Pathfinder Wrath of the Righteous

Pathfinder: Wrath of the Righteous Unique Items & Locations

In this guide, we told you how to get Pathfinder: Wrath of the Righteous Unique Items […]

In this guide, we told you how to get Pathfinder: Wrath of the Righteous Unique Items and their Locations. Pathfinder all unique items here.

Updated date: 9.26.2021

Pathfinder: Wrath of the Righteous Unique Items and Locations

The hardest to find unique items are:

  • Pathfinder: Wrath of the Righteous Barding
  • Pathfinder: Wrath of the Righteous Midnight Bolt
  • Pathfinder: Wrath of the Righteous Brazen Whip
  • Pathfinder: Wrath of the Righteous Book of Dreams
  • Pathfinder: Wrath of the Righteous Linds Family Chainmail
  • Pathfinder: Wrath of the Righteous Covenant of the Inheritor
  • Pathfinder: Wrath of the Righteous Pipefox
  • Pathfinder: Wrath of the Righteous Relics
  • Pathfinder: Wrath of the Righteous Piece of a Holy Symbol
  • Pathfinder: Wrath of the Righteous Tankard of Free Spirit
  • Pathfinder: Wrath of the Righteous Signet of House Vespertilio

If the unique item you are looking for is not here, you can go to the right place from the links below.

NameDescLocation 
Acid FlaskYou can throw a flask of acid as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.Defender’s Heart (Gemyl Hawkes), Nightingale Grove
Acid OilAdds 1d6 acid damage to a weapon, making it corrosive.
Alchemist’s FireYou can throw a flask of alchemist’s fire as a splash weapon with a range of 30 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.Defender’s Heart (Gemyl Hawkes), Gray Garrison
Ancient HuntThis quiver provides a limitless supply of lawful, cold iron ammunition that gives a +2 bonus to both attack and damage against fey.
Aroden’s WrathThis holy scabbard, while equipped, alters paladin’s Smite Evil class ability, changing the type of AC bonus it grants from deflection to sacred. Additionally, the wearer’s first attack every round deals additional 1d4 divine damage. Evil characters can’t equip it.
Blinding BombYou can throw a flask as a splash weapon with a range of 30 feet. Every creature within 5 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or be Blinded for 1d3 rounds.
Bloody MeatThis item grants a permanent +2 bonus on Athletics skill checks as well as Fortitude saving throws.
Bolster Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. Regular rods can be used with spells of 6th level or lower. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. The spell no longer applies precision damage.
Bomb of ConfusionThis unique bomb was created by Alichino. All enemies in 15 feet area must pass Will saving throw (DC 35) or become confused for 1d4 +1 rounds.
Bomb of DisplacementThis unique bomb was created by Alichino. All allies in 30 feet area receive the effect of the displacement spell for 5 rounds.
Bomb of Greater InvisibilityThis unique bomb was created by Alichino. All allies in 30 feet area receive the effect of the greater invisibility spell for 5 rounds.
Bomb of ParalysisThis unique bomb was created by Alichino. All enemies in 15 feet area must pass a Reflex saving throw (DC 35) or be paralyzed for 1d3 rounds.
Book of DreamsThe book you found reveals only part of its secrets, at least at this moment.Lost Chapel
Brazen WhipWhile this item is active, all creatures summoned by the wearer get one extra attack per round. However the wearer is under the slow spell effect.
Channeler’s RodThis rod grants its wielder the ability to make up to three kinetic blasts they cast per day quickened as though using the Quicken Spell feat.
Charoite WyvernThis figurine is capable of summoning a ancient wyvern once per day for 10 minutes. The ancient wyvern’s bite and talons are just as deadly as its sting, and it is capable of breathing poison on its enemies. The wyvern draws power from the owner of the figurine, and its HD is equal to the summoner’s character level, with a maximum of 20 HD.
Coin of ProtectionThis coin grants its wearer the ability to grant any ally DR 5/- for 1 minute, once per day.Defender’s Heart (Kyado)
Commander FigurineA small wooden figurine made in your image. This gift was presented to you by the quartermaster Wilcer Garms on behalf of the soldiers of Drezen, each of whom prayed over the figure, hoping for your success. Slightly reduces Abyssal corruption.
