet Poison | Light Crossbow | Whenever the wielder of this +3 light crossbow 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 an answer and thus will suffer -1d4 penalty on attack rolls for one round. | |
Planar Hunter | Light Crossbow | +3 outsider bane brilliant energy light crossbow | |
Shadowkiss | Light Crossbow | This weapon is a +5 unholy bane all light crossbow. | |
Eviscerating Doom | Light Hammer | Whenever this +3 frost light hammer confirms a critical hit, it deals 1d6 Strength ability score damage to the target. | Drezen (Wilcer Garms) |
Glaring Thunder | Light Hammer | Whenever the wielder of this +4 shocking burst light hammer confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or lose all its DR, if it had any, for 2 rounds. On a successful saving throw the enemy becomes staggered for 1 round. | |
Hammer Of Masterpiece | Light Hammer | 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. If the target has all three slots equipped it suffers additional 3d10 force damage, if the target has two out of three slots equipped it suffers additional 2d10 force damage, if the target has only one slot equipped it suffers additional 1d20 force damage. The wielder of this light hammer can three times per day use the weapon’s ability to support themself or allies. If the target has all three slots equipped, they gain a +3 circumstance bonus to attack and damage rolls for 1 hour. If the target has two out of three slots equipped, they gain a +2 circumstance bonus to attack and damage rolls for 1 hour, as well as a +1 additional attack per round for 1 hour. If the target has only one out of three slots equipped, they gain a +1 circumstance bonus to attack and damage rolls as well as +2 additional attacks per round for 1 hour. However, equipping or removing amulets or rings also removes the bonus. | |
Light Hammer of Righteousness | Light Hammer | This +1 light hammer deals an additional +1 holy damage on a hit. | Defender’s Heart (Joran Vhane) |
Menace Storm | Light Hammer | This +2 thundering light hammer grants the wielder sonic resistance 10. | |
Momentum | Light Hammer | Whenever the wielder of this +2 light hammer confirms a critical hit with it, all the members of their party are affected with the equivalent of the haste spell effect for 1d3 rounds. | |
Torpor | Light Hammer | This +1 light hammer has a 19–20/×3 critical range. On a successful critical hit it has a chance to stun the enemy. | |
Eluding Swing | Light Mace | Whenever this +3 ghost touch light mace confirms a critical hit, the wielder is affected with the effect of a greater invisibility spell for 1d4 rounds. | |
Finger Freezer | Light Mace | This +5 freezing light mace is emanating an aura that makes enemies in a 10 feet radius suffer a -2 penalty to attack and damage rolls with ranged weapons. | |
Headcracker | Light Mace | Whenever the wielder of this +2 mithral light mace lands the first hit against a new target with it, the enemy has to pass a Fortitude saving throw (DC 15) or become stunned for 1d3 rounds. | |
Highwayman’s Argument | Light Mace | This +4 light mace grants its wielder a +5 morale bonus to Persuasion skill checks when used to intimidate. It deals additional 2d6 damage against frightened targets and 1d6 damage against shaken targets (these effects do not stack with each other). | |
Light Mace of Severe Strike | Light Mace | Whenever this +1 light mace confirms a critical hit, it deals additional 1d8 damage. | Defender’s Heart (Joran Vhane) |
Luminous Encouragement | Light Mace | Whenever this +2 light mace confirms a critical hit on an enemy, the enemy suffers an additional 3d4 positive energy damage; if the enemy is killed the wielder gets +2 bonus to attack rolls for the next 2 rounds. | Drezen (Blacksmith) |
Malice | Light Mace | This +5 vicious mithral light mace has 19–20/×2 critical range and deals bludgeoning, slashing and piercing damage. | |
Violent Mischief | Light Mace | Whenever this +4 light mace deals sneak attack damage, it’s increased by 1d6. | |
Lissom | Light Pick | This +4 agile light pick grants the wielder a +5 competence bonus on all Athletics skill checks. | |
Unavoidable Drill | Light Pick | 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. | |
Vibrant Dissolver | Light Pick | Whenever the wielder of this +4 ultrasound light pick lands a hit on a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or suffer damage equal to its AC. | |
Deadeye | Longbow | Whenever the wielder of this +4 axiomatic composite longbow lands the first hit in a round against an enemy more than 30 feet away, the enemy suffers a -2 penalty to AC for 2 rounds. | |
Delamere’s Bow | Longbow | 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. | |
Delamere’s Cursed Bow | Longbow | This +3 composite longbow is cursed. | |
Devourer of Metal | Longbow | This +1 longbow deals 2d6 damage, and additional 2d6 acid damage, yet its clumsiness and weight impose a -2 penalty on the wielder’s attack rolls. | |
Elemental Punisher | Longbow | This +5 speed longbow deals additional 1d6 electricity damage, 1d6 fire damage, 1d6 acid damage, and 1d6 sonic damage. It has 19–20 critical range. Whenever it lands a hit, it has a chance to blind the target for 1d3 rounds (DC 24). | |
Entrapping Longbow | Longbow | Whenever this +1 composite longbow confirms a critical hit, all enemies in a 10 feet area must pass a Reflex saving throw (DC 13) or become entangled for 1 round. | Tower of Estrod |
Gamekeeper of the First World | Longbow | This +5 composite Longbow has 19–20 critical range. Whenever it lands a hit, the target becomes illuminated for 3 rounds, preventing it from using Invisibility, inflicting a -50 penalty on Stealth checks and a -4 to AC. | |
Hunter’s Blessing | Longbow | This +5 holy composite longbow grants its wielder a +4 sacred bonus to Dexterity. | |
Killing Pace | Longbow | This +5 speed composite longbow allows its wielder to add half his ranks in Mobility as a competence bonus to damage on a successful hit. | |
Legacy of Accursed Tree | Longbow | This weapon is a +1 composite longbow. | |
Longbow of Cold Moon | Longbow | This +3 composite longbow deals 3d6 cold damage instead of its usual damage. On a critical hit the target must make a DC 18 Fortitude saving throw or become paralyzed for 1 round. If the save is successful, the target is staggered for 1 round instead. This effect doesn’t work against creatures who are immune to cold damage. | |
Longbow of Erastil | Longbow | This longbow deals additional 1d4 damage to animals and undead creatures. | |
