Arboreal Staff
1d4B(1d8 two-handed)·Simple·Club·One or two-handed
Perception +25; precise vision (low-light) 60 feet, imprecise hearing 30 feet, imprecise tremorsense 30 feet (only when touching the ground)
Communication speech (Arboreal, Common, Fey; speak with plants )
Skills Diplomacy +22, Forest Lore +25, Nature +25
Int +4, Wis +6, Cha +4
Will +27
Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the arboreal's consciousness into a branch, allowing their spirit to live on within the object. The branch functions as a greater verdant staff, though the arboreal spirit allows only partners willing to safeguard nature to use the staff's spells. An arboreal who decides to become an arboreal staff is more connected to shorter-lived species than others of their kind. Most choose to endure to share their knowledge with future generations, but they take a long view in ways that can be frustrating to their wielders.
In addition to the activation and spells of a greater verdant staff , an arboreal staff can cast the spells it holds as if it were the staff's wielder, though it usually does so only to benefit a partner. The staff also has earthbind available as a 3rd-rank spell.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- •Cantrips Tangle Vine
- •1st Runic Body, Runic Weapon
- •2nd Entangling Flora, Oaken Resilience, One with Plants, Shape Wood
- •3rd Wall of Thorns, Speak with Plants, Earthbind
- •4th Oaken Resilience, Speak with Plants
- •5th Plant Form, Wall of Thorns
Traits
An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique.
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.
This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.
You knock the target up to 10 feet away from you. This is forced movement.