Concentrated Acid FlaskYou can throw a flask of acid as a splash weapon with a range increment of 10 feet. A direct hit deals 10d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 10 point of acid damage from the splash.
Corrosive BombYou can throw a flask as a splash weapon with a range of 30 feet. Every creature within 10 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or suffer 6d6 acid damage. In addition, the flask leaves an acid trail in the area of impact, making everyone who passes through it suffer 6d6 acid damage on a failed Fortitude saving throw (DC 24).
Crimson BannerWhile this Item is active, all critical hits made by you or against you are automatically confirmed.
Dark VeilOnce per day you may use this item to grant your party total concealment against ranged attacks for 1 minute.Defender’s Heart (Gemyl Hawkes)
Demon’s EyeThis eye of a demon still holds some power. Three times per day you can curse the enemy. The cursed target suffers a -8 penalty to Strength and Constitution.
Devil, ImpSummons an Imp Devil familiar. Imp provides a +2 profane bonus on Trickery and Stealth checks.Lost Chapel
Devouring LustThis rod grants you the ability to modify up to six spells per day so that the energy type of the damage they deal changes to unholy. The modified spell also becomes maximized as though using the Maximize Spell feat. Greater rods can be used with spells of 9th level or lower. 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.
Dried Hand of MartyrThis dried hand grants the owner an ability to cast the death ward spell once per day as a 9th level Cleric.
Duality of Conjuration and SummoningThis book allows you to summon a demon or angel once per day. If the owner is evil alignment, it will summon 1d2+1 monadic devas. If the owner is good alignment, it will summon 1d2+1 nabasu demons. If the wearer is neutral, there is an equal chance to summon angels or demons. Duration of summoning is equal to the owner’s level. There is a 10% chance that the creatures will break free from the control and start attacking the owner. This book has 10 pages, and each time the owner uses it to summons a creature, they receives one of the following scrolls randomly: Scroll of Angelic Resistance — +2 racial bonus on saves against poison for 1 hour. Scroll of Demonic Resistance — You gain a +5 electricity resistance for 1 hour. Scroll of Abyssal Regeneration — You gain a +5 fast healing for 1 hour. Scroll of Angelic Knowledge — You gain a +2 bonus to all Knowledge and Lore skill checks for 1 hour. Scroll of Demonic Intimidation — You gain a + 2 bonus to Intimidation skill checks for 1 hour. Scroll of Wings of Freedom — You gain a +2 bonus on saving throws against ground effects for 1 hour. Scroll of Divination — All spells from Divination school you cast as if you were 1 level higher for 1 hour. Scroll of Stomp — You gain a +2 bonus on CMB checks for 1 hour. Scroll of Resourceful Smite — You gain an additional smite evil per day permanently. Effect can be applied once per creature. Scroll of Resourceful Rage — You gain an additional Rage per day permanently. Effect can be applied once per creature.Lost Chapel
Elixir of Inconceivable Transmutations of Body, and Soul, and Also MindWhoever drinks this elixir will permanently gain a +2 inherent bonus to all ability scores.
EmberSummons a pet red panda. Red Panda’s Emotional Support provides +1 morale bonus to saving throws.
Empower Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day empowered, as though using the Empower Spell feat. Regular rods can be used with spells of 6th level or lower. 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.
Extend Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. Regular rods can be used with spells of 6th level or lower. 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.Blackwing Library (Storyteller)
Faerie DragonSummons a tiny pet dragon. Dragon’s Useful Advice provides +2 morale bonus on Knowledge (World), Knowledge (Arcana) and Lore (Religion) checks.
Fatal MarkThe owner of this quiver can use it to shoot 30 units of ammunition every day. On hit, this ammunition marks its targets and creates an invisible bond among them. Whenever the wielder hits a marked enemy, all other marked enemies suffer 2d6 damage.
FlayleafFor 1 hour, the user gains a +2 alchemical bonus on saving throws against mind-affecting effects and fatigue. However, the user also suffers 1 point of Wisdom ability damage.