Longbow of Leeching Strike | Longbow | Whenever the wielder of this +5 bleed longbow confirms a critical hit, the enemy suffers 1d6 direct damage for every 5 feet that enemy travels for 2 rounds, involuntary movement included. | |
Lucky Longbow | Longbow | This weapon is a +1 composite longbow. | |
Mirror Bow | Longbow | Whenever the wielder of this +5 composite longbow uses it to attack an enemy, Mirror Bow also shoots a reflection arrow at the same target. Reflection arrow is a ranged attack that deals 1d4 + half the wielder’s Strength bonus piercing damage. | |
Nobleman’s Amusement | Longbow | This +1 longbow grants its wielder the effect of Point-Blank Shot and Precise Shot feats. | |
Savage Bow | Longbow | This +1 composite longbow grants its wielder the ability to cast aspect of the falcon spell three times per day as a 1st level druid, for 1 minute each time. When the wielder assumes the aspect of the falcon, they gain a +3 competence bonus on Perception skill checks, a +1 competence bonus on attack rolls with ranged weapons, and the critical multiplier for their bows and crossbows becomes 19–20/×3. This effect does not stack with any other effect that improves the critical range of a weapon. | |
Shady Longbow | Longbow | This +3 composite longbow grants its wielder a +5 luck bonus to Stealth skill checks, and the ability to cast invisibility spell twice per day as a 5th level wizard. | |
Starbow | Longbow | This is a +3 radiant composite longbow. Three times per day as a standard action, the wielder can use the Starbow to fire a 30 feet long cone of arrow-shaped bolts of radiance. All creatures in the area of effect take 5d8 points of damage unless they are undead or creatures harmed by sunlight, in which case the damage increases to 10d8. This damage bypasses damage reduction and energy resistance. A successful DC 22 Reflex save halves the damage. A creature that takes damage from this attack is shrouded with a soft radiance (as faerie fire) for 1 minute. | |
Watchman | Longbow | This +5 holy composite longbow grants its wielder blindsense. | |
Whirlwind | Longbow | This +2 composite longbow grants its wielder a +2 enhancement bonus to Dexterity, and the ability to summon a medium air elemental once per day as a 7th level wizard. | |
Wicked Longbow | Longbow | Whenever this +2 composite longbow confirms a critical hit on an enemy, the target must pass Will saving throw (DC 20) or suffer a curse. This cursed creature suffers -1 penalty to Will, -2 to Fortitude and -3 to Reflex saving throws. It can be removed with the remove curse spell. | Market Square |
Devastating Blow from Above | Longspear | Whenever the wielder of this +1 longspear lands a hit while mounted, it deals additional 1d4 piercing damage. | Defender’s Heart (Joran Vhane) |
Dragonslayer | Longspear | This weapon is a +5 dragonbane longspear. | |
Fabled Hero’s Lance | Longspear | This +5 oversized dragon bane longspear grants its wielder a +2 circumstance bonus on attack and damage rolls while mounted. It also deals additional 8d6 piercing damage on a successful charge. | |
Feral Raider | Longspear | Whenever the wielder of this +5 cruel longspear lands a killing blow while mounted, their mount receives a +3 competence bonus on attack and damage rolls for 3 rounds. | |
Kiss of Vampire | Longspear | Whenever the wielder of this +3 radiant longspear confirms a critical hit, the next two successful attacks give the wielder temporary hit points equal to the damage they deal. | |
Racking Point | Longspear | Whenever this +2 radiant longspear confirms a critical hit, it pierces the enemy. For 1d4 rounds, all subsequent hits against that target deal 1d3 positive energy damage. | Crusader’s Camp (Wilcer Garms) |
Singing Edge | Longspear | Whenever the wielder of this +3 longspear becomes affected by a bardic performance, its enhancement bonus increases to +5, and it grants its wielder a +2 dodge bonus to AC. | |
Balanced Defender | Longsword | Whenever the wielder of this +3 longsword wields any shield in another hand, it grants the wielder an additional +3 bonus on attack rolls with this longsword. | |
Black Dragon’s Fang | Longsword | Whenever this +3 corrosive longsword lands a hit on an enemy, it deals additional 2d6 corrosive damage to all enemies in 30 feet area. After this ability has been activated, it can’t be activated again for 1d4 rounds. | Crusader’s Camp (Wilcer Garms) |
Blood Boiler | Longsword | Whenever the wielder of this +3 flaming burst longsword kills an enemy, its corpse explodes, dealing 2d6 fire damage to all enemies in a 15 feet area. | |
Daybreak | Longsword | Whenever the wielder of this +5 holy evil outsider bane longsword lands a killing blow, all allies in a 30 feet area around the wielder gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks for 3 rounds. This effect can stack up to three times. | |
Finnean | Longsword | This is a +5 brilliant energy heartskeeker weapon. | Ancientries and Wonders Shop |
Holy Devotee’s Wrath | Longsword | This +3 holy longsword counts neutral enemies as evil. It also allows its wielder to count neutral enemies as evil upon using Smite Evil ability. | |
Light of Valor | Longsword | This +5 holy axiomatic longsword grants its wielder the ability to cast searing light spell as a 10th level cleric at will. | |
Longsword of Detriment | Longsword | This +1 longsword deals an additional +1 negative energy damage on a hit. | |
Longsword of Right | Longsword | This +1 cold iron longsword deals an additional 1d3 damage to chaotic creatures. | |
Perfection | Longsword | This +5 longsword grants its wielder a +2 inherent bonus to AC, all saving throws, attack rolls and skill checks. | |
Radiance | Longsword | This is cold iron masterwork longsword. | Citadel Drezen |
Radiance | Longsword | This weapon is a +1 cold iron longsword. | Citadel Drezen |
Radiance | Longsword | This weapon is a +2 cold iron longsword. | Citadel Drezen |
Radiance | Longsword | This weapon is a +4 cold iron longsword. In the hand of an evil-aligned mythic creature it becomes a Bane Living Avenger. This sacred weapon provides spell resistance of 5 + the wielder’s class level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. Bane Living: A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. | Citadel Drezen |
Radiance | Longsword | This weapon is a +4 cold iron longsword. In the hand of a paladin or a good-aligned mythic creature it becomes a Holy Avenger. This sacred weapon provides spell resistance of 5 + the wielder’s class level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. | Citadel Drezen |
