

- PATHFINDER WRATH OF THE RIGHTEOUS LOST CHAPEL HOW TO
- PATHFINDER WRATH OF THE RIGHTEOUS LOST CHAPEL FULL

These gloves grant their wearer a +5 bonus to attack rolls made with ranged weapons. Whenever the wearer of these gloves summons a creature, that creature gets spell resistance 21. These gloves grant their wearer additional 1d8 bludgeoning damage on hit with unarmed attacks and a +10 competence bonus on Athletics skill checks. A single enemy can be a subject to this effect only once. These gloves allow their wearer to stun enemies for 1 round on confirmed critical hits with ranged weapons. Whenever the wearer of these gloves casts a level 7 (or higher) spell, they get 20 temporary Hit Points for 1 minute. These gloves grant their wearer a +5 competence bonus to Knowledge (Arcana) skill checks and a +5 bonus to Concentration checks. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. These gloves grant their wearer a +4 bonus to CMD against disarm attempts. Bonuses of the same type usually don’t stack. These gloves grant its wearer a +2 enhancement bonus to Dexterity. When the wearer of these gloves makes a sneak attack, it deals additional 1d6 damage. Whenever the wearer of these gloves is using gather power, she can reduce the total burn cost of a single wild talent by an additional point.

These gloves grant the wearer a +4 bonus to ranged touch attack rolls and a +5 competence bonus on Use Magic Device skill checks. These gloves grant their wearer a +3 damage bonus to the second weapon when dual wielding or wielding a two-handed weapon.
PATHFINDER WRATH OF THE RIGHTEOUS LOST CHAPEL FULL
Whenever the wearer of these gloves makes a full attack and successfully strikes a single enemy with both their main-hand and off-hand weapons, the enemy suffers a -2 penalty on attack rolls and is bleeding for 3 rounds. These bracers grant the wearer a +3 luck bonus to AC and a +3 luck bonus on Reflex, Will, and Fortitude saving throws. Whenever the wearer of these gloves lands a melee touch attack, the enemy must pass a Will saving throw (DC 20) or his heart and mind is consumed with agonizing lust, any critical hit against affected enemy drives him even crazier, paralyzing for one round. This gloves grants its wearer a +4 bonus to ranged attacks. In addition, they also grant a +2 bonus on damage rolls while mounted.

These gloves grant their wearer a +1 morale bonus on attack rolls. Whenever the wearer of these knee pads lands a hit with a natural weapon against a new enemy for the first time, that enemy must pass a Fortitude saving throw (DC 31) or become vulnerable to slashing and acid damage for 3 rounds. In addition, these claws give the wearer a +1 enhancement bonus on attack and damage rolls. If the enemy is of evil alignment, they deal 2d6 damage instead. These gloves have claws that deal 1d8 slashing damage on an unarmed attack. These gloves grant their wearer a +5 luck bonus to Lore (Nature), Lore (Religion), Knowledge (World) and Knowledge (Arcana) skill checks. These gloves grant their wearer a +5 resistance bonus on all saving throws, and the ability to cast prismatic spray spell three times per day as a 13th level wizard. If the initial saving throw is failed, the creature can make new saving throws each round to stop the effect. At the beginning of the battle, the creature must pass a Will saving throw (DC 17) or start attacking party members. These spiked gauntlets grant the wearer’s animal companion (as well as Azata’s dragon or Lich’s skeletal champion) a +6 bonus to Strength ability score. These gloves grant their wearer a +2 equipment bonus to attack rolls made with bombs and their DC. These gloves adds +4 to the wearer’s caster level when they cast any cure spell. Whenever the wearer of these gloves announces a Quarry, targeted enemy suffers a -2 penalty to AC and becomes sickened for 3 rounds. This is an intermediate step of relic creation. These gloves grant the wearer +3 competence bonus on all Mobility and Athletics skill checks. Whenever the wearer of these gloves successfully lands a hit with a melee weapon, an unarmed strike, or a natural weapon, the target takes 1d6 points of acid damage. Pathfinder: Wrath of the Righteous Unique Gloves and Locations Name
PATHFINDER WRATH OF THE RIGHTEOUS LOST CHAPEL HOW TO
In this guide, we told you how to get Pathfinder: Wrath of the Righteous Unique Gloves and their Locations. Home > Guides > Pathfinder: Wrath of the Righteous Unique Gloves & Locations