Francest’s Charming VoiceThe owner can activate this item once per day. While activated, all enemies in a 10 feet area around the owner must pass a Will saving throw (DC 36) or suffer a -5 penalty on saving throws against mind-affecting spells, -2 penalty on saving throws against enchantment school spells, and become vulnerable to sonic damage for 5 rounds.
Francest’s Mighty CallThis item grants its wielder the ability deal 10d10 sonic damage as standard action to a single target three times per day. A successful Fortitude saving throw (DC 36) halves the damage.
Grand Owl of WisdomThis figurine of a cat is engraved with a name that doesn’t fit its appearance. Once activated, it grants the user a permanent +1 bonus on all skill checks, and then vanishes.
Grandmaster’s RodThis rod grants its wielder the ability to make up to three spells they cast per day infused with the primal magical essence. Those spells are Maximized and Empowered as though using Maximize Spell and Empower Spell feats, and ignore spell resistance and magic immunity of the target.
Greater Bolster Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. Greater rods can be used with spells of 9th level or lower. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. The spell no longer applies precision damage.
Greater Empower Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day empowered, as though using the Empower Spell feat. Greater rods can be used with spells of 9th level or lower. 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.
Greater Extend Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. Greater rods can be used with spells of 9th level or lower. 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.
Greater Maximize Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day maximized as though using the Maximize Spell feat. Greater rods can be used with spells of 9th level or lower. 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.
Greater Persistent Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. Greater rods can be used with spells of 9th level or lower. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.
Greater Quicken Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Greater rods can be used with spells of 9th level or lower. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Greater Reach Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. Greater rods can be used with spells of 9th level or lower. 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.
Greater Selective Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. Greater rods can be used with spells of 9th level or lower. Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell.
HeadchomperSummons a pet owlcat. Owlcat’s Feral Instincts provide +2 morale bonus on Perception and Lore (Nature) checks.
Hodo’s TorchThis torch, while equipped, grants the owner’s bow a limning effect. Additionally, with each hit it deals randomly 1d6 of acid, fire, cold, electricity or sonic damage. Limning effect: When a liming weapon is wielded, a pale glow outlines it. On a successful strike against a creature affected by a means of magical concealment, the weapon outlines the creature in faerie fire (as per the spell) for 1 round.
Holy WaterYou can throw a flask of Holy Water as a splash weapon with a range increment of 10 feet. A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of holy damage from the splash.Defender’s Heart (Gemyl Hawkes), Gray Garrison
JharsygaxSummons a Jharsygax familiar. Jharsygax provides randomly additional 1d4 cold, fire, acid or electricity damage on a successful hit with a weapon.
Joke of Nature QuiverThe owner of this quiver can use it to shoot 20 units of ammunition. This ammunition deals additional 1d6+5 piercing damage and on a confirmed critical hit transforms the enemy into a pony for 1 round.
Lann’s BeadsThis item grants the wearer +2 morale bonus on Concentration checks, Initiative rolls as well as Will saving throws whenever Lann is an active party member. Can only be equipped by the player character.
Lapis Lazuli WyvernThis figurine is capable of summoning a barbtongued wyvern once per day for 10 minutes. The barbtongued wyvern’s bite is just as deadly as its sting. The wyvern draws power from the owner of the figurine, and its HD is equal to the summoner’s character level, with a maximum of 16 HD.
Lesser Bolster Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. Lesser rods can be used with spells of 3rd level or lower. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. The spell no longer applies precision damage.
Lesser Empower Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day empowered, as though using the Empower Spell feat. Lesser rods can be used with spells of 3rd level or lower. 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.Defender’s Heart (Kyado)
Lesser Extend Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. Lesser rods can be used with spells of 3rd level or lower. 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.Defender’s Heart (Vissaliy Rathimus)
Lesser Kineticist RodThis rod increases the damage dealt by the kineticist’s simple energy blasts by 1d6 points and by kineticist simple physical blasts by 1d6+1. Composite energy blasts instead deal an additional 2d6 damage, while composite physical blasts deal an additional 2d6+2 damage.
Lesser Maximize Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day maximized as though using the Maximize Spell feat. Lesser rods can be used with spells of 3rd level or lower. 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.Lost Chapel
Lesser Persistent Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. Lesser rods can be used with spells of 3rd level or lower. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.
