This +5 holy axiomatic longsword grants its wielder the ability to cast searing light spell as a 10th level cleric at will. This weapon is a +1 adamantine construct bane heavy pick. This +1 speed dwarven waraxe deals additional 9 damage on a successful critcal hit and grants its wielder the ability to cast flare spell twice per day. See Two-Weapon Fighting. This weapon is a +5 furious greater frost oversized bastard sword. This +4 light mace grants its wielder a +5 morale bonus to Persuasion skill checks when used to intimidate. Attacks with this weapon get +n enhancement bonus on both attack and damage rolls. This +4 shortspear deals negative energy damage. This +3 agile sai grants its wielder a +2 luck bonus on Initiative rolls. So my question is simple. A holy weapon is imbued with holy power. Mithral. 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 (DC27 Reflex half). This +3 necrotic fauchard grants its wielder the ability to cast animate dead spell once per day. This +3 heavy mace deals 2d6 damage and grants its wielder the continuous effect of freedom of movement spell. This +3 shock light repeating crossbow grants its wielder a +2 luck bonus to Initiative, and the ablilty to cast summon medium air elemental spell once per day. This +5 sickle deals electricity damage instead of physical damage. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. This +4 necrotic spear summons a friendly will-o'-wisp when it ends a life. This +5 vicious mithral light mace has 19-20/ x2 critical range and deals bludgeoning, slashing and piercing damage. It also deals an extra 2d6 points of damage against such foes. This +2 shock kama grants its wielder the ability to cast thundering drums spell once per day. Any creature struck by a critical hit from this scimitar or its wielder's natural attack becomes the target of lightning, as per lightning storm spell (5d6 damage, 24 DC Reflex half). This +2 dagger has a chance to confuse enemy on a hit. These effects do not stack. Creature hit by this dagger suffer a -3 penalty to Will saving throws for 1 minute. Pathfinder: Kingmaker – Valerie Builds. It grants its wielder the ability to summon 1d4+1 smilodons three times per day. This weapon is a +5 axiomatic holy vicious bastard sword. This +4 shock longsword grants its wielder a +4 bonus on saving throws against mind-affecting effects. Contents. Bleed will continue until the target receives magic healing of leaves combat. On a successful hit, it makes the target vulnerable to electricity for 1 minute. 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. Pathfinder: Kingmaker Wiki is a Fandom Gaming Community. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. This +1 frost spear grants its wielder a +1 shield bonus to AC, and deals additional 1d3 cold damage. 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. Weapons include swords, wands, axes, firearms etc. Whenever this +5 vicious earthbreaker lands a hiton an enemy, it applies a stacking -2 AC penalty to the target. This +5 anarchic unholy vicious greataxe has a x4 critical multiplier. Butterfly Hunter's Needle. Whenever this +5 spear lands a hit, its target has to succeed on a Fortitude saving throw (DC27), or become poisoned with a poison that deals 1d3 damage to Constitution, Strength and Dexterity per round, and affected by acid that deals 2d12 damage per round. This wounding battleaxe deals 1 point of bleed damage when it hits a creature. Whenever this +2 necrotic club lands a successful critical hit, it casts vampiric touch spell on its target. Against a designated foe. This +1 greataxe deals additional 1d6 acid damage. Attacks with it deal additional 1d6 lightning damage. A successful Fortitude DC 17 save reduces this to staggered for 1 round. It deals an extra 2d6 points of damage against all creatures of good alignment. This +4 unholy mace grants its wielder the ability to cast slay living spell once per day. Bleed will continue until the target receives magic healing or leaves combat. This +1 axiomatic quarterstaff is capable of delivering heavy stunning strikes upon the enemy. This feature allows you to add your Strength bonus to damage with a bow. Pathfinder: Kingmaker ... (which a plenty) and a mithral armor to function. Whenever the wielder of this weapon successfully lands a hit, the target must succeed at a Fortitude saving throw (DC 15) or be injected with acid that deals 2d4 damage every round for 3 rounds. 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. 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. Greater frost weapon is sheathed in a terrible, icy cold that deals an extra 2d8 points of cold damage on a successful hit. This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day. It can't reduce any ability score below 7. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. This +5 undead bane dagger grants its wielder a +2 bonus to death effect's DCs and saving throws against them, and deals additional 1d6 positive energy damage. This +5 estoc has a x3 critical multiplier. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Because Owlcat's Pathfinder: Kingmaker makes the sale price of items 25% of the purchase price (as opposed to the tabletop Pathfinder rules, where the sale price of items is 50% of the purchase price), I had to decide which rate to go with. It also grants its wielder the ability to cast empowered magic missile spell at will. Thundering Claw of the Bear God is a +4 Shock Thundering Scimitar. +4 beats DR/Adamantine and +5 beats DR/Alignment. Magic Items List Magic items are a special category of items, imbued with the arcane, the unknown, and most definitely the powerful. 