Radiance | Longsword | This weapon is a +6 cold iron longsword. In the hand of an evil-aligned mythic creature it becomes a Bane Living Avenger. This sacred weapon provides spell resistance of 5 + the wielder’s class level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. Bane Living: A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. | Citadel Drezen |
Radiance | Longsword | This weapon is a +6 cold iron longsword. In the hand of a paladin or a good-aligned mythic creature it becomes a Holy Avenger. This sacred weapon provides spell resistance of 5 + the wielder’s class level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. | Citadel Drezen |
Rageclaw | Longsword | This weapon is a +2 adamantine furious longsword. | |
Redeemer | Longsword | This +5 holy flaming longsword has an improved critical multiplier. It grants its wielder the ability to cast transformation spell once per day as a 11th level wizard. | |
Smoking Killer | Longsword | Whenever the wielder of this +5 incinerating longsword confirms a critical hit, all allies in a 15 feet area get total concealment from melee attacks for 1 round. | |
Solemn Hour | Longsword | This sword of light steel has no adornments except for a small symbol of Iomedae on its hilt, surrounded by the words “Spare us from evil in this solemn hour.” | |
Sword of Eternal Servitude | Longsword | This weapon is a +1 holy longsword. | |
Unbound Blade | Longsword | This +4 shock longsword grants its wielder a +4 bonus on saving throws against mind-affecting effects. | |
Your Phylactery | Longsword | This item grants its wearer Deadly Magic ability. If the wearer already has Deadly Magic, it grants them two additional uses. In addition, once per day, whenever the wearer’s health falls below 0, it is restored to a maximum. Can only be equipped by a Lich. | |
Ardent | Nunchaku | This +3 nunchaku grants the wielder a +5 competence bonus on Athletics skill checks. | |
Nunchaku +5 | Nunchaku | +5 Nunchaku | |
Odds Evener | Nunchaku | This +4 axiomatic nunchaku grants its wielder a +10 competence bonus on Athletics skill checks and immunity to flanking. In addition, whenever the wielder is engaged in melee with more than one enemy, their weapon attacks deal additional 1d6 damage on hit. | |
Music Of Death | Punching Dagger | Whenever this +4 ultrasound punching dagger lands a hit on a flat-footed or helpless target, the target suffers additional 2d6 sonic damage. | |
Prehistoric Tooth | Punching Dagger | This weapon is a +4 necrotic burst punching dagger. | |
Prowling Death | Punching Dagger | This +3 punching dagger increases the save DC against the assasin’s Death Attack ability by 2. 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. If this sneak attack was assassin’s Death Attack, saving throw DC against it is increased by 2. | |
Saboteur | Punching Dagger | This +4 caustic punching dagger grants its wielder a +10 competence bonus on Trickery skill checks. Whenever the wielder successfully disarms a trap, they get a +4 bonus on damage rolls for 5 minutes. Multiple applications of this effect do not stack, but extend the effect’s duration. | |
Silent Whisperer | Punching Dagger | This +5 shock agile dagger grants its wielder the ability to cast harm spell once per day as a 15th level cleric. | |
Sound of Void | Punching Dagger | Whenever this +4 nullifying punching dagger lands a hit on a flat-footed or helpless target, the target loses all spell resistance for 1d4 rounds. | |
Trouble Solver | Punching Dagger | This +2 frost agile speed dagger has a chance to slow an enemy on a successful hit. | |
White Flare | Punching Dagger | This weapon is a +3 brilliant energy punching dagger. | |
Ashmaker | Quarterstaff | This +4 flaming burst quarterstaff grants its wielder a +2 bonus on attack rolls and to caster level for all Evocation school spells. | |
Awakened Driftwood | Quarterstaff | This +3 unholy quarterstaff adds +1 to the DC for all saving throws against spells from the necromancy school the wielder casts. It also grants the wielder a +3 bonus on caster level checks made to overcome a creature’s spell resistance. | |
Black Raven’s Staff | Quarterstaff | This +3 quarterstaff grants its wielder the ability to cast waves of fatigue spell three times per day as a 9th level wizard, and ray of enfeeblement spell at will as a wizard of level equal to the wielder’s character level. | |
Blaze of Disaster | Quarterstaff | This +1 flaming quarterstaff grants the wielder an ability to cast fireball spell 3 times per day as 8th level wizard. | |
Burned Ashwood | Quarterstaff | This +2 quarterstaff grants the wielder ability to cast the burning arc spell at will as a 5th level wizard. | Drezen (Arsinoe) |
Burned Oak | Quarterstaff | This +2 quarterstaff grants its wielder the ability to cast fire snake spell twice per day as a 9th level wizard, and burning hands spell at will as a wizard of level equal to the wielder’s character level. | |
Crimson Counselor | Quarterstaff | This weapon is a +2 quarterstaff. | |
Fiery Spell Weaver | Quarterstaff | This +5 flaming burst quarterstaff grants its wearer a +1 bonus to CL, +4 bonus on checks made to overcome spell resistance and a +15 competence bonus on Use Magic Device skill checks. | |
Indomitable Life | Quarterstaff | This is a +2 quarterstaff. Whenever you don’t have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. | |
Necromancer’s Staff | Quarterstaff | This +1 quarterstaff grants a +3 enhancement bonus to the weapons of the monsters summoned by the wielder using animate dead and create undead spells. | |
Phantasmal Guide | Quarterstaff | This +5 ghost touch quarterstaff allows its wearer to cast Illusion school spells as if they were 3 levels higher. | |
Pillar of Hope | Quarterstaff | Whenever the wielder of this +3 holy quarterstaff confirms a critical hit, all allies in 15 feet radius get a +2 morale bonus to attack rolls for 1 round. | |
Plague of Madness | Quarterstaff | This is a +3 quarterstaff. 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. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Prowling Cheetah | Quarterstaff | This +1 speed quarterstaff grants its wielder the ability to cast feather step (mass) spell three times per day as 5th level druid. | |
Quarterstaff of Coercion | Quarterstaff | This +1 quarterstaff adds +1 to the DC for all Will saving throws against spells the wielder casts. | Blackwing Library |