Lesser Quicken Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Lesser rods can be used with spells of 3rd level or lower. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Lesser Reach Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. Lesser rods can be used with spells of 3rd level or lower. 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.
Lesser Selective Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. Lesser rods can be used with spells of 3rd level or lower. Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell.
Lesser Sonic QuiverThe owner of this quiver can use it to shoot 20 units of ammunition. This ammunition deals additional 2 sonic damage.Gray Garrison
Lockpicker’s Kit IThis lockpicker’s kit grants its owner a +1 bonus on all Trickery skill checks.Thieflings Hideout
Lockpicker’s Kit IIThis lockpicker’s kit grants its owner a +2 bonus on all Trickery skill checks.
Lockpicker’s Kit IIIThis lockpicker’s kit grants its owner a +3 bonus on all Trickery skill checks.
Lucky DiceThese dice randomly grant the owner a +1 luck bonus on an attack or damage roll, or to AC during an enemy’s attack, once per day. This effect lasts for the whole day.Citadel Drezen
Lyre of the Cursed BardThis is an intermediate step of relic creation.
Manual Of Bodily Health +2This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Manual of Gainful Exercise +2This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Manual of Quickness of Action +2This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Maximize Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day maximized as though using the Maximize Spell feat. Regular rods can be used with spells of 6th level or lower. 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.
Mhakaracca’s Malefic ManuscriptOnce per day you can activate this book. You roll 1d100 1 — 75: owner gains a +4 insight bonus to Intelligence ability score for 1 hour. 76 — 85: owner gains a +4 insight bonus on Knowledge (Arcane) and Knowledge (World) skill checks for 1 hour. 86 — 95: owner is affected with the effect of confusion spell for 1d4 rounds in the beginning of the next combat. 96 — 100: owner suffers 4 negative levels.
Midnight BoltThe owner of this bolt can shoot it to deal 50 points of damage that can’t be ignored or reduced. This bolt can not miss.Market Square
Oil of Bane EverythingThis very adaptive oil can copy the effect of Bane Everything.
Oil of Enhancement IIGives +2 temporary enhancement to a chosen weapon.
Oil of Extreme FrostAdds 4d6 frost damage to a weapon.
Oil of UnholinessAdds 2d6 damage against all creatures of good alignmet to a weapon.
Old GrimoireThis old grimoire grants its owner 3 slots for 1 level spells, 2 slots for 2 level spells, and 2 slots for 3 level spells for the wearer’s spellcasting class with the highest caster level.
Passion’s Sweet PoisonThis rod grants you the ability to modify up to six spells per day so that the in addition to their main effect they affect the target with a dominate person spell.
Peridot WyvernThis figurine is capable of summoning a mighty wyvern once per day for 10 minutes. The wyvern draws power from the owner of the figurine, and its HD is equal to the summoner’s character level, with a maximum of 12 HD.
Persistent Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. Regular rods can be used with spells of 6th level or lower. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.
PipefoxSummons a Pipefox familiar. Pipefox provides a +3 insight bonus on Knowledge (Arcana) and +2 insight bonus on Perception skill checks.Ancientries and Wonders Shop
Precious TreatWhile this item is active, the owner’s animal companion (if they have one) gets a +2 insight bonus on attack and damage rolls, as well as saving throws. However the wielder suffers -3 penalty to attack.
Protection from FireThis potion can protect you from fire by absorbing first 36 fire damage.
Quicken Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Regular rods can be used with spells of 6th level or lower. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Quiver of Cold Iron AmmunitionThe owner of this quiver can use it to shoot 20 units of cold iron ammunition. Cold iron ammunition is known for its effectiveness against demons and fey creatures. It is forged at a lower temperature to preserve its delicate properties.Neathholm (Dyra)
Quiver of Cold Iron AmmunitionThe owner of this quiver can use it to shoot 50 units of cold iron ammunition. Cold iron ammunition is known for the effectiveness against demons and fey creatures. It is forged at a lower temperature to preserve its delicate properties.Neathholm (Dyra)
Quiver of Cursed ThornsThe owner of this quiver can use it to shoot 20 units of cursed ammunition. Whenever this ammunition hits an enemy, it must pass a Reflex saving throws (DC 17) or will be entangled by unholy vine for 1d4 rounds. Each round enemy tries to break from this entanglement, if this try was unsuccessful, the vines deals 1d10 unholy damage.
