Item: Celestial Staff

TypeWeapon
Level17
Rarity
Uncommon
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price14000 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)

Heavenly radiance shines from an active celestial staff, a golden staff capped with a pair of sculpted angel's wings. Used as a weapon, the staff is a +2 greater striking holy staff. While wielding a celestial staff, you gain a +1 circumstance bonus to saving throws against effects that have the unholy trait and effects created by unholy creatures. When you prepare this staff, if you're unholy, you become Drained 1 until your next daily preparations.


Activate Cast a Spell

Effect You expend a number of charges from the staff to cast a spell from its list.


Craft Requirements You're holy. Supply one casting of all listed ranks of all listed spells.


Trait Effects

Holy: Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

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.

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.


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