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 +5 composite Longbow has 19-20 critical range. This +1 warhammer is particularly efficient against the ancestral enemies of the dwarven race. The Armamentarium has now been updated with all slotted wondrous items, unique weapons, and unique armors through the end of publication for Pathfinder 1e. Additional hits instead add to the duration. Credits and distribution permission. This weapon is a +3 flaming frost shock corrosive heavy crossbow. You can fight with a weapon wielded in each of your hands. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) Prerequisite: Dex 15. Pathfinder: Kingmaker is the first … Press J to jump to the feed. Saviour is a magic weapon in Pathfinder: Kingmaker . This s+4 cutlass grants its wielder a +2 insight bonus to attack rolls against flat footed and flanked targets. It has an improved critical range 19-20 (does not stack with other effects that enhance the critical range). Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. This +5 holy flaming longsword has an improved critical multiplier. An anarchic weapon is infused with the power of chaos. This +1 dagger grants its wielder a +3 dodge bonus to AC and immunity to nauseated condition. HP/inch 30; Hardness 15; Cost Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below. A successful Fortitude DC 14 save negates this. This +5 kukri has a x3 critical multiplier. This weapon is a +5 agile shock scimitar. 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. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. 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. 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. Whenever this +4 feybane starknife lands a hit, it has a chance to entangle the target. Deteriorative weapons a bane to all living things and deals 3d6 points of negative energy damage on a successful hit. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). r/Pathfinder_Kingmaker: A subreddit for all things involving Pathfinder: Kingmaker CRPG made by Owlcat Games. This weapon is a +5 axiomatic holy vicious bastard sword. This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day. This +2 corrosive light crossbow deals an extra 1d6 points of acid damage on a successful hit and has critical hit multiplier x3. Whenever its wielder casts call lightning or call lightning storm spell, it becomes empowered, as if using the Empower Spell feat. This weapon is a +5 keen adamantine halberd. 17,125. Weapon deals an extra 2d6 points of acid damage on a successful hit. This staff contains six charges that are replenished each day. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. This weapon is a +2 flaming anarchic agile dagger. 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. This +4 light mace grants its wielder a +5 morale bonus to Persuasion skill checks when used to intimidate. 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. Only use this version if you're on the Pathfinder: Kingmaker 1.2 beta branch. Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable. Increases weapon's critical multiplier by one. This +5 estoc has a x3 critical multiplier. It also grants its wielder the ability to cast invisibility spell at will. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... You can get excellent weapons in those categories pretty early, even around level 11-13. This +4 holy flaming scimitar grants its wielder the ability to cast divine power spell once per day. Whenever it lands a hit, it has a chance to blind target for 1d3 rounds (DC24). Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. It takes +3 to beat DR/silver, same as Cold Iron. Acid bombs launched from this mace deals 3d6+5 acid damage on a direct hit. 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. It grants its wielder ability to cast summon huge fire elemental spell once per day. Whenever the wielder succussfully performs a combat maneuver, Mastery also deals damage to its target as if it landed a hit. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. 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 +2 dagger has a chance to confuse enemy on a hit. Pathfinder: Kingmaker ... (which a plenty) and a mithral armor to function. It grants its wielder a +5 luck bonus on all Stealth skill check, and the ability to cast displacement spell once per day. On a successful hit, it makes the target vulnerable to electricity for 1 minute. (This benefit is not cumulative with similar effects, such as a Haste spell.). Flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. This +5 quarterstaff deals force damage. Magic Items List Magic items are a special category of items, imbued with the arcane, the unknown, and most definitely the powerful. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. Whenever you score a critical hit with this weapon, your opponent becomes permanently blinded. This +5 scythe cures its wielder 1d4 HP each time sit successfully hits a living creature. Mithral trait is an armor trait in Pathfinder: Kingmaker. Updated: 17 May 2020 20:22. This weapon is a +5 dragonbane longspear. This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day. It deals an extra 2d6 points of damage against chaotic creatures. - Add cheat to ignore restriction of a +10 maximum on arms and armor. This +5 anarchic vicious heavy flail deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. This +1 crossbow has a chance to slow the enemy on hit. Critical multiplier of this weapon is x4 instead of x3. