Zealot Staff
1d4B(1d8 two-handed)·Simple·Club·One or two-handed
Runes +3, greater striking
A zealot staff 's color, iconography, and materials vary depending on the faith it's dedicated to. An Iomedaean staff might be forged of gold and shaped like an ornamental sword, while a Lamashtan one could instead be made of blackened iron depicting monstrous faces. Used as a weapon, the staff is a +3 greater striking staff . The staff represents vehement support of the deity to whom the staff is dedicated, punishing defiance. When you prepare this staff, if you don't worship its deity, you become Drained 1 until your next daily preparations.
Activate ◇ (concentrate, sanctified, spirit)
Frequency once per 10 minutes
Trigger You hit with a Strike using the staff
Effect A vicious blast of deific power explodes as you hit. You deal an additional 1d4 spirit damage per damage die of the staff to the target of your Strike.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list. Add the cleric spells granted by your deity to the list for their rank and each higher rank. For example, a zealot staff of Sarenrae would add breathe fire at 1st through 7th rank, fireball at 3rd through 7th rank, and wall of fire at 4th through 7th rank.
- •Cantrip Divine Lance
- •1st Bane
- •2nd Augury
- •3rd Warding Aggression
- •4th Divine Wrath
- •5th Crisis of Faith, Divine Wrath
- •6th Spiritual Armament, Zealous Conviction
- •7th Crisis of Faith, Divine Decree
Craft Requirements You worship the deity to which the staff is dedicated. Supply one casting of all listed spells, including your deity's cleric spells.
Traits
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.
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.