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 weapon is a +5 agile shock scimitar. This +5 heavy crossbow deals 2d10 damage on hit. This +5 holy composite longbow grants its wielder blindsense. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This +3 agile dagger has its reach increased by 5 feet. This +5 axiomatic light crossbow ends the barbarian's Rage on hit. Pathfinder: Kingmaker – Amiri Builds. On a successful hit, it makes the target vulnerable to electricity for 1 minute. This weapon deals an additional 1d6 negative damage on hit. If your attack succeeds, you deal damage that reduces the target's current hit points. 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? 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). 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. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. This +1 shock trident grants its wielder the ability to cast lightning bolt spell once per day as a 10th level wizard. A loyal weapon refuses to damage the allies of its weilder. This +5 shock agile dagger grants its wielder the ability to cast harm spell once per day. This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day. 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. Greater frost weapon is sheathed in a terrible, icy cold that deals an extra 2d8 points of cold damage on a successful hit. This +5 adamantite construct bane handaxe grants its wielder DR 5/ bludgeoning. Pathfinder: Kingmaker. The numerical part of a creature’s damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. 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. Whenever you score a hit with this weapon, your opponent becomes slowed for 1d4 rounds. This +4 holy warhammer grants its wielder the ability to cast inspiring recovery spell once per day. This +4 holy flaming scimitar grants its wielder the ability to cast divine power spell once per day. Increases weapon's critical multiplier by one. Whenever it lands a hit, it has a chance to blind target for 1d3 rounds (DC24). Improved shock weapon is sheathed in crackling electricity that deals an extra 2d6 points of electricity damage on a successful hit. When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This +5 agile keen two-bladed sword deals force damage instead of physical damage. This +4 dagger grants its wielder a +5 bonus to Stealth skill checks and increases sneak attack damage with any weapon by 1d6 damage. A brilliant energy weapon ignores nonliving matter. Updated: 17 May 2020 20:22. Against a designated foe. Whenever you score a critical hit with this weapon, your opponent becomes permanently blinded. This +2 dueling sword refuses to attack the ones its wearer swore to protect, imposing a -5 penalty to attack rolls against friendly targets. Only use this version if you're on the Pathfinder: Kingmaker 1.2 beta branch. It grants its wielder the ability to cast mass heal spell once per day as a 17th level cleric. 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. Pathfinder: Kingmaker Guide and Walkthrough Published: Jan 2020 Last Updated: yesterday Version: 2.38. It also deals an extra 2d6 points of damage against such foes. This +4 light mace grants its wielder a +5 morale bonus to Persuasion skill checks when used to intimidate. 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 +3 brilliant energy dueling sword grants its wielder a +2 luck bonus sto CMD and a +2 luck bonus to CMB. 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). Adamantine trait is an item trait in Pathfinder: Kingmaker. Whenever this +5 vicious earthbreaker lands a hiton an enemy, it applies a stacking -2 AC penalty to the target. ... 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). This weapon is a +2 giant bane sling staff. This +4 shock greatsword grants its wielder the ability to cast umbral strike spell once per day. This weapon is a +5 furious greater frost oversized bastard sword. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Greater Weapon Focus: Bastard Sword // Greater Shield Focus: 16: A successful Fortitude DC 17 save reduces this to staggered for 1 round. 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. This +5 composite Longbow has 19-20 critical range. This +5 kukri has a x3 critical multiplier. Effects. Whenever this +3 shortbow lands a hit, it has a chance to cast hideous laughter on its target. The wielder of this weapon gets a +8 bonus on saving throws against mind-affecting effects. Bleed will continue until the target receives magic healing or leaves combat. This +5 holy warhammer grants its wielder the ability to move without provoking attacks of opportunity. This +3 battleaxe grants its wielder the ability to cast inspiring recovery two times per day. 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 +3 flaming frost shock corrosive heavy crossbow. This weapon is a +2 human bane morningstar. This +4 flaming warhammer holds three small fire elementals that can be summoned once per day. https://pathfinderkingmaker.gamepedia.com/Mithral_trait?oldid=21150. This +5 greataxe has a critical range of 19-20, and deals additional 10 damage on every hit. Bleeding creatures take the bleed damage at the start of their turns. 