Quarterstaff of Dope | Quarterstaff | This is an intermediate step of relic creation. | |
Quarterstaff of Slip | Quarterstaff | This +1 quarterstaff grants its wielder a +1 competence bonus to AC. | Defender’s Heart (Woljif), Defender’s Heart |
Quarterstaff of the War Mage | Quarterstaff | This +3 quarterstaff adds +2 to the DC for all saving throws against spells from the wielder casts. It also grants the wielder a +4 bonus to caster level checks made to overcome spell resistance, and a +5 competence bonus to Use Magic Device skill checks. | |
Rigid Oak Staff | Quarterstaff | This +2 quarterstaff grants its wielder a +4 morale bonus to Constitution, a +2 morale bonus on Fortitude saving throws, and the ability to cast resist sonic spell twice per day as a 4th level wizard. | |
Ruin | Quarterstaff | Whenever this +5 quarterstaff lands a hit, it deals additional 2d6 force damage. If Ruin’s wielder is chaotic, it grants them a +4 bonus to spell penetration. If Ruin’s wielder is lawful, it grants them a +6 bonus on concentration checks. If Ruin’s wielder is neutral, it grants them a +2 bonus to spell penetration and a +3 bonus on concentration checks. | |
Spirit Thrasher | Quarterstaff | Whenever the wielder of this +4 axiomatic quarterstaff expends points from their ki pool, they get a +2 morale bonus on attack and damage rolls for 2 rounds. | Blackwing Library (Storyteller) |
Staff of the Whispering Souls | Quarterstaff | Souls trapped in this +2 quarterstaff grant the weilder +4 profane bonus to Intelligence. Only a creature of Evil alignment can use this staff. | |
The Call | Quarterstaff | This +4 quarterstaff grants its wielder the ability to cast summon monster VIII spell twice per day for 15 rounds, and glitterdust spell at will as a wizard of level equal to the wielder’s character level. | |
The Undaunted | Quarterstaff | This +4 flaming aberration bane quarterstaff grants its wielder a +3 morale bonus on Persuasion skill checks when used to intimidate, and the ability to cast remove paralysis spell once per day as a 4th level cleric. | |
Twin Serpents | Quarterstaff | This +5 quarterstaff deals force damage. Whenever its wielder casts spells with force descriptor, they deal +2 damage per dice. It also grants its wielder the ability to cast empowered magic missile spell at will as a 3rd level wizard. | |
Will of the Disciple | Quarterstaff | This +1 axiomatic quarterstaff is capable of delivering heavy stunning strikes upon the enemy. | |
Black Salt | Rapier | This +5 vicious rapier deals 2 damage to a random ability on hit. It can’t reduce any ability score below 7. | |
Deadly Grace | Rapier | When this +1 keen agile rapier lands a hit, its target has to succeed on a Fortitude saving throw (DC 15) or become affected by acid that deals 2d4 damage per round for 3 rounds. | |
Elemental Edge | Rapier | This +1 rapier deals an additional 1d6 cold damage, 1d6 fire damage, 1d6 acid damage and 1d6 electricity damage. | |
Interceptor | Rapier | This +5 keen rapier grants its wielder a +2 bonus to attack and damage rolls on attacks of opportunity. If an attack of opportunity results in a killing blow, the wielder can make one extra attack during the next round. | |
Mind Piercer | Rapier | This +2 cold iron rapier deals additional 1d6 piercing damage against enemies who are under mind-affecting effects. | Leper’s Smile |
Putrid Blade | Rapier | This +3 corrosive agile rapier grants its wielder acid resistance 20 and the ability to cast spit venom spell once per day as a 7th level cleric. | |
Reeking Heart of Arcane | Rapier | Whenever this +3 rapier is affected by any magical effect that gives it an enhancement bonus, this bonus is increased by +1. | |
Revelry | Rapier | This +5 holy anarchic rapier grants its wielder the continuous effect of freedom of movement spell, and immunity to fear and death effects. | |
Satisfaction | Rapier | Each time an enemy lands a hit on the wielder of this +5 anarchic mithral rapier, it gains a stacking +2 bonus to damage rolls until the end of the battle. | |
Stratagem | Rapier | This weapon is an agile rapier +2. It allows its wielder to add their Dexterity bonus to damage rolls instead of Strength bonus (whichever is higher). | |
Tender Touch | Rapier | While you are wielding this +2 necrotic rapier, whenever you cast the vampiric touch spell, it deals 1d8 damage instead of 1d6. | Citadel Drezen |
Transluscent Needle of Astonishment | Rapier | Whenever the wearer of this +5 evil outsider bane rapier lands a first hit against a new enemy, the enemy must pass a Will saving throw (DC 31) or become paralyzed for 2 rounds. On a successful save the enemy becomes staggered for 1 round instead. | |
Vein Finder | Rapier | Whenever this +3 agile rapier lands a hit, it makes the target bleed for 1d6 HP per round. Bleed will continue until the target receives magic healing or leaves combat. It also grants its wielder the ability to cast cure moderate wounds spell once per day as a 5th level cleric. | |
Ancestral Retribution | Sai | Whenever you land a hit with this +4 thundering sai you gain +1 bonus for damage rolls with this sai until the end of combat. If you are hit, this bonus resets. This bonus can stack up to +5. | |
Clemency of Shadows | Sai | Each time this +4 keen sai lands a sneak attack 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 the combat. The effects of multiple applications of this ability do not stack. | |
Electric Rose | Sai | Whenever the wielder of this +5 elder greater shock sai lands a sneak attack, the enemy must pass a Fortitude saving throw (DC 30) or become paralyzed for 3 rounds. | |
Ghost Sting | Sai | Whenever the wielder of this +2 keen sai confirms a critical hit with it, they are affected by the equivalent of the greater invisibility spell for 1d3 rounds. | |
Grasping Frost | Sai | Whenever the wielder of this +3 frost sai lands a hit, the enemy must pass a Fortitude saving throw (DC 25) or become slowed for 1d4 rounds and suffer a -1 penalty to AC for each round of slowing until the end of combat. This effect can be applied only once per enemy. It persists until the combat is over. | |
Heart Piercer | Sai | This +3 agile sai grants its wielder a +2 luck bonus on Initiative rolls. Whenever it lands a hit, it makes the target bleed for 1d6 HP per round. Bleed will continue until the target receives magic healing or leaves combat. | |
Impending Demise | Sai | The wielder of this +5 axiomatic sai automatically confirms critical hits against flanked enemies. This sai has a critical range of 18–20 instead of 20. | |
