Whenever an ally in a 30 feet radius is knocked unconscious or dead, they get two extra attacks per round for two rounds. This rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10 feet radius. Bonuses of the same type usually don't stack. Whenever the wearer of this helm receives healing, she also gains 5 temporary Hit Points for 1 round. These gloves grant their wearer a +3 damage bonus to the second weapon when dual wielding or wielding a two-handed weapon. When this +4 shock heavy mace lands a hit, it gives the target vulnerability to electricity. Quicken Spell: Casting a quickened spell is a swift action. If this headband is worn by an animal companion, it also grants a +3 dodge bonus to AC against ranged attacks. This +3 scalemail barding grants its wearer fire resistance 10 and partial concealment against ranged attacks. Act 3, Drezen (Arcane Weaver); Extirpators' Camp. Lesser rods can be used with spells of 3rd level or lower. This cloak of resistance +5 grants its wearer a +12 competence bonus on Lore (Religion) and Knowledge (Arcane) skill checks. This headband of Wisdom +6 grants its wearer a +1 CL on transmutation school spells. Zurgawas born with a body so twisted and broken that Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. Three times per day you can try to dominate outsiders, this creature has to pass Will saving throw (DC 22) or will be under dominating effect till the end of the fight. Multiple applications of this effect stack, but the target can repeat the saving throw each turn to stop it. 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. 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.
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