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.
All Usable Items in Pathfinder: WotR
Usable Items Gallery
Comparison Table
Gallery of Ammunition in Pathfinder: WOTR
Gallery of Rods in Pathfinder: WOTR
Gallery of Throwable Items in Pathfinder: WOTR
Gallery of Books in Pathfinder: WOTR
Gallery of Other Usable Items in Pathfinder: WOTR
Gallery of Pets in Pathfinder: WOTR
Usable Items in Pathfinder: Wrath of the Righteous
Quick Search of All Usable Items
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Name |
Effects |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Fatal Mark |
On hit, this ammunition marks its targets and creates an invisible bond among them. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Lesser Sonic Quiver |
The owner of this quiver can use it to shoot 20 units of ammunition. This ammunition deals additional 2 sonic damage. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
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. | |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Tankard of Free Spirit |
This dwarven tankard allows its owner summon Azata under a Haste effect once per day. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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". |
![]() 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. |
![]() Tome of Understanding +2 |
If anyone reads this book, she permanently gains a +2 inherent bonus to her Wisdom score. |
![]() Tome of Leadership and Influence +2 |
If anyone reads this book, she permanently gains a +2 inherent bonus to her Charisma score. |
![]() Tome of Clear Thought +2 |
If anyone reads this book, she permanently gains a +2 inherent bonus to her Intelligence score. |
![]() Manual of Quickness of Action +2 |
If anyone reads this book, she permanently gains a +2 inherent bonus to her Dexterity score. |
![]() Manual of Gainful Exercise +2 |
If anyone reads this book, she permanently gains a +2 inherent bonus to her Strength score. |
![]() Manual Of Bodily Health +2 |
If anyone reads this book, she permanently gains a +2 inherent bonus to her Constitution score. |
![]() 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. |
![]() Acid Oil |
Adds 1d6 acid damage to a weapon, making it corrosive. |
![]() Oil of Bane Everything |
This very adaptive oil can copy the effect of Bane Everything. |
![]() Oil of Enhancement II |
Gives +2 temporary enhancement to a chosen weapon. |
![]() 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. |
![]() 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. |
![]() Quiver of Ultrasound Ammunition |
The structure of the ammunition allows shooting twice as often. +1d3 sibuc daanage on hit. |
![]() Quiver of Lovers Ammunition |
Using this quiver grants chances to dominate the target for 1d6 rounds. +2d6 cold damage on hit. |
![]() Quiver of Lightning Ammunition |
Using this quiver increases chances of critical hit as well as critical damage. +1d6 electric damage on hit. |
![]() Oil of Unholiness |
Adds 2d6 damage against all creatures of good alignmet to a weapon. |
![]() Oil of Extreme Frost |
Adds 4d6 frost damage to a weapon. |
![]() Quiver of Cold Iron Ammunition |
Adds 4d6 frost damage to a weapon. |
![]() 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. |
![]() Brazen Whip |
While 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. |
Jolly Roger | As a swift action, the bearer of this banner gives themselves and all their allies in a 60-foot range a +2 morale bonus on all attack and damage rolls for 7 rounds. The bearer also gains immunity to fear effects and a +5 morale bonus on saves against all mind-affecting effects for the same duration. This ability can be used 5 times per day. |
Mirror of Beautiful Deceit | Once per day the owner of this silver mirror can spend a standard action to look into it and gain a +4 bonus to Charisma ability score for 1 hour. This effect also grants a competence bonus to attack rolls and AC equal to the owner's Wisdom bonus (if any). If the owner is wearing the Cloak of Sweet Lies when this effect is activated, it also heals the owner for 4d8+15 HP. |
Shackled Jewel | This unholy symbol contains the soul of Nahyndri's long-dead Archpriest. It grants the wearer the ability to take control over an enemy for 3 rounds once per day. This ability works like dominate monster spell, except it can affect any creature, even those normally immune to this spell. Additionally, all attacks against the wearer gain a 20% miss chance due to concealment. |
Rod of Magical Affinity | The wielder of this greater metamagic rod can cast spells that are empowered, hightened, bolstered and maximized, as per using the corresponding metamagic feats. Greater metamagic rods can be used with spells of 9th level or lower. The rod has 5 charges. Modifying a spell with a rod expends 1 charge. When all the charges are expended, the rod becomes useless. 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. Heightened Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. 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. 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. |
Mournful Scroll of Ascendance | This cursed scroll is inscribed in bloody runes on gnome skin. Upon reading it, your whole party gains a character level (if you have already gained some experience towards the next level, it carries over). However, everybody in the party take 10d6 fire damage. The scroll doesn't work for the characters who have already reached level 20. |
Mournful Scroll of Despair | This cursed scroll is inscribed in bloody runes on elven skin. Upon reading it, you make one target creature stunned for 1 round, with no saving throw, no matter how powerful it is. |
Mournful Scroll of Exchange | This cursed scroll is inscribed in bloody runes on human skin. It can be read as a free action. Upon reading it, you fully restore hit points to all allies within a 30 feet radius. However, the caster receives 1d6 damage per character level (a successful DC 35 Fortitude saving throw halves the damage) and becomes fatigued. |
Mournful Scroll of Fury | This cursed scroll is inscribed in bloody runes on orc skin. Upon reading it, you summon a powerful ally to help you in battle until its end. However, after 4 rounds of combat the summoned creature loses its mind and starts attacking random targets. The type of the summoned creature depends on the caster's character level. |
Mournful Scroll of Repudiation | This cursed scroll is inscribed in bloody runes on dwarven skin. Upon reading it, the caster grants all allies within a 30 feet radius immunity to all energy damage except force for 3 rounds. After this effect is gone, the caster receives 1d6 damage per character level (a successful DC 35 Fortitude saving throw halves the damage) and becomes fatigued. |
Nahyndri's Unholy Symbol | The owner of this unholy symbol can, once per day, as a quick action, cast the dominate person spell. The target must make a successful DC 30 Will saving throw, or turn to the owner's side for 20 rounds. The target can make additional saving throws each next round to break the spell. |
Sovereign Dragon | Summons a tiny pet sovereign dragon. Sovereign Dragon's Great Wisdom provides +1 morale bonus on Knowledge (world), Knowledge (arcana), Lore (nature) and Lore (religion) checks. |
Seer's Cards | These 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. |
Rod of Mortiferous Blizzard | This rod grants its wielder the ability to change the elemental damage of up to three spells they cast per day to cold damage. If an enemy is damaged by an instant damage spell cast with this rod, they must pass a Reflex saving throw (DC 13) or become slowed for 1d4 rounds, as per slow spell. The affected enemy emanates a 15-foot aura of frost for the same duration. Any enemy that enters this aura must pass a Reflex saving throw (DC 13) or become slowed for 1d4 rounds. |
Demon's Eye | This 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. |
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