Item: Branch of the Great Sugi

TypeWeapon
Level7
Rarity
Rare
Base ItemWhip
CategoryMartial
GroupFlail
Damage1d4 slashing
Price360 gp
UsageHeld in one hand
PublicationPathfinder Season of Ghosts Hardcover Compilation

This large tree branch is alive, despite having been harvested from the sugi tree it once belonged to. This long, flexible, and limber branch is a +1 striking whip. When used to Strike, the branch snaps with the sound of a cracking whip but fills the air surrounding the point of impact with the pleasant scent of freshly cut cedar and a sprinkling of fallen leaves on the ground.

Activate—A Multitude of Branches 3 (concentrate, manipulate)

Frequency once per day


Effect You place the branch of the great sugi on the corpse of an unholy creature, then cause the branch to suddenly grow into a sugi tree, up to 25 feet tall with a 2-foot-wide trunk. As it grows, it emits a pulse of soothing energy, restoring 3d8+8 Hit Points to all creatures in a 10-foot type:burst. A character can Climb the tree with a successful DC 10 Athletics check, and its branches effortlessly support the weight of any Medium or smaller creature. The sugi tree reverts to its whip form after 1 hour unless you transform it back before then.

Activate—A Single Branch 1 (manipulate)

You transform the branch of the great sugi from its tree form back into its whip form.


Trait Effects

Disarm: You can use this weapon to Disarm 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 (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.

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.

Nonlethal: Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

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.

Flail: The target is knocked prone unless they succeed at a Reflex save against your class DC.


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