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. Necrotic weapons a bane to all living things and deal 1d6 points of negative energy damage on a successful hit. This +1 greatsword grants its wielder a +4 bonus on all saving throws against poison, and deals an additional 1d8 damage against vermin. This +3 necrotic fauchard grants its wielder the ability to cast animate dead spell once per day. This +4 necrotic spear summons a friendly will-o'-wisp when it ends a life. This +5 sickle deals electricity damage instead of physical damage. Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable. This +1 longbow grants its wielder the effect of Point-Blank Shot and Precise Shot feats. An axiomatic weapon is infused with lawful power. It can't reduce any ability score below 7. This +1 warhammer is particularly efficient against the ancestral enemies of the dwarven race. This weapon is a +2 adamantine furious longsword. Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. This weapon is a +4 necrotic burst punching dagger. This +5 fey bane shortbow grants its wielder a +4 bonus on all saving throws against the abilities of fey. This staff contains six charges that are replenished each day. 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. If its target has one of the following qualities: Huge or Gargantuan size; 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. Pathfinder: Kingmaker Wiki is a Fandom Gaming Community. This +4 heavy mace gains a +4 bonus to attack rolls agianst the targets affected by Smite Evil or Mark of Justice effects. Weapon Proficiency is a Feat in Pathfinder: Kingmaker. 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. I am pretty sure that magical weapons hit werewolves also (anything with a +# on it, but does not include the masterwork ones). I guess the rare mithral weapons are probably as well. 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. Ability doubles the threat range of a weapon. 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. This +3 furious brass falcata grants its wielder the ability to cast righteous might spell once per day. This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day. This +2 kama grants its wielder a +2 dodge bonus to AC. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. This +3 corrosive fauchard has a higher critical hit multiplier. Whenever you score a critical hit with this weapon, you emit a wave of negative energy that deals 4d6 damage to everyone around you. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources; Upload permission You are not allowed to upload this file to other sites under any circumstances; Modification permission You must get permission from me before you are allowed to modify my files to improve it 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 +1 crossbow has a chance to slow the enemy on hit. Whenever this +3 agile rapier lands a hit, it makes the target bleed for 1d6 HP per round. Whenever the wielder unequip this weapon, it cast finger of death on them. It makes the weapon chaotically aligned and thus bypass the corresponding damage reduction. This +5 adamantine bastard sword grants its wielder the ability to cast harm spell 3 times per day as an 11th level cleric. This +5 longsword grants its wielder a +2 inherent bonus to AC, all saving throws, attack rolls and skill checks. It deals an extra 2d6 points of damage against all creatures of evil alignment. Pathfinder: Kingmaker – Unique Items: Weapons, Armour, Shields, Belts, Boots, Gloves, … This +4 speed composite shortbow is decorated with a carving of a hunting cat. By spending three charges the owner or it may cast Fireball, and by spending two charges, he may cast Scorching Ray. This +5 keen shortsword deals divine damage instead of physical, bypassing any damage reduction, resistance or immunity the target may possess. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. A critical hit does not multiply the bleed damage. A Thundering weapon creates a cacophonous roar like thunder whenever it strikes a target, dealing an extra 1d6 points of sonic damage. Whenever this +2 necrotic club lands a successful critical hit, it casts vampiric touch spell on its target. This weapon is a +5 axiomatic keen greataxe. Mithral trait is an armor trait in Pathfinder: Kingmaker. Corrosive weapon deals an extra 1d6 points of acid damage on a successful hit. This +5 sickle grants its wielder a shambling mound's ability to grab their foes. 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. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. This +5 flaming greatsword deals additional 2d6 divine damage on hit. Whenever you score a critical hit with this weapon, your opponent becomes stunned for 1d4 rounds. A bane weapon excels against certain foes. 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. Reflection arrow is a ranged attack that deals 1d4 + half the wielder's Strength bonus piercing damage. Contents. This +2 halfling sling staff grants its wielder a +2 morale bonus to Dexterity, and a +5 luck bonus on Mobility skill checks. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. It has an improved critical range 19-20 (does not stack with other effects that enhance the critical range). ; Weight 1/2 normal; Weight (Longer Wording) An item made from mithral weighs half as much as the same item made from other metals. This +5 speed longbow deals additional 1d6 electricity damage, 1d6 fire damage, 1d6 acid damage, and 1d6 sonic damage. This +5 dragon bane greataxe grants its wielder the ability to cast dragonkind III spell once per day. Whenever its wielder casts spells with force descriptor, they deal +2 damage per dice. See Two-Weapon Fighting. 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 vermin bane shortsword grants its wielder the ability to cast summon nature's ally ll spell once per day. This weapon is a +5 keen adamantine halberd. Poison deals 1d2 Wisdom damage and dazed a target for 1 round. This +3 agile sai grants its wielder a +2 luck bonus on Initiative rolls. This +3 improved speed sai grants its wielder 2 additional attacks per rounds. Prerequisite: Dex 15. Contents. It takes +3 to beat DR/silver, same as Cold Iron. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. (This benefit is not cumulative with similar effects, such as a Haste spell.). Feats can give your character various bonus or allow them to perform all sorts of actions. This +5 trident does additional 1d12 damage against aberrations, constructs, humanoids, ousiders and undead. 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. Whenever this +5 unholy starknife lands a critical hit, it has a chance to cast either slay living, confusion or crushing despair spell on the target. Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6 points of cold damage on a successful hit. Thundering Claw of the Bear God is a +4 Shock Thundering Scimitar. It deals an extra 2d6 points of damage against all creatures of good alignment. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. This weapon ignores all damage reduction and immunities. Mithral trait is an armor trait in Pathfinder: Kingmaker. 1 Freebooter; ... Mithral plate, +2Int circlet, Oversized Sword>Glaive, Buffs. Weapon is exceptionally large and deals more damage, but attacks with it suffer a penalty of -2 to attack rolls. This +1 greataxe deals additional 1d6 acid damage. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. This +2 heavy mace grants its wielder the ability to cast boneshaker spell twice per day. Greater necrotic weapons are a bane to all living things and deals 2d8 points of negative energy damage on a successful hit. Attacks with it deal additional 1d6 lightning damage. This +2 corrosive light crossbow deals an extra 1d6 points of acid damage on a successful hit and has critical hit multiplier x3. All critical hit rolls against evil foes are automatically successful. The type of weapon used and any damage reduction determines the amount of damage you deal. If its wielder is good, and its target is evil, it deals additional 3d6 divine damage instead. The use of each weapon in Pathfinder: Kingmaker will depend on the proficiency of the character used. Multiple bleeding effects stack. Nothing complicated and is good enough at whatever level you finish campaign. This +5 scythe cures its wielder 1d4 HP each time sit successfully hits a living creature. This weapon is a +2 animal bane falchion. Flaming weapon is sheathed in fire that deals an extra 2d8 points of fire damage on a successful hit. A successful Fortitude DC 14 save negates this. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. A subreddit for all things involving Pathfinder Kingmaker made by Owlcat Games. Whenever it lands a critical hit, it has a chance to cast boneshatter spell at the target. This +5 estoc has a x3 critical multiplier. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. This +3 unholy greatclub grants its wielder immunity to boneshaker and boneshatter spells. This +5 bardiche deals additional 3d6 negative energy damage. Additional hits instead add to the duration. The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. 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. You can get the weapons through quest reward, enemy loots or purchase from NPCs. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with … The wielder of this weapon gets a +4 bonus to Persuasion skill checks. 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. Explanation on general mechanics and different Stats information can be found in this page. 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. This +5 quarterstaff deals force damage. This longbow deals additional 1d4 damage to animals and undead creatures. This +5 anarchic unholy vicious greataxe has a x4 critical multiplier. When you have a touch spell charged, the weapon's enhancement bonus is +2 better than its actual bonus. Its damage is increased by 1d6 against orcs and goblins, and by 2d6 against giants. 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. This +5 holy anarchic rapier grants its wielder the continuous effect of freedom of movement spell, and immunity to fear and death effect. This modifier to damage is not increased for two-handed weapons, but still reduced for off-hand weapons. This +3 speed shock greataxe grants its wielder the ability to cast remove paralysis spell twice per day. This +5 vicious rapier deals 2 damage to a random ability on hit. This weapon is a +2 flaming anarchic agile dagger. This +4 shortspear deals negative energy damage. Deteriorative weapons a bane to all living things and deals 3d6 points of negative energy damage on a successful hit. 