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. Attacks with this weapon get +n enhancement bonus on both attack and damage rolls. This +4 shock greatsword grants its wielder the ability to cast umbral strike spell once per day. Whenever this +4 anarchic warhammer lands a critical hit, it applies the effect of Touch of chaos ability to the target. This modifier to damage is not increased for two-handed weapons, but still reduced for off-hand weapons. It deals an extra 2d6 points of damage against all creatures of good alignment. All critical hit rolls against evil foes are automatically successful. It also grants its wielder the ability to cast cure moderate wounds spell once per day. ; Weight 1/2 normal; Weight (Longer Wording) An item made from mithral weighs half as much as the same item made from other metals. A unholy weapon is imbued with unholy power. Whenever it lands a critical hit, it has a chance to cast harm spell (DC22) on the target. Explanation on general mechanics and different Stats information can be found in this page. 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). Content is available under CC BY-NC-SA 3.0 unless otherwise noted. It grants its wielder the ability to cast transformation 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 +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. A loyal weapon refuses to damage the allies of its weilder. This +5 adamantite construct bane handaxe grants its wielder DR 5/ bludgeoning. This weapon deals an additional 1d6 negative damage on hit. This +5 holy axiomatic longsword grants its wielder the ability to cast searing light spell as a 10th level cleric at will. It deals an extra 2d6 points of damage against all creatures of lawful alignment. Mithral armor is also half weight here. Finesse Wielding. It grants its wielder the ability to summon 1d4+1 smilodons three times per day. A successful Will DC 14 save negates this. Stats information for Pathfinder: Kingmaker. This +4 speed composite shortbow is decorated with a carving of a hunting cat. A brilliant energy weapon cannot harm undead, constructs, or objects. Whenever this +2 necrotic club lands a successful critical hit, it casts vampiric touch spell on its target. I am pretty sure that magical weapons hit werewolves also (anything with a +# on it, but does not include the masterwork ones). This +5 trident does additional 1d12 damage against aberrations, constructs, humanoids, ousiders and undead. Janack42. The wielder of this weapon gets DR 5/piercing. When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. Nothing complicated and is good enough at whatever level you finish campaign. Whenever it lands a critical hit, it has a chance to blind the target. This +1 speed quarterstaff grants its wielder the ability to cast feather step (mass) spell three times per day. This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. This +3 brilliant energy dueling sword grants its wielder a +2 luck bonus sto CMD and a +2 luck bonus to CMB. 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. This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day. 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. Mithral. At the mansion of the Swordlord Jamandi Aldori, adventurers have gathered, lured by the promise of dominion should one of them conquer the nearby Stolen Lands and oust its current overlord - the Stag Lord. This +2 kama grants its wielder a +2 dodge bonus to AC. The wielder of this weapon gets a +4 bonus to Persuasion skill checks. This +1 light hammer has a 19-20/x3 critical range. 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. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. 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. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Incinerating weapon is sheathed in fire that deals an extra 2d6 points of fire damage on a successful hit. This +1 frost spear grants its wielder a +1 shield bonus to AC, and deals additional 1d3 cold damage. This +1 greatsword grants its wielder a +4 bonus on all saving throws against poison, and deals an additional 1d8 damage against vermin. It makes the weapon law-aligned and thus bypass the corresponding damage reduction. This +4 flaming warhammer holds three small fire elementals that can be summoned once per day. This +5 bardiche deals additional 3d6 negative energy damage. This +5 flaming greatsword deals additional 2d6 divine damage on hit. It deals an extra 2d6 points of damage against all creatures of evil alignment. This +3 improved speed sai grants its wielder 2 additional attacks per rounds. Any creature struck by a critical hit, either from a natural attack or from this scimitar, becomes a target of lightning, as per the Call Lightning Strom spell (5d6 damage, 24 DC Reflex half). A bane weapon excels against certain foes. This weapon is a +1 longshank bane spear. Contributions to Fextralife Wikis are licensed under a. Agile weapons are unusually well balanced and responsive. On a successful critical hit it has a chance to stun the enemy. +4 beats DR/Adamantine and +5 beats DR/Alignment. Its size penalty for Medium creatures is reduced to -2. When making a full attack, the wielder of a speed weapon may make two extra attack with it. When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal. This +2 frost agile speed dagger has a chance to slow an enemy on a successful hit. 