Planar Navigator | Sai | Each time this +3 speed sai lands a hit on a summoned creature, it deals additional 12 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. | |
Sai of Ghostly Pathways | Sai | This is an intermediate step of relic creation. | |
Steelwind | Sai | This +3 improved speed sai grants its wielder 2 additional attacks per round. | |
Tears of Blood | Sai | This +5 keen agile sai has a chance to stun the opponent on a successful hit and grants its wielder the ability to cast sirocco spell once per day as a 13th level wizard. | |
Abrupt Force | Scimitar | 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. | Market Square (Brimorak) |
Blade of Order | Scimitar | Whenever the wielder of this +2 scimitar lands a hit with it on a chaotic evil creature, it applies a -1 penalty to that creature’s damage rolls until the end of combat. This penalty stacks up to -5. | Crusader’s Camp (Wilcer Garms) |
Blade of the Merciful | Scimitar | Whenever this +5 holy scimitar lands a hit on a target that is not good, it deals additional 2d6 fire damage. It grants its wielder the ability to cast mass heal spell once per day as a 17th level cleric. | |
Dawnflower’s Kiss | Scimitar | This weapon is +5 scimitar. | |
Dawnflower’s Kiss | Scimitar | This +5 vicious sacrificial bleed scimitar grants its wearer a +2 bonus to CL on transmutation school spells. | |
Dawnflower’s Kiss | Scimitar | This +5 scimitar deals additional 2d6 holy damage on hit. Whenever the wielder confirms a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1 extra attack with a maximum attack bonus for 1 round. | |
Dawnflower’s Kiss | Scimitar | This +5 scimitar deals additional 2d6 holy damage on hit. Whenever the wielder confirms a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1 extra attack with a maximum attack bonus for 1 round. It also grants a +2 sacred bonus on damage rolls with the off-hand weapon when dual wielding. | |
Divine Intervention | Scimitar | This +4 holy flaming scimitar grants its wielder the ability to cast divine power spell once per day as a 7th level cleric. | |
Faith Bearer | Scimitar | Whenever the wielder of this +4 holy scimitar confirms a critical hit, they make a Lore (Religion) check (DC 40). On a success all allies in a 15 feet area are healed for the amount of Hit Points equal to the number of ranks the wielder has in Lore (Religion). | |
Faithful Companion | Scimitar | This +4 cutlass grants its wielder a +2 insight bonus to attack rolls against flat footed and flanked targets. | |
Furyborn Child | Scimitar | While this +3 furyborn scimitar is wielded by a character who has an animal companion, the attacks of the animal companion also gain the furyborn special quality. | Drezen (Wilcer Garms) |
Jolt | Scimitar | This weapon is a +3 shock scimitar. | |
Rapscallion | Scimitar | This +5 flaming burst scimitar allows its wielder to bombard all enemies in a 20 foot area, dealing 20d6 fire damage and staggering all targets for 3 rounds. Successful Reflex save (DC 30) halves the damage and negates staggered condition. This ability can be used once per day. | |
Rupturing Storm | Scimitar | This +4 scimitar deals additional 3d6 fire damage. On a critical hit it creates fire sparks that stick to allies’ weapons, granting them flaming enchantment for 1d3 round, as well as granting the wielder and allies fire resistance 20 for the same duration. | |
Scimitar of Wind | Scimitar | This +2 thundering keen scimitar grants its wielder a +1 bonus to caster level when casting Transmutation school spells. | |
Slicer | Scimitar | This weapon is a +2 scimitar. | |
Thundercrack | Scimitar | This weapon is a +5 agile shock scimitar. | |
Thundering Claw of the Bear God | Scimitar | Thundering Claw of the Bear God is a +4 Shock Thundering Scimitar. Any creature struck by a critical hit from this scimitar or its wielder’s natural attack becomes the target of lightning, as per call lightning storm spell (5d6 damage, 24 DC Reflex half). All natural attacks from both the wielder of this scimitar and the wielder’s animal companion have concussive and shocking modifiers applied to them. If the wielder is wild shaped into a bear or if their animal companion is a bear, the sonic and electrical damage from their attacks is increased to 1d10. | |
Annihilator | Scythe | Whenever the wielder of this +5 keen scythe confirms a critical hit, it deals 4d6 force damage to all enemies in a 15 feet cone area, including the target. | |
Bane of Flesh | Scythe | Wielding this +2 bleed scythe allows you to feel almost any heartbeat in 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. | |
Bane of Spirit | Scythe | Whenever this +2 ghost touch scythe misses a hit, it tears the enemy’s soul a bit, dealing 1d12 negative energy damage. | |
Dark Glowing Scythe | Scythe | Whenever this +2 scythe lands a hit on the enemy, it deals an additional 1d3 negative energy damage, and the target must pass a Reflex saving throw (DC 15) or suffer an additional 1 negative energy damage each round for 1d4 rounds. | Gray Garrison (Jeslyn), Gray Garrison |
Deadly Toll | Scythe | This +4 scythe has a +4 bonus to critical hit confirmation rolls. | |
Eternal Conduit | Scythe | This weapon is a +2 scythe. | |
Gluttonous Scythe | Scythe | This +5 scythe cures its wielder 1d4 HP each time it successfully hits a living creature. | |
Hand of Damnation | Scythe | This weapon is a +2 keen scythe. | |
Mother’s Call | Scythe | 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. | |
Penalty | Scythe | This weapon is a +3 living bane scythe. If the wielder has inquisitor’s judgement class ability, it allows them to use it 1 additional time per day. | |
Riftcarver | Scythe | Riftcarver is a +5 adamantine oversized unholy bleed scythe. Once per minute as a standard action its wielder can summon a pack of vicious demons to aid them in battle. Once per day, the scythe can be swept through the air as a standard action to rip a hole between worlds and cast a rift of ruin spell, except it spawns a pit under each enemy in a 60 feet radius. | |
Rotten Dissector | Scythe | Whenever the wielder of this +4 corrosive burst scythe lands a first hit against a new enemy, the enemy suffers a condition which causes them to take damage while making their own attacks. The enemy under this condition suffers 2d6 acid damage on a successful hit and 6d6 acid damage if the hit was critical. The condition lasts for 4 rounds. | |
