Item: Bounty's Light

TypeWeapon
Level8
Rarity
Unique
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price-
UsageHeld in one hand
PublicationPathfinder GM CoreRemaster

This magical torch that's made up of a bouquet of living summer flowers functions as a Staff Of Fire (Greater). Its light turns on and off with an Interact action.


Trait Effects

Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.

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.

Relic: _Nethys note: this trait has not been defined, but has been used for relic seeds and set relics._

Staff: This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.

Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.


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

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Atmospheric Staff8Uncommon480 gp1d4
Birchstaff (Greater)8Common450 gp1d4
Boreal Staff8Common500 gp1d4
Composer Staff (Greater)8Common480 gp1d4
Corrosive Staff (Greater)8Common430 gp1d4
Mentalist's Staff (Greater)8Common450 gp1d4
Poisoner's Staff (Greater)8Uncommon450 gp1d4
Spore Shephard's Staff (Greater)8Uncommon475 gp1d4
Staff of Air (Greater)8Common450 gp1d4
Staff of Earth (Greater)8Common450 gp1d4
Staff of Fire (Greater)8Common450 gp1d4
Staff of Healing (Greater)8Common470 gp1d4
Staff of Illumination8Common425 gp1d4
Staff of the Mage's Friend (Greater)8Common425 gp1d4
Staff of Water (Greater)8Common450 gp1d4
Beast Staff7Common340 gp1d4
Spellstriker Staff7Common360 gp1d4
Spy Staff7Uncommon340 gp1d4
Staff of Nature's Cunning7Common250 gp1d4