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. Every time this +5 mithral elven curve blade land a hit, it heals the wielder for 1HP. Bleed will continue until the target receives magic healing or leaves combat. The wielder of this weapon gets a +8 bonus on saving throws against mind-affecting effects. This weapon is a +1 adamantine construct bane heavy pick. If I make a character aimed at using a falchion or some rarely used item, is there a way to create the items I want incase I dont find a +1 flaming burst falchion? A Thundering weapon creates a cacophonous roar like thunder whenever it strikes a target, dealing an extra 1d6 points of sonic damage. This weapon is a +5 axiomatic keen greataxe. This +5 fey bane shortbow grants its wielder a +4 bonus on all saving throws against the abilities of fey. Contents. Weapon Proficiency is a Feat in Pathfinder: Kingmaker. Weapon's enhancement bonus is reduced by -5 against friendly targets. Pathfinder: Kingmaker Wiki is a Fandom Gaming Community. incase I get to the end game and am rocking just a low end weapon cause I never found one at high level. Weapon is exceptionally large and deals more damage, but attacks with it suffer a penalty of -2 to attack rolls. Creature hit by this dagger suffer a -3 penalty to Will saving throws for 1 minute. This +5 holy composite longbow grants its wielder blindsense. The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. Pathfinder: Kingmaker. - Treat belt slot items as Wondrous Items. A successful Fortitude DC 17 save reduces this to staggered for 1 round. It can't reduce any ability score below 7. Whenever this +5 vicious earthbreaker lands a hiton an enemy, it applies a stacking -2 AC penalty to the target. This +1 longbow grants its wielder the effect of Point-Blank Shot and Precise Shot feats. Creatures that take damage from negative energy receive a Will save DC 15 to halve the damage. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. When making a full attack, the wielder of a speed weapon may make one extra attack with it. 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 +2 composite longbow grants its wielder a +2 enhancement bonus to Dexterity, and the ability to summon a medium air elemental once per day. A +4 bonus on all saving throws against poison. 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). This +4 unholy mace grants its wielder the ability to cast slay living spell once per day. This feature allows you to add your Strength bonus to damage with a bow. It grants its wielder the ability to cast mass heal spell once per day as a 17th level cleric. You can get the weapons through quest reward, enemy loots or purchase from NPCs. 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. Whenever this +5 holy scimitar lands a hit on a target that is not good, it deals additional 2d6 fire damage. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. This wounding battleaxe deals 1 point of bleed damage when it hits a creature. This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls. This weapon is a +2 giant bane heavy pick. Whenever the wielder of this +3 longspear becomes affected by bardic performance, its enhancement bonus increases to +3, and it grants its wielder a +2 dodge bonus to AC. This +5 vicious mithral light mace has 19-20/ x2 critical range and deals bludgeoning, slashing and piercing 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. It also deals an extra 2d6 points of damage against such foes. Weapons in Pathfinder: Kingmaker are covered on this page. This +5 vicious rapier deals 2 damage to a random ability on hit. This +4 bastard sword grants its wielder a +6 enhancement bonus to Charisma, and a +2 luck bonus on Will saving throws. The use of each weapon in Pathfinder: Kingmaker will depend on the proficiency of the character used. A brilliant energy weapon ignores nonliving matter. A subreddit for all things involving Pathfinder Kingmaker made by Owlcat Games. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. 1 Weapons 2 Armors 3 Shields 4 Accessories 4.1 Cloaks 4.2 Helmets 4.3 Belts 4.4 Necklaces 4.5 Boots 4.6 Bracers 4.7 Gloves 4.8 Rings 5 Usable Items 5.1 Metamagic Rods 5.2 Quivers 5.3 Oils 5.4 Other Items 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. Whenever you score a critical hit with this weapon, you emit a wave of negative energy that deals 4d6 damage to everyone around you. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. Contents. 1 Freebooter; ... Mithral plate, +2Int circlet, Oversized Sword>Glaive, Buffs. Pathfinder: Kingmaker – Valerie Builds. 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. Whenever the second blade hits a marked target, it removes the mark and deals additional 1d10 + wielder's Strength modifier damage. This weapon is a +2 animal bane falchion. Corrosive weapon deals an extra 1d6 points of acid damage on a successful hit. Weapons in Pathfinder: Kingmaker are covered on this page. 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. 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. #8. It also grants its wielder the ability to cast empowered magic missile spell at will. Effects. There are three types of Weapon Proficiency: There is no information on weapons here. Against a designated foe. An ultrasound weapon creates a hardly hearable noise whenever it strikes a target, dealing an extra 2d6 points of sonic damage. This penalty disappears once the battle ends. Additional hits instead add to the duration. Weapons include swords, wands, axes, firearms etc. This +3 corrosive fauchard has a higher critical hit multiplier. These effects do not stack. Whenever this +3 agile rapier lands a hit, it makes the target bleed for 1d6 HP per round. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. These effects do not stack. This +5 sacrificial tongi has a chance to stun creatures of evil alignment on critical hits and grants its wielder the ablilty to cast chain lightning spell once per day.