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. This wounding battleaxe deals 1 point of bleed damage when it hits a creature. Whenever you score a hit with this weapon, your opponent becomes stunned for 1 round. Poison deals 1d2 Widsom damage and dazed a target for 1 round. +3 outsider bane brilliant energy light crossbow. Whenever the wielder succussfully performs a combat maneuver, Mastery also deals damage to its target as if it landed a hit. Whenever it lands a critical hit, it has a chance to blind the target. It grants its wielder the ability to cast transformation spell once per day. Its size penalty for Medium creatures is reduced to -2. 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. This +4 ghost touch magical beast bane elven curve blade grants its wielder a +2 luck bonus to attack rolls. On a successfuls hit, the target must succeed on DC 21 Fortitude check or be set on fire for 1d4 rounds (2d6 fire damage) and become nauseated for 1 round. 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. Weapons Name Type This weapon is designated against Giants, Humans, Elves, Orcs and other humanoids goblins call longshank. Owner of this item gets +2 enhancement bonus to attack with touch spells. This +2 flaming spear grants its wielder the ability to cast searing light spell twice per day. You can get the weapons through quest reward, enemy loots or purchase from NPCs. Contributions to Fextralife Wikis are licensed under a. Agile weapons are unusually well balanced and responsive. 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). This +5 holy axiomatic longsword grants its wielder the ability to cast searing light spell as a 10th level cleric at will. Weapons in Pathfinder: Kingmaker are covered on this page. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. - Add more Wondrous Item and Arms and Armor recipes. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. It also deals an extra 2d6 points of damage against such foes. A bane weapon excels against certain foes. This +3 speed shock light crossbow grants its wielder the ability to cast dimension door spell once per day. This +2 dagger has a chance to confuse enemy on a hit. +4 beats DR/Adamantine and +5 beats DR/Alignment. Shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. Weapon deals an extra 2d6 points of acid damage on a successful hit. Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target's Will score for 1 minute. Pathfinder: Kingmaker. Janack42. This +4 quarterstaff grants its wielder the ability to cast summon monster VIII spell twice per day, and glitterdust spell at will. Whenever this +5 quarterstaff lands a hit, it deals additional 2d6 force damage. Whenever this +4 feybane starknife lands a hit, it has a chance to entangle the target. 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. Whenever this +4 anarchic warhammer lands a critical hit, it applies the effect of Touch of chaos ability to the target. Mithral. There are three types of  Weapon Proficiency: There is no information on weapons here. 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 +1 frost spear grants its wielder a +1 shield bonus to AC, and deals additional 1d3 cold damage. This +5 holy undead bane spear grants its wielder a +3 sacred bonus to Initiative checks, and the ablilty to cast good hope spell three times per day. Against Will-o'-Wisps, the weapon's enhancement bonus is +4 better than its actual bonus. This feature allows you to add your Strength bonus to damage with a bow. These effects do not stack. Whenever it lands a critical hit, it has a chance to cast harm spell (DC22) on the target. 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. Acid bombs launched from this mace deals 3d6+5 acid damage on a direct hit. In addition to the extra damage, a necrotic burst weapon deals an extra 1d10 points of negative energy damage on a successful critical hit. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. This +4 Kukri deals additional 2 damage to helpless targets. Every time this +5 mithral elven curve blade land a hit, it heals the wielder for 1HP. This +5 bleed greataxe deals additional 2d8 damage. This +3 frost fey bane greataxe grants its wielder the ability to cast resist cold spell once per day. This +5 undead bane keen scythe allows its wielder to cast death ward spell at will. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. So my question is simple. Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. 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 r/Pathfinder_Kingmaker: A subreddit for all things involving Pathfinder: Kingmaker CRPG made by Owlcat Games. Enhancement +5. This +4 bastard sword grants its wielder a +6 enhancement bonus to Charisma, and a +2 luck bonus on Will saving throws. Incinerating weapon is sheathed in fire that deals an extra 2d6 points of fire damage on a successful hit. It deals an extra 2d6 points of damage against all creatures of lawful alignment. This +2 greataxe works as a +6 weapon against Will-o'-Wisps.
2020 pathfinder kingmaker mithral weapons