Usable Items in Pathfinder: Wrath of the Righteous can be used for multiple purposes. Usables Items can be used as ammunition or throwables or as Spells. Also you can find Usable Items that may grant you permanent buffs to your stats or serve an specific function, for example, a key to unlock new areas. Usable Items can be found by looting around or can be bought to Merchants.

 

 

Usable Items in Pathfinder: Wrath of the Righteous

 

Name

Effects

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The Hand of Magus Dann
 Whenever the wearer uses a scroll, either to scribe it into a spellbook or to cast a spell, the hand has 25% chance to produce a perfect copy of the expended scroll.
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Quiver of Cursed Thorns
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.
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Ancient Hunt
This quiver provides a limitless supply of lawful, cold iron ammunition that gives a +2 bonus to both attack and damage against fey.
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Fatal Mark
On hit, this ammunition marks its targets and creates an invisible bond among them.
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Quiver of Sacred Vengenance
This ammunition hits first enemy as well as two additional enemies, each of which must be within 15 feet of the primary target.
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Quiver of Marksman's Aid
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.
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Midnight Bolt
The 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.
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Lesser Sonic Quiver
The owner of this quiver can use it to shoot 20 units of ammunition. This ammunition deals additional 2 sonic damage.
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Joke of Nature Quiver
This ammunition deals additional 1d6+5 piercing damage and on a confirmed critical hit transforms the enemy into a pony for 1 round.
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Quiver of Holy Ammunition
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.
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Quiver of Forceful Push
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. +1d8 bludgeoning damage.
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Quiver of Flaming Ammunition
The 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.
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Rod of the Fearless
This 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.
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Rod of Flaming Vengeance
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.
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Rod of Power Source
This 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.
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Rod of Undeath
This 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.
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Metamagic Rod of the Attractive Impulse I
This 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.
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Metamagic Rod of the Attractive Impulse II
This 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.
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Channeler's Rod
This 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.

Lesser Kineticist Rod
Lesser Kineticist Rod

This rod increases the damage dealt by the kineticist's 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. It can be found in the Artisan's Tower.
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Greater Bolster Metamagic Rod
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.
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Lesser Bolster Metamagic Rod
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.
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Bolster Metamagic Rod
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.
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Greater Empower Metamagic Rod
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.
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Lesser Empower Metamagic Rod
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.
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Empower Metamagic Rod
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.
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Greater Extend Metamagic Rod
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.
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Lesser Extend Metamagic Rod
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.
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Extend Metamagic Rod
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.
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Greater Maximize Metamagic Rod
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.
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Lesser Maximize Metamagic Rod
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.
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Tankard of Free Spirit
This dwarven tankard allows its owner summon Azata under a Haste effect once per day.
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Triceratops Statuette
Once per day this statuette allows the owner to summon a temporary Triceratops animal companion if the owner doesn't have an animal companion. It uses the owner's character level minus 4 as the effective druid level.
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Acid Flask
You 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.
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Alchemist's Fire
You 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. +1 point of fire damage on a 5 feet radius from the splash.
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Blinding Bomb
You 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.
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Concentrated Acid Flask
You 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.
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Corrosive Bomb
You 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.
Flayleaf For 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.
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Holy Water
You 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.
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Shadowblood
This vial is the essence of a shadow demon that has been magically processed, and turned into a source of pleasure a thousand times stronger than ordinary "demon blood".
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Stinky Bomb
You 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 becomes unconscious due to the smell for 1d3 rounds or sickened for 1 round.
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Tome of Understanding +2
If anyone reads this book, she permanently gains a +2 inherent bonus to her Wisdom score.
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Tome of Leadership and Influence +2
If anyone reads this book, she permanently gains a +2 inherent bonus to her Charisma score.
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Tome of Clear Thought +2
If anyone reads this book, she permanently gains a +2 inherent bonus to her Intelligence score.
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Manual of Quickness of Action +2
If anyone reads this book, she permanently gains a +2 inherent bonus to her Dexterity score.
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Manual of Gainful Exercise +2
If anyone reads this book, she permanently gains a +2 inherent bonus to her Strength score.
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Manual Of Bodily Health +2
If anyone reads this book, she permanently gains a +2 inherent bonus to her Constitution score.
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Stun Bomb
You 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.
Lockpicker's Kit III This lockpicker’s kit grants its owner a +3 bonus on all Trickery skill checks.
Lockpicker's Kit II This lockpicker’s kit grants its owner a +2 bonus on all Trickery skill checks.
Lockpicker’s Kit I This lockpicker’s kit grants its owner a +1 bonus on all Trickery skill checks.
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Acid Oil
Adds 1d6 acid damage to a weapon, making it corrosive.
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Oil of Bane Everything
This very adaptive oil can copy the effect of Bane Everything.
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Oil of Enhancement II
Gives +2 temporary enhancement to a chosen weapon.
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Quiver of Monstrous Humanoid Bane
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.
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Quiver of Rose's Thorns
Using this quiver grants chances to weaken the target for 1d6 rounds as if it was under Curse of Weakness spell. +2d8 unholy damage on hit.
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Quiver of Ultrasound Ammunition
The structure of the ammunition allows shooting twice as often. +1d3 sibuc daanage on hit.
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Quiver of Lovers Ammunition
Using this quiver grants chances to dominate the target for 1d6 rounds. +2d6 cold damage on hit.
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Quiver of Lightning Ammunition
Using this quiver increases chances of critical hit as well as critical damage. +1d6 electric damage on hit.
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Oil of Unholiness
Adds 2d6 damage against all creatures of good alignmet to a weapon.
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Oil of Extreme Frost
Adds 4d6 frost damage to a weapon.
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Quiver of Cold Iron Ammunition
Adds 4d6 frost damage to a weapon.
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Aroden's Wrath
While equipped to a belt slot, changes a Paladin's Smite Evil AC bonus type from Deflection to Sacred. The wearer's first attack each round deals an additional 1d4 divine damage. Cannot be equipped by evil characters.
Coin of Protection This coin grants its wearer the ability to grant any ally DR 5/- for 1 minute,  once per day.

 




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