Stevanius’s Scythe | Scythe | This is an intermediate step of relic creation. | |
Wide Sweep | Scythe | Whenever this +2 scythe lands a hit, it deals its weapon damage to all adjacent enemies. | Crusader’s Camp (Wilcer Garms) |
Bow of the True World | Shortbow | This +5 fey bane shortbow grants its wielder a +4 bonus on all saving throws against the abilities of fey. | |
Eye for an Eye | Shortbow | Whenever this +3 composite shortbow land a hit on an enemy, the enemy suffers an additional 1d12 piercing damage. | |
Feral Charge | Shortbow | 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. | |
Fiery Eye | Shortbow | This +1 flaming composite shortbow grants its wielder the ability to cast flare burst spell three times per day as a 3rd level wizard. | |
Hunter’s Assurance | Shortbow | Whenever the wielder of this +3 bleed composite shortbow confirms a critical hit with it, the enemy suffers a stacking -1 penalty to AC until the end of combat. | Leper’s Smile |
Neutralizer | Shortbow | When this +4 composite shortbow lands a hit, it grants the target DR 10/melee. It also inflicts a -4 penalty to AC against melee attacks, and every melee attack deals additional 4 damage to it. | |
Prowling Cat | Shortbow | This +4 speed composite shortbow is decorated with a carving of a hunting cat. It grants its wielder the ability to summon 1d4+1 smilodons for 15 rounds. | |
Shortbow of Code | Shortbow | This +1 shortbow grants its wearer a +1 bonus on attack rolls against chaotic creatures. | Gwerm’s Mansion |
Whimsy | Shortbow | Whenever this +3 shortbow lands a hit, it has a chance to cast hideous laughter on its target. | |
Bellowing Howl | Shortspear | Whenever the wielder of this +2 speed shortspear uses the Cleave or Vital Strike feat, the next attack against the affected creature deals additional 3d6 sonic damage. | |
Boneshard | Shortspear | This +4 shortspear deals negative energy damage. | |
Butterfly Hunter’s Needle | Shortspear | This +4 fey bane short spear grants the wielder a +3 insight bonus to AC against fey’s attacks. | |
Chillroar’s Tusk Shortspear | Shortspear | This is an intermediate step of relic creation. | |
Coldbite | Shortspear | This +2 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. | |
Deadly Ivy | Shortspear | Each time this +2 corrosive short spear lands a hit, the enemy has to pass a Fortitude saving throw (DC 15) or be poisoned for 1d3 rounds. | |
Impaler | Shortspear | This +4 unholy shortspear deals additional 2d6 piercing damage against Large or bigger creatures. 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. | |
Mourning | Shortspear | Whenever this +4 keen shortspear confirms a hit, it has a chance to cast crushing despair spell (DC 21) on the target. Whenever it confirms a critical hit, it has a chance to cast finger of death spell (DC 21) on the target. | |
Tight Grip of Anguish | Shortspear | Whenever this +3 shock short spear confirms a critical hit on an enemy, that enemy must pass a Fortitude saving throw (DC 22). If the saving throw is failed, for the next 1d3 rounds whenever this creature is dealt damage, it suffers an additional 1 piercing damage. Multiple applications of this effect do not stack the additional damage, but prolong the effect. | Drezen (Blacksmith) |
Allslayer | Shortsword | This +5 keen shortsword deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. It also grants its wielder the ability to cast invisibility spell at will as a 3rd level wizard. | |
Claw of Jistka | Shortsword | This is a +1 flaming shortsword. | |
Linds Family Shortsword | Shortsword | This is an intermediate step of relic creation. | |
Mallander’s Insult | Shortsword | This +2 shortsword is glowing with an invisible flame. Once per day you can charge both weapons in your hands with this flame for 10 minutes. Each hit with any of these weapons deals additional 3d6 unholy damage on hit. | |
Mallander’s Penance | Shortsword | Whenever this +2 shortsword lands a hit, 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 throw. All critical hits against this creature deal additional 3d6 piercing damage. Multiple applications of this effect don’t stack. | |
Nature’s Will | Shortsword | This +2 vermin bane shortsword grants its wielder the ability to cast summon nature’s ally II spell once per day as a 5th level druid. | |
The Blitz Cut Item | Shortsword | This +3 shock shortsword bypasses any type of damage reduction. | |
The Malady | Shortsword | Whenever this +1 cold iron shortsword lands a hit on an enemy, the target must pass a Fortitude saving throw (DC 12) or become sickened for 1 round. | Gray Garrison |
Unexpected Resolution | Shortsword | Whenever this +5 shortsword lands a hit on an enemy, one of the following effects randomly happen: it deals additional 6d6 slashing damage to that enemy, it deals 1d4 damage to one of the enemy’s ability scores, it heals the enemy for 3d4 hit points, it deals 3d4 damage to the wielder, or the enemy suffers -3 penalty to attack and damage rolls for 1d6 rounds. | |
Void’s Kiss | Shortsword | Whenever the wielder of this +5 necrotic nullifying shortsword attacks a new enemy for the first time, the enemy must pass a Will saving throw (DC 31) or become unable to cast spells for 2 rounds. | |
Acrid Sickle | Sickle | This +1 sickle deals an additional 1d3 acid damage on a hit. | Defender’s Heart (Joran Vhane) |
Chilly Midnight | Sickle | Whenever this +3 cold iron sickle lands a hit, its target has to succeed on a Fortitude saving throw (DC 17) or suffer 1d4 Dexterity damage. | |
Mage Slayer | Sickle | Whenever the wielder of this +5 corrosive burst sacrificial sickle lands a first hit on an new enemy, the enemy suffers a condition which deals 2d6 acid damage whenever that enemy casts a spell or uses a spell-like ability. This condition lasts until the end of the battle. | |
Oath of the Land | Sickle | This +5 sickle grants its wielder a shambling mound’s ability to grab their foes. | |
Oath of the Sky | Sickle | This +5 sickle deals electricity damage instead of physical damage. Whenever its wielder casts call lightning or call lightning storm spell, it becomes empowered, as if using the Empower Spell feat. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. | |
Sickle of Falter | Sickle | Whenever this +1 sickle lands a hit on an enemy, the target must pass a Reflex saving throw (DC11) or become staggered for 1 round. | Gwerm’s Mansion |
