Item: Auspicious Scepter
This imperious +1 striking mace has a glowing orb in the shape of an eye set in its flanged head. When you succeed at a check to Recall Knowledge about a creature after you've dealt damage to it with the auspicious scepter, you learn one of its resistances in addition to any other information.
Activate—Fortunate Strike F (concentrate)
Frequency once every 10 minutes
Trigger Your previous action was to Cast a fortune Spell that targeted a single ally
Effect Your luck magic lingers, allowing your target to find a weak spot in an enemy's defenses. The next Strike made by the target of the triggering fortune spell bypasses an amount of resistance equal to the spell's rank. This benefit is lost if it isn't used by the end of your next turn. If more than one type of resistance would apply against the attack, the attack bypasses only one—whichever would result in the highest amount of damage getting through, as determined by the GM.
Trait Effects
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.
Shove: You can use this weapon to Shove 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 Shove 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 | Price | Damage |
|---|---|---|---|---|
| Chaplain's Cudgel | 9 | Common | 650 gp | 1d6 |
| Warmaster's Baton | 10 | Rare | 850 gp | 1d6 |
| General's Word | 14 | Uncommon | 4500 gp | 1d6 |
| Black Scorpion Stingmace | 15 | Uncommon | 6250 gp | 1d6 |
| Warmaster's Baton (Greater) | 16 | Rare | 8500 gp | 1d6 |
| Wandmender | 9 | Common | 700 gp | 1d6 |
| Mace | - | Common | 1 gp | 1d6 |
| Sonic Tuning Mace | 9 | Common | 700 gp | 1d4 |
| Sonic Tuning Mace (Greater) | 13 | Common | 3000 gp | 1d4 |
| Accursed Staff | 6 | Common | 250 gp | 1d4 |
| Animal Staff | 4 | Common | 90 gp | 1d4 |
| Atmospheric Staff (Lesser) | 4 | Uncommon | 95 gp | 1d4 |
| Birchstaff | 4 | Common | 90 gp | 1d4 |
| Composer Staff | 4 | Common | 80 gp | 1d4 |
| Corrosive Staff | 4 | Common | 85 gp | 1d4 |
| Fey Staff | 6 | Common | 225 gp | 1d4 |
| Fluid Form Staff | 6 | Common | 230 gp | 1d4 |
| Guardian Staff | 6 | Common | 250 gp | 1d4 |
| Hydra Head Club | 6 | Rare | 225 gp | 1d6 |
| Librarian Staff | 6 | Common | 225 gp | 1d4 |