Quiver of Flaming AmmunitionThe owner of this quiver can use it to shoot 20 units of flaming ammunition per day. Flaming ammunition deals additional 1d6 fire damage on hit.
Quiver of Flaming AmmunitionThe owner of this quiver can use it to shoot 20 units of flaming ammunition per day. Flaming ammunition deals additional 1d6 fire damage on hit.
Quiver of Flaming AmmunitionThe owner of this quiver can use it to shoot 20 units of flaming ammunition per day. Flaming ammunition deals additional 1d6 fire damage on hit.
Quiver of Flaming AmmunitionThe owner of this quiver can use it to shoot 20 units of flaming ammunition per day. Flaming ammunition deals additional 1d6 fire damage on hit.
Quiver of Flaming AmmunitionThe owner of this quiver can use it to shoot 20 units of flaming ammunition per day. Flaming ammunition deals additional 1d6 fire damage on hit.
Quiver of Forceful PushThe owner of this quiver can use it to shoot 30 units of enchanted ammunition. This ammunition deals additional 1d8 bludgeoning damage. Each time the projectile hits an enemy, the enemy must pass a Fortitude saving throw (DC 15 + wielder’s STR modifier) or it will be pushed back on 5 feet and become prone.
Quiver of Holy AmmunitionThe owner of this quiver can use it to shoot 10 units of holy ammunition. A holy ammunition 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.
Quiver of Lightning AmmunitionThe owner of this quiver can use it to shoot 20 units of shock speed ammunition per day. Shock ammunition deals additional 1d6 electric damage on hit. Using this quiver increases chances of critical hit as well as critical damage.
Quiver of Lovers AmmunitionThe owner of this quiver can use it to shoot 20 units of frost speed ammunition per day. Frost ammunition deals additional 2d6 cold damage on hit. Using this quiver grants chances to dominate the target for 1d6 rounds.
Quiver of Marksman’s AidThe owner of this quiver can use it to shoot 40 units of ammunition. Though this ammunition does not deal any damage, it marks the target on a hit, thus all other companions get additional 2 bonus on each attack against this enemy. This effect doesn’t affect the initiator even if she equips other quivers or weapons. Only one creature can be marked per encounter.
Quiver of Marksman’s AidThe owner of this quiver can use it to shoot 40 units of ammunition. Though this ammunition does not deal any damage, it marks the target on a hit, thus all other companions get additional 2 bonus on each attack against this enemy. This effect doesn’t affect the initiator even if she equips other quivers or weapons. Only one creature can be marked per encounter.
Quiver of Monstrous Humanoid BaneThe owner of this quiver can use it to shoot 20 units of monstrous humanoid bane ammunition. A bane ammunition 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.
Quiver of Rose’s ThornsThe owner of this quiver can use it to shoot 20 units of unholy speed ammunition per day. This ammunition deals additional 2d8 unholy damage on hit. Using this quiver grants chances to weaken the target for 1d6 rounds as if it was under Curse of Weakness spell.
Quiver of Sacred VengenanceThe owner of this quiver can use it to shoot 30 units of ammunition. This ammunition hits first enemy as well as two additional enemies, each of which must be within 15 feet of the primary target. It deals additional 1d6 points of holy damage.Drezen (Wilcer Garms)
Quiver of Ultrasound AmmunitionThe owner of this quiver can use it to shoot 20 units of sonic speed ammunition per day. Sonic ammunition deals additional 1d3 sonic damage on hit. The structure of the ammunition allows shooting twice as often.
Reach Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Reach Spell feat. Regular rods can be used with spells of 6th level or lower. 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.Blackwing Library (Storyteller)
Rod of Flaming VengeanceThis rod is hot to touch. It vibrates slightly with the power burning inside. It transforms all wielder’s spell damage into fire damage, increasing caster level by 1 and +3 bonus to Evocation school spells’ DC. It also grants its wielder the ability to make up to five spells they cast per day maximized as though using the Maximize Spell feat. Greater rods can be used with spells of 9th level or lower. 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.
