Item: Acrobat's Staff
This +1 striking bo staff is particularly long, making it useful as a balancing pole. While you wield it, the acrobat's staff releases chalk dust to make your grip more secure, granting you a +1 circumstance bonus to your Reflex DC against checks to Disarm you of it.
Activate R command
Trigger You fail or critically fail an Acrobatics check to Balance and would fall
Effect Reroll the Acrobatics check and take the better result.
Trait Effects
Fortune: A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
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.
Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Parry: This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Trip: You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Club: You knock the target away from you up to 10 feet. This is forced movement.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Sensei's Parasol | 11 | Rare | 1d8 |
| Dragonscale Bo Staff | 6 | Common | 1d8 |
| Dragonscale Staff | 6 | Common | 1d8 |
| Bo Staff | - | Common | 1d8 |
| Staff of Sun Wukong | 20 | Unique | 1d8 |
| Whipstaff | - | Uncommon | 1d6 |
| Chatterer of Follies | 6 | Uncommon | 1d6 |
| Conflagration Club | 6 | Common | 1d10 |
| Branch of the Great Sugi | 7 | Rare | 1d4 |
| Kinetic Club | 7 | Uncommon | 1d10 |
| Slime Whip | 7 | Uncommon | 1d4 |
| Constricting Meteor | 8 | Uncommon | 1d8 |
| Skeletal Claw | 9 | Uncommon | 1d4 |
| Whip of Compliance | 9 | Uncommon | 1d4 |
| Giant Squid Lash | 10 | Uncommon | 1d4 |
| Spore Sap | 11 | Uncommon | 1d6 |
| Exquisite Sword Cane Sheath | - | Common | 1d4 |
| Gaff | - | Common | 1d6 |
| Kusarigama | - | Uncommon | 1d8 |
| Nunchaku | - | Uncommon | 1d6 |