Sickle of Wicked Rites | Sickle | Whenever the wielder of this +5 unholy sickle lands a hit on an enemy, the enemy gets a +2 bonus to a random ability score and 1 stack of unholy might. Whenever a creature with at least 1 stack of unholy might dies, it deals 1d6 unholy damage to all enemies in 20 feet radius for every stack it had. | |
The Illustrious Sweep | Sickle | Whenever this +3 radiant sickle lands a hit, the target must make a successful Fortitude saving throw (DC 20) or become blinded for 1d4 rounds. | |
Arsonist’s Slingstaff | Sling Staff | Whenever the wielder of this +4 flaming burst slingstaff casts a spell with fire descriptor, that spell deals +1 point of damage per die rolled. | |
Avalanche | Sling Staff | This +3 frost halfling sling staff grants its wielder a +2 morale bonus to damage, and an ability to cast stone call spell once per day as a 7th level wizard. | |
Carefree Hunter | Sling Staff | This +2 halfling sling staff grants its wielder a +2 morale bonus to Dexterity, and a +5 luck bonus on Mobility skill checks. | |
Decay Spreader | Sling Staff | The wielder of this +5 corrosive sling staff gets a +2 bonus to damage rolls for every corpse within a 50 feet range from them. | |
Flame’s Cleansing | Sling Staff | Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. | |
Flame’s Hatred | Sling Staff | Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. | |
Flame’s Will | Sling Staff | Whenever the wielder of this +5 axiomatic weapon 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 a -8 penalty on damage rolls for 2 rounds. | |
Hazard | Sling Staff | Whenever the wielder of this +2 sling staff lands a hit with it, the enemy must pass a Reflex (DC 14) saving throw or suffer a random penalty of -1 to Will, Reflex or Fortitude saving throws until the end of combat. This effect stacks. | |
Nature’s Agony | Sling Staff | This +3 sling staff is imbued with nature’s agony. Whenever the wielder enters combat the weapon shrieks and creaks. All enemies within a 30 feet range have to pass a Will saving throw (DC 23) or suffer 3d6 sonic damage for 1d4 rounds. This weapon also adds +2 to the DC for all saving throws against spells with sonic descriptor the wielder casts. | Drezen (Exotic Weapons Provider) |
Nemarius’s Sling | Sling Staff | This is an intermediate step of relic creation. | |
Oak of Thunder | Sling Staff | Whenever the wielder of this +5 thundering burst sling staff suffers 30 or more damage from an enemy in a single hit, he gets 2 additional attacks with this sling staff per round for 3 rounds. | |
Vengeance of the Meek | Sling Staff | This weapon is a +2 giant bane sling staff. | |
Dark Forest | Spear | This +4 necrotic spear summons a friendly 9th level will-o’-wisp for 1d6 rounds when it ends a life. | |
Dystopia | Spear | This +2 necrotic spear grants its wielder a +5 morale bonus to all Athletics checks, and the ability to cast inflict critical wounds spell three times per day as a 7th level cleric. | |
Longshank Bane | Spear | This weapon is a +1 longshank bane spear. | |
Spiked Defender | Spear | This +1 frost spear grants its wielder a +1 shield bonus to AC, and deals additional 1d3 cold damage. | |
Stormcaller | Spear | While wielding this +5 thundering burst spear, all creatures summoned by the wielder deal additional 1d6 sonic damage. | |
Sunbeam | Spear | This +2 flaming spear grants its wielder the ability to cast searing light spell twice per day as a 8th level cleric. | |
Utopia | Spear | This +5 holy undead bane spear grants its wielder a +3 sacred bonus to Initiative checks, and the ability to cast good hope spell three times per day as a 12th level bard. | |
Venom | Spear | 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. | |
Vigilant Watch | Spear | Whenever the wielder of this +3 corrosive spear is flat-footed and is hit by an enemy for the first time, they make an attack against that enemy. | Drezen (Paralictor Aminos Renth) |
Wandering Duelist’s Spear | Spear | This +5 keen heartseeker spear grants its wielder a +4 insight bonus on attack and damage rolls on attacks of opportunity. It also grants the wielder a +12 competence bonus on Knowledge (World) skill checks. | |
Black Star | Starknife | Whenever this +5 unholy starknife confirms a critical hit, it has a chance to cast either slay living, confusion or crushing despair spell on the target. | |
Fortune’s Temper | Starknife | 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. | |
Joke of Fate | Starknife | Whenever this +3 agile starknife lands a hit, the target must pass a Will saving throw (DC 24) or become cursed. This curse reverses the effect of positive energy: if it healed this creature before, now it deals damage, and vice versa. | |
Neverending Journey | Starknife | Whenever this +5 holy starknife lands a hit, it dazzles the target for 1d4 rounds, and has a chance to cast blindness spell (Fortitude save, DC 21) on it. | |
Pocket Lightning | Starknife | Whenever the wielder of this +4 shocking burst starknife lands a sneak attack on an enemy, the enemy loses 5 spell resistance for 1 round. | |
Tangled Claws | Starknife | Whenever this +4 feybane starknife lands a hit, it has a chance to entangle the target. | |
Venomous Petals | Starknife | This +5 caustic starknife deals additional 4d6 acid damage on sneak attacks. | |
Virtuous Starknife | Starknife | This +1 cold iron starknife deals an additional 1d3 damage to evil creatures. | |
Eye Gouger | Throwing Axe | Whenever the wielder of this +5 corrosive burst throwing axe confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become blinded for 4 rounds. | |
Fixed Obsession | Throwing Axe | Whenever this +3 keen throwing axe lands a hit, all its further attacks until the end of the round deal 1 additional force damage. This damage bonus stacks up to 10. | |
Frost Embrace | Throwing Axe | 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. | |
Frozen Crescent | Throwing Axe | This +3 frost throwing axe has a critical range of 18–20. | |
Nordic Welcome | Throwing Axe | Whenever the wielder of this +4 icy burst throwing axe hits the enemy for the first time in a round, the enemy must pass a Fortitude saving throw (DC 27) or suffer a -3 penalty to damage rolls and become slowed for 1 round. | Blackwing Library (Storyteller) |
Ornery | Throwing Axe | This +1 furious throwing axe grants the wielder a +5 competence bonus on all Mobility skill checks. | |
Throwing Axe of Silence | Throwing Axe | Whenever this +3 throwing axe lands a hit on an enemy, the enemy must pass a Fortitude saving throw (DC 14) or lose the ability to cast spells for the next 1d4 rounds. | Lost Chapel |