1 Freebooter; ... Mithral plate, +2Int circlet, Oversized Sword>Glaive, Buffs. Feats can give your character various bonus or allow them to perform all sorts of actions. Weapon deals an extra 2d6 points of acid damage on a successful hit. Whenever this +3 shortbow lands a hit, it has a chance to cast hideous laughter on its target. This +2 halfling sling staff grants its wielder a +2 morale bonus to Dexterity, and a +5 luck bonus on Mobility skill checks. A loyal weapon refuses to damage the allies of its weilder. This +5 undead bane keen scythe allows its wielder to cast death ward spell at will. All critical hit rolls against evil foes are automatically successful. A successful Fortitude DC 14 save negates this. If your attack succeeds, you deal damage that reduces the target's current hit points. Corrosive weapon deals an extra 1d6 points of acid damage on a successful hit. I am pretty sure that magical weapons hit werewolves also (anything with a +# on it, but does not include the masterwork ones). This +1 speed quarterstaff grants its wielder the ability to cast feather step (mass) spell three times per day. This +4 speed composite shortbow is decorated with a carving of a hunting cat. Pathfinder: Kingmaker Artisan Items & Crafter Masterworks: Gear, Weapons, Armor, Unique Items, and Magical Items Credit for the information on this page goes to Galen, Sarquon, and EjnarH. This +5 composite Longbow has 19-20 critical range. Whenever the second blade hits a marked target, it removes the mark and deals additional 1d10 + wielder's Strength modifier damage. 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. Ability doubles the threat range of a weapon. Saviour is a magic weapon in Pathfinder: Kingmaker . 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. Adamantine is extremely strong and favored by weapon and armor smiths alike for its ability to cut through solid barriers with ease and endure heavy blows. The soul within the Ovinrbaane can manipulate reality around its wielder, allowing them to cast a mall assortment of spells from Abjuration and Transmutation schools. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier (whichever is higher). This weapon is designated against Giants, Humans, Elves, Orcs and other humanoids goblins call longshank. This weapon is a +2 flaming anarchic agile dagger. When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal. Against a helpless foe, the weapon's enhancement bonus is +2 better than its actual bonus. Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6 points of cold damage on a successful hit. Weapons include swords, wands, axes, firearms etc. 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. By spending three charges the owner or it may cast Fireball, and by spending two charges, he may cast Scorching Ray. This decrease does not apply to proficiency in wearing the armor. Whenever this +4 anarchic warhammer lands a critical hit, it applies the effect of Touch of chaos ability to the target. Whenever its first blade lands a hit, it marks the target for an execution. Flaming weapon is sheathed in fire that deals an extra 2d8 points of fire damage on a successful hit. This +3 quarterstaff grants its wielder the ability to cast waves of fatigue spell three times per day, and ray of enfeeblement spell at will. This +5 speed longbow deals additional 1d6 electricity damage, 1d6 fire damage, 1d6 acid damage, and 1d6 sonic damage. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). Creatures that take damage from negative energy receive a Will save DC 15 to halve the damage. 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. It grants its wielder the ability to cast mass heal spell once per day as a 17th level cleric. It makes the weapon law-aligned and thus bypass the corresponding damage reduction. This +2 corrosive heavy mace allows its wearer to throw an acid bomb three times per day. Pathfinder: Kingmaker. Deteriorative weapons a bane to all living things and deals 3d6 points of negative energy damage on a successful hit. This +5 agile keen two-bladed sword deals force damage instead of physical damage. Additional hits instead add to the duration. This +3 speed shock light crossbow grants its wielder the ability to cast dimension door spell once per day. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. This +5 fey bane shortbow grants its wielder a +4 bonus on all saving throws against the abilities of fey. A successful Will DC 14 save negates this. This +1 warhammer is particularly efficient against the ancestral enemies of the dwarven race. This +3 battleaxe grants its wielder the ability to cast inspiring recovery two times per day. This +5 elven curve blade is a bane weapon against creature of every type except undead and constructs. This +5 adamantite construct bane handaxe grants its wielder DR 5/ bludgeoning. Spell failure chances for armors and shields made from mithral are decreased 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). I would love to see a table with damage, crit, weight, etc... Clicking on NPCs brings you to Pillars of Eternity 2 NPCs page instead. This +3 corrosive agile rapier grants its wielder acid resistance 20 and the ability to cast spit venom spell once per day. ... For example: if you have a weapon that deals 3d6 damage, we can calculate that it can deal between 3 and 18 damage (provided three one or three six). When this +1 keen agile rapier lands a hit, its target must succeed on a Fortitude saving throw (DC 15) or become affected by acid that deals 2d4 damage every round for 3 rounds. This +5 quarterstaff deals force damage. This staff contains six charges that are replenished each day. This +1 shock trident grants its wielder the ability to cast lightning bolt spell once per day as a 10th level wizard. This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day. Whenever you score a critical hit with this weapon, your opponent becomes stunned for 1d4 rounds. Whenever its wielder casts call lightning or call lightning storm spell, it becomes empowered, as if using the Empower Spell feat. - Add cheat to ignore restriction of a +10 maximum on arms and armor. Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable. It grants its wielder a +5 luck bonus on all Stealth skill check, and the ability to cast displacement spell once per day. This +5 sickle grants its wielder a shambling mound's ability to grab their foes. Janack42. This +5 kukri has a x3 critical multiplier. Whenever this +2 heavy mace lands a critical hit, the target needs to succeed at a Fortitude saving throw (DC 17) or become stunned for 1d4 rounds. This weapon is a +2 giant bane sling staff. Its size penalty for Medium creatures is reduced to -2. Whenever it lands a hit, it has a chance to blind target for 1d3 rounds (DC24). The use of each weapon in Pathfinder: Kingmaker will depend on the proficiency of the character used. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. This weapon is a +5 axiomatic keen greataxe. This +5 adamantine bastard sword grants its wielder the ability to cast harm spell 3 times per day as an 11th level cleric. This weapon is a +3 flaming frost shock corrosive heavy crossbow. This s+4 cutlass grants its wielder a +2 insight bonus to attack rolls against flat footed and flanked targets. Flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. Increases weapon's critical multiplier by one. It deals an extra 2d6 points of damage against chaotic creatures. This weapon is a +5 keen adamantine halberd. 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, DC21) on it. Whenever you score a critical hit with this weapon, you emit a wave of negative energy that deals 4d6 damage to everyone around you. This +5 holy warhammer grants its wielder the ability to move without provoking attacks of opportunity. This +2 quarterstaff grants its wielder the ability to cast fire snake spell twice per day, and burning hands spell at will. Greater Weapon Focus: Bastard Sword // Greater Shield Focus: 16: Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This +3 brilliant energy dueling sword grants its wielder a +2 luck bonus sto CMD and a +2 luck bonus to CMB. Bleeding creatures take the bleed damage at the start of their turns. Whenever this +5 holy scimitar lands a hit on a target that is not good, it deals additional 2d6 fire damage. 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. This longbow deals additional 1d4 damage to animals and undead creatures. This +3 agile dagger has its reach increased by 5 feet. This weapon is a +5 dragonbane longspear. Critical modifier of this weapon is increased by 1. Or am I at the whims of the loot drops and should not focus on any one weapon type? Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. Adamantine trait is an item trait in Pathfinder: Kingmaker. There are no "silver" weapons in the game, but there are mithral weapons in the game, which counts as silver. The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. This +4 dagger grants its wielder a +5 bonus to Stealth skill checks and increases sneak attack damage with any weapon by 1d6 damage. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... Found a weapon called "Decapitator" which is one handed, Keen and Furious, was going to give it to Amiri because it gains bonuses when the user enters rage mode, but it's one handed so it doesn't suit the playstyle I chose for her. This +4 Kukri deals additional 2 damage to helpless targets. A brilliant energy weapon ignores nonliving matter. These effects do not stack. Poison deals 1d2 Wisdom damage and dazed a target for 1 round. This +5 greatclub deals additional 2d6 negative energy damage on a hit, and has a chance to cast vampiric touch on a critical hit. This +4 quarterstaff grants its wielder the ability to cast summon monster VIII spell twice per day, and glitterdust spell at will. This +2 frost agile speed dagger has a chance to slow an enemy on a successful hit. This +5 scythe cures its wielder 1d4 HP each time sit successfully hits a living creature. This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls. Magic items are a special category of items, imbued with the arcane, the unknown, and most definitely the powerful. Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. Only use this version if you're on the Pathfinder: Kingmaker 1.2 beta branch. 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. It doesn't impose the regular size penalty on the wielder. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. Wielder of this weapon performs ranged attacks as if they had Point-Blank Shot and Precise Shot feats. It also grants its wielder the ability to cast cure moderate wounds spell once per day. - Treat belt slot items as Wondrous Items. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. Each time this +5 flail lands a hit, it applies a stacking -1 penalty to target's AC, all saving throws and CMD. Against Will-o'-Wisps, the weapon's enhancement bonus is +4 better than its actual bonus. Pathfinder: Kingmaker ... You shouldn’t have any silver/mithral weapons at this time, so you’ll need to muscle through its DR with critical hits or sneak attack to do melee damage. This +1 flaming composite shortbow grants its wielder the ability to cast flare burst spell three times per day. Additional hits instead add to the duration. Pathfinder: Kingmaker. This modifier to damage is not increased for two-handed weapons, but still reduced for off-hand weapons. It takes +3 to beat DR/silver, same as Cold Iron. The Armamentarium has now been updated with all slotted wondrous items, unique weapons, and unique armors through the end of publication for Pathfinder 1e. 1 Minimum Damage 2 Strength Bonus 3 Off-Hand Weapon 4 Wielding a Weapon Two-Handed 5 Multiplying Damage 6 Ability Damage If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage. This benefit doesn't stack with any other effects that expand the threat range of a weapon. This +4 heavy mace gains a +4 bonus to attack rolls agianst the targets affected by Smite Evil or Mark of Justice effects. This +1 dagger grants its wielder a +3 dodge bonus to AC and immunity to nauseated condition. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also grants its wielder the ability to cast heroic invocation once per day as a 17th level wizard. This weapon is a +1 longshank bane spear. Its damage is increased by 1d6 against orcs and goblins, and by 2d6 against giants. Multiple bleeding effects stack. r/Pathfinder_Kingmaker: A subreddit for all things involving Pathfinder: Kingmaker CRPG made by Owlcat Games. Whenever it lands a critical hit, it has a chance to cast harm spell (DC22) on the target. Stats information for Pathfinder: Kingmaker. This +1 longbow grants its wielder the effect of Point-Blank Shot and Precise Shot feats. This +4 flaming warhammer holds three small fire elementals that can be summoned once per day. It also grants its wielder the ability to cast invisibility spell at will. Explanation on general mechanics and different Stats information can be found in this page. When making a full attack, the wielder of a speed weapon may make two extra attack with it. Weapons Name Type This +5 keen shortsword deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. incase I get to the end game and am rocking just a low end weapon cause I never found one at high level. This +2 corrosive light crossbow deals an extra 1d6 points of acid damage on a successful hit and has critical hit multiplier x3. The type of weapon used and any damage reduction determines the amount of damage you deal. 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. Shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. This +5 holy flaming longsword has an improved critical multiplier. This +3 corrosive fauchard has a higher critical hit multiplier. This weapon deals an additional 1d6 negative damage on hit. Poison deals 1d2 Widsom damage and dazed a target for 1 round. #8. This +1 crossbow has a chance to slow the enemy on hit. This 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. Armor made from adamantine grants its wearer damage reduction of 1/- if it's light armor, 2/- if it's medium armor, and 3/- if it's heavy armor. It makes the weapon chaotically aligned and thus bypass the corresponding damage reduction. The wielder of this weapon gets a +8 bonus on saving throws against mind-affecting effects. A critical hit does not multiply the bleed damage. When you have a touch spell charged, the weapon's enhancement bonus is +2 better than its actual bonus. A furious weapon serves as a focus for its wielder's anger. When making a full attack, the wielder of a speed weapon may make one extra attack with it. This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day. This +5 anarchic vicious heavy flail deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. This +5 heavy crossbow deals 2d10 damage on hit. This weapon is a +2 giant bane heavy pick. This +5 bardiche deals additional 3d6 negative energy damage. This +5 greataxe has a critical range of 19-20, and deals additional 10 damage on every hit. This +4 holy flaming scimitar grants its wielder the ability to cast divine power spell once per day. … Bleed will continue until the target receives magic healing or leaves combat. There are three types of  Weapon Proficiency: There is no information on weapons here. This +4 bastard sword grants its wielder a +6 enhancement bonus to Charisma, and a +2 luck bonus on Will saving throws. Pathfinder: Kingmaker – Unique Items: Weapons, Armour, Shields, Belts, Boots, Gloves, … This +5 speed agile dueling sword has a 18-20 critical range. 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. Additional hits instead add to the duration. In addition to the extra damage, a necrotic burst weapon deals an extra 1d10 points of negative energy damage on a successful critical hit. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. It deals additional 2d6 damage against frightened targets and 1d6 damage against shaken targets (these effects do not stack with each other). This +2 large greatclub appears surprisingly light in your hand. Pathfinder: Kingmaker. If the weapon's critical multiplier is x3, add an extra 2d10 points of negative energy damage instead, and if multiplier is x4, add an extra 3d10 points of negative energy damage. Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target's Will score for 1 minute. Whenever you score a hit with this weapon, your opponent becomes stunned for 1 round. This +5 flaming greatsword deals additional 2d6 divine damage on hit. 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Special category of items, imbued with the power of chaos or allow them perform... +1 longbow grants its wielder the ability to cast flare burst spell three times per day Charisma score to.. By Owlcat Games under CC BY-NC-SA 3.0 unless otherwise noted +5 sickle deals electricity damage of! It has a chance to slow the enemy longsword grants its wielder +2.
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