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 it damage with the auspicious scepter, you learn one of its resistances in addition to any other information.
Activate F command (divination, magical)
Frequency once every 10 minutes
Trigger You Cast a divination Spell
Effect The next attack by a creature who was targeted by the triggering divination spell bypasses an amount of resistance equal to the spell's rank. If the triggering spell targeted an enemy, this benefit instead applies to the next attack against that enemy, regardless of who makes it.
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 | Damage |
|---|---|---|---|
| Chaplain's Cudgel | 9 | Common | 1d6 |
| General's Word | 14 | Uncommon | 1d6 |
| Black Scorpion Stingmace | 15 | Uncommon | 1d6 |
| Mace | - | Common | 1d6 |
| Sonic Tuning Mace | 9 | Common | 1d4 |
| Sonic Tuning Mace (Greater) | 13 | Common | 1d4 |
| Accursed Staff | 6 | Common | 1d4 |
| Animal Staff | 4 | Common | 1d4 |
| Atmospheric Staff (Lesser) | 4 | Uncommon | 1d4 |
| Composer Staff | 4 | Common | 1d4 |
| Fluid Form Staff | 6 | Common | 1d4 |
| Guardian Staff | 6 | Common | 1d4 |
| Hydra Head Club | 6 | Rare | 1d6 |
| Librarian Staff | 6 | Common | 1d4 |
| Lyrakien Staff | 6 | Common | 1d4 |
| Mentalist's Staff | 4 | Common | 1d4 |
| Nyctessa's Staff | 4 | Unique | 1d4 |
| Poisoner's Staff | 4 | Uncommon | 1d4 |
| Ringmaster's Staff | 6 | Uncommon | 1d4 |
| Spore Shephard's Staff | 4 | Uncommon | 1d4 |