Fiendbreaker

Level 156,500 gpWeaponBulk 1UniqueRemaster

1d4B(1d8 two-handed)·Simple·Club·One or two-handed

Runes +2, greater striking, holy

Material cold iron

After she led her people through the Darklands to the far side of the world, the elven oracle Jininsiel established the nation of Jinin in the heart of the continent of Tian Xia. As she sought to forge alliances with other lands surrounding her own, Jininsiel crafted potent magic items as gifts. For the people of Tianjing, she created this staff, which served the people of that nation well for many years. They returned it to Jinin as a token of condolence when that nation's leader passed into the Great Beyond. Many centuries later, when the people of Jinin learned that their kin had returned to Kyonin from Castrovel only to face fiendish threats in their homeland, a group of priests from Jinin traveled across the world to help. They brought with them Fiendbreaker and chose to leave it in Kyonin to help protect them in the future from demonic foes.

Fiendbreaker functions as a +2 greater striking holy standard-grade cold iron staff . While wielding the staff, you gain a +2 circumstance bonus to checks made to Recall Knowledge about fiends.

Activate Cast a Spell


Effect You expend a number of charges from the staff to cast a spell from its list.

Traits

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Monk

Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.

Staff

This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.

Two-Hand 1d8

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.

Critical Specialization (club)

You knock the target up to 10 feet away from you. This is forced movement.