Hell Staff

Level 1713,000 gpWeaponBulk 1UncommonRemaster

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

Runes +3, greater striking, flaming, unholy

A hell staff is a tall, pointed staff forged of red-tinted steel with Diabolic inscriptions that march neatly down its sides. At its top sits an inverted ruby pyramid divided into nine sections. Found mostly in Cheliax or other lands where diabolic influences hold sway, when used as a weapon the staff is a +3 greater striking flaming unholy staff . When you prepare this staff, if you're holy, you become Drained 1 until your next daily preparations.

The staff's summon lesser servitor spell can be used only to summon animals with the fiend trait, devils, or hell hounds (at 4th rank). Its summon fiend spell can summon only devils or hell hounds.


Activate Cast a Spell

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


Craft Requirements You're unholy. Supply one casting of all listed ranks of all listed spells.

Traits

Magical

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.

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.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.

Critical Specialization (club)

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