Destroyer of the Corrupted | Tongi | This weapon is a mithral tongi +5. | |
Dissolution | Tongi | Whenever the wielder of this +2 corrosive tongi confirms a critical hit with it, the weapon deals additionally 2 acid damage until the end of the combat. This effect stacks. | |
Indomitable Punisher | Tongi | This +5 axiomatic shocking burst tongi grants its wearer a +5 competence bonus to CMB. | |
Rulebreaker | Tongi | Whenever the wielder of this +4 anarchic tongi successfully charges at an enemy, the enemy loses its Dexterity bonus to AC for 1 round. | |
Scream of Pain | Tongi | Whenever the wielder of this +3 sound burst tongi lands a hit, the enemy must pass a Fortitude saving throw (DC 23) or become shaken for 1d3 rounds. | |
Thwarter | Tongi | This +5 sacrificial tongi has a chance to stun creatures of evil alignment on critical hits and grants its wielder the ability to cast chain lightning spell once per day as a 11th level wizard. | |
Bound Thunder | Trident | This +1 shock trident grants its wielder the ability to cast lightning bolt spell once per day as a 10th level wizard. | |
Call of Ocean | Trident | This +3 trident grants the wielder an ability to summon a large water elemental once per day as a 11 level Druid. | Drezen (Blacksmith) |
Flame’s Cleansing | Trident | Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. | |
Flame’s Hatred | Trident | Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. | |
Flame’s Will | Trident | Whenever the wielder of this +5 axiomatic weapon 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 a -8 penalty on damage rolls for 2 rounds. | |
Horror’s Teeth | Trident | Each time this +4 trident lands a hit, the enemy has to pass a Will saving throw (DC 16) or become frightened for 1d3 rounds. | |
Nature’s Wrath | Trident | This +5 trident does additional 1d12 damage against aberrations, constructs, humanoids, outsiders and undead. On a successful hit, it makes the target vulnerable to electricity for 1 minute. | |
Nemarius’s Trident | Trident | This is an intermediate step of relic creation. | |
Tidebringer | Trident | This +5 axiomatic elder icy burst trident allows its wearer to cast tsunami once per day as a 18th level wizard. | |
Triumph of Pain | Trident | Whenever the wielder of this +5 agile trident hits a new enemy for the first time, the target must pass a Reflex saving throw (DC 27). On a failed saving throw the enemy becomes prone for 1 round and suffers 3d6 piercing damage, on success, it suffers a -4 penalty to CMD for 2 rounds. | |
Certainty Of Death | Urgrosh | Whenever this holy dwarven urgrosh lands a hit but doesn’t deal any physical damage, the next hit deals force damage instead of the normal piercing or slashing weapon damage. | |
Monster Hunter | Urgrosh | This +1 dwarven urgrosh grants its wielder a +1 bonus on attack rolls against magical beasts. | Defender’s Heart (Woljif) |
Roaster | Urgrosh | Whenever the wielder of this +5 flaming dwarven urgrosh lands a hit on a new enemy for the first time, the enemy suffers a -2 penalty on all saves for 4 rounds. While under this effect, any failed save by the enemy makes it suffer 3d6 fire damage. | |
Torag’s Wrath | Urgrosh | Whenever this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional 4d6 holy damage. | Drezen (Exotic Weapons Provider) |
Wrath of the Creator | Urgrosh | This +5 keen construct bane dwarven urgrosh grants its wielder a +6 insight bonus on Initiative rolls, increases base speed by 10 feet and grants a +2 dodge bonus to AC against Huge and bigger enemies. | |
Battle-Forged | Warhammer | This +3 warhammer deals 1d12+3 damage on a hit and has a critical range of 19–20. | Drezen (Paralictor Aminos Renth) |
Chaos Hammer | Warhammer | Whenever this +4 anarchic warhammer confirms a critical hit, it applies the effect of Touch of chaos ability to the target. Touch of chaos: You imbue the target with chaos. For the next round, anytime they rolls a d20, they must roll twice and take the less favorable result. | |
Entomber | Warhammer | Whenever the wielder of this +4 warhammer successfully hits an enemy with a charge attack, the enemy must pass a Fortitude saving throw (DC 33) or be entrapped in stone until the end of the fight. While under this effect the enemy becomes vulnerable to bludgeoning damage as well as slowed down. If this warhammer confirms a critical hit against an affected enemy, all enemies in 30 feet area should pass the same check or be under the same effect. | |
Fireborn Warhammer | Warhammer | This +4 flaming warhammer holds three small fire elementals that can be summoned once per day for 5 rounds. | |
Hammer of Ruin | Warhammer | 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. | |
Noble Warhammer | Warhammer | This weapon is a +3 warhammer. | |
Preacher’s Warhammer | Warhammer | This +4 holy warhammer grants its wielder the ability to cast inspiring recovery spell once per day as a 11th level cleric. | |
Solid Strategy | Warhammer | This +5 holy warhammer grants its wielder the ability to move without provoking attacks of opportunity. | |
The Collapse | Warhammer | Whenever this +1 cold iron warhammer confirms a critical hit, all enemies in 15 feet area must pass a Fortitude saving throw (DC 16) or become prone. | |
Warhammer of Hatred | Warhammer | This +1 warhammer is particularly efficient against the ancestral enemies of the dwarven race. Its damage is increased by 1d6 against orcs and goblins, and by 2d6 against giants. | |
Warhammer of Obstinacy | Warhammer | Each time this +2 warhammer lands a hit, the enemy must pass a Reflex saving throw (DC 15) or suffer additional 1d8 piercing damage. |
Pathfinder: Wrath of the Righteous All Unique Item Guides
- Pathfinder: Wrath of the Righteous – Unique Shields and Locations
- Pathfinder: Wrath of the Righteous – Unique Helmets and Locations
- Pathfinder: Wrath of the Righteous – Unique Necklaces and Locations
- Pathfinder: Wrath of the Righteous – Unique Cloaks and Locations
- Pathfinder: Wrath of the Righteous – Unique Masks and Locations
- Pathfinder: Wrath of the Righteous – Unique Chest Armors and Locations
- Pathfinder: Wrath of the Righteous – Unique Bracers and Locations
- Pathfinder: Wrath of the Righteous – Unique Belts and Locations
- Pathfinder: Wrath of the Righteous – Unique Gloves and Locations
- Pathfinder: Wrath of the Righteous – Unique Rings and Locations
- Pathfinder: Wrath of the Righteous – Unique Feet Items and Locations
- Pathfinder: Wrath of the Righteous – Unique Items and Locations