Rod of MysticismThis rod grants the wielder the ability to cast up to three spells from Oracle/Cleric spell list per day that are maximized as though using the Maximize Spell feat. This rod can be used with spells of 6th level or lower. Only an Oracle or Cleric can wield it. 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.
Rod of Power SourceThis heavy, softly humming rod grants the wielder a +4 bonus to Conjuration school spells’ DC and the ability to make up to five spells they cast per day empowered, as though using the Empower Spell feat. Regular rods can be used with spells of 6th level or lower. 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.
Rod of the FearlessThis rod grants the wielder a +3 bonus to saving throws against fear. It also grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Lesser rods can be used with spells of 3rd level or lower. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Rod of UndeathThis rod grants its wielder a +2 bonus to Necromancy school spells’ DC and grants the ability to make up to four spells they cast per day extended as though using the Extend Spell feat. Regular rods can be used with spells of 6th level or lower. 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.
Rune of JandelayOnce per day, you can scribe this rune on the ground to create a 50 feet area which lasts for the number of minutes equal to your character level and makes all affected creatures immune to movement-impairing and ground effects. Chaotic creatures in the area of a rune of Jandelay must pass a Will saving throw (DC 28) or gain 2 negative levels for as long as they remain in the area.
Scroll of Abyssal RegenerationYou gain a +5 fast healing for 1 hour
Scroll of Angelic KnowledgeYou gain a +2 bonus to all Knowledge and Lore skill checks for 1 hour.
Scroll of Angelic ResistanceYou gain a +2 racial bonus on saves against poison for 1 hour.
Scroll of Demonic IntimidationYou gain a + 2 bonus on Persuasion skill checks made to intimidate for 1 hour.
Scroll of Demonic ResistanceYou gain electricity resistance 5 for 1 hour.
Scroll of DivinationAll your spells from the Divination school are cast as if you were 1 level higher for 1 hour.
Scroll of Resourceful RageYou gain an additional round of Rage per day permanently. This effect can be applied once per creature.
Scroll of Resourceful SmiteYou gain an additional use of the Smite Evil ability per day permanently. This effect can be applied once per creature.
Scroll of StompingYou gain a +2 bonus on CMB checks for 1 hour.
Scroll of Wings of FreedomYou gain a +2 bonus on saving throws against ground-based effects for 1 hour.
Seal of JubilexThe owner of this quiver can use it to shoot 20 units of ammunition per day. Whenever the wielder of this ammunition lands a hit, the enemy must pass a Fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds.
Seal of MadnessThe owner of this quiver can use it to shoot 20 units of ammunition per day. Whenever the wielder of this ammunition lands a first hit against a new enemy, the enemy must pass a Will saving throw (DC 32) or suffer 2d4 ability damage to Intelligence (doesn’t affect creatures with Intelligence lower than 3) and become confused for for 3 rounds.
Secret IngredientOnce per day you may use this ability to make all potions used by your party empowered and maximized, as though using the Empower Spell and Maximize Spell feats, for 1 minute. 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.
Seer’s CardsThese cards can be activated to predict the future. While they are activated, you get a +1 insight bonus to attack and damage rolls, AC, all saving throws and skill checks.
Selective Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. Regular rods can be used with spells of 6th level or lower. Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell.
ShadowbloodShadowblood is among the most notorious of drugs — a fluid infused with a shadow demon’s essence. Anyone who drinks this substance must succeed at a DC 20 Fortitude save or take 1d6 points of cold damage and become nauseated for 1d3 rounds. Thereafter, the target gains 1d10+2 per character level temporary hit points and cold resistance 20. These effects persist for 1 hour, during which demons take a –4 penalty on saving throws against the drinker’s spells and spell-like abilities of the shadow subschool. Shadowblood is exceedingly addictive and carries some significant disadvantages. Each time a creature takes a dose of shadowblood, it must succeed at a DC 20 Fortitude save or become addicted. A creature under the influence of shadowblood or suffering from shadowblood addiction takes a –4 penalty on all saving throws against compulsion effects.
Signet of House VespertilioThe owner of this token can choose any skill and rub this token to get a +5 circumstance bonus to the chosen skill checks for 1 hour. The owner must have this token equipped for the duration of the effect or it will be dispelled.Market Square
Skeletal FingerThis rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. Regular rods can be used with spells of 6th level or lower. Each time the wielder kills a living creature using boneshaker, vampiric touch, boneshatter or exsanguinate spell, the rod recovers one daily use. This effect can be activated up to three times per day. Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Stinky BombYou can throw a flask as a splash weapon with a range of 30 feet. Every creature within 5 feet range of the point where the flask lands must pass a Fortitude saving throw (DC 46) or become unconscious due to the smell for 1d3 rounds. On a successful saving throw creature becomes sickened for 1 round.
Stun BombYou can throw a flask as a splash weapon with a range of 30 feet. Every creature within 5 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or be stunned for 1d3 rounds.
Tankard of Free SpiritThis dwarven tankard allows its owner summon Azata under a Haste effect once per day. At 7th level the owner can summon a single Lillend Azata, at 9th level it summons one Lillend Azata and two Advanced Bralani Azatas, and at 11th level it summons one Lillend Azata, two Advanced Bralani Azatas, and a Ghaele Azata. If the owner of this dwarven tankard is on the azata Mythic Path, the summoned Azatas are additionally affected by the Heroism spell effect.Gray Garrison
Terendelev’s ScaleThis scale allows you to restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. This ability also removes the death’s door condition. Coming back from the dead is an ordeal. The subject of the ability gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature, thought it can not gain a number of negative levels equal to or greater than its total Hit Dice this way. A creature whose permanent negative levels already equal its Hit Dice cannot be brought back to life through raise dead.Underground Caves of Kenabres
The Colorless One’s remainsThis is an intermediate step of relic creation.
The Covenant of the InheritorThis symbol of Iomedae, when placed on the belt, emits a holy aura. All party members in 30-feet area get a +2 bonus to caster level checks made to overcome spell resistance. Their weapons become Good-aligned and count as if they were made of cold iron.Crusader’s Camp
The Hand of Magus DannWhenever the wearer uses a scroll, either to scribe it into a spellbook or to cast a spell, the hand has a 25% chance to produce a perfect copy of the expended scroll.
The Quest ElectriOwner of this book reads one new chapter every time on rest, granting a benefit until the next rest depending on which companion the chapter described, chapter selected randomly. The chapter about Shelburn grants an ability to use Fireball 3 times (caster level 10, DC 18) this day. The chapter about Lord Jessiahdor grants a +5 competence bonus to Persuasion and Use Magic Device checks. The chapter about Skerple allows the owner to deal 1 additional damage on each sneak attack damage die. The chapter about Wolfgang Hypeton grants +10 competence bonus to Stealth checks. The chapter about Ristof Brulston grants an ability to make the target Rage, as a barbarian, for 6 rounds 3 times this day. The chapter about Kenneth Cowannan grants an ability to use Lightning Bolt 3 times (caster level 10, DC 18) this day.
TigerSummons a pet cat. Cat’s Feral Instincts provide +2 morale bonus on Perception and Lore (Nature) checks.Market Square
Tome of Clear Thought +2This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Tome of Leadership and Influence +2This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Tome of Understanding +2This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, she permanently gains a +2 inherent bonus to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Triceratops StatuetteOnce per day his statuette allows the owner to summon a temporary Triceratops animal companion if the owner don’t have animal companion. It uses the owner’s character level minus 4 as the effective druid level.Drezen
Wand of Odd MiraclesThis wand of odd miracles has 3 charges that are restored on the rest. Whenever the wielder uses this wand, one of the following spells is cast: daze, elemental assessor, feeblemind, hideous laughter, nature’s exile, rainbow pattern, scintillating pattern, touch of gracelessness, waves of ecstasy, or weird.
Wand of Summon Monster ZeroThis wand summons an extraplanar murder pony to your side once per day.
Wand of ZachariusThis wand allows its wielder to cast finger of death spell as a 17th level wizard. If the wielder is a Lich, spell cast from this wand ignore any spell resistance the target might have and also require two successful consecutive saving throws instead of one.
Pathfinder: Wrath of the Righteous Unique Items and Locations

Pathfinder: Wrath of the Righteous All Unique Item Guides

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