Item: Chaplain's Cudgel

TypeWeapon
Level9
Rarity
Common
Base ItemMace
CategorySimple
GroupClub
Damage1d6 bludgeoning
Price650 gp
UsageHeld in one hand
PublicationPathfinder GM CoreRemaster

This simple wooden +1 striking mace transforms in the hands of a wielder with great faith in a deity.


Activate—Bow to a Higher Power 1 (concentrate)

Requirements You worship a deity

Effect You supplicate yourself to your deity, and the chaplain's cudgel becomes a conduit for their power. It transforms into your deity's favored weapon, as the Shifting rune except that it functions even if the favored weapon is a ranged weapon, a weapon requiring two hands, or both. Etchings of your deity's religious symbol and other divine depictions spread across the weapon from end to end. This lasts until this activation is used again. While the weapon is attuned to you in this way, you get the following benefits.

  • If you have the holy or unholy trait, you can add that trait to Strikes you make with the weapon.
  • Whenever you cast a divine spell that takes 2 actions or more to cast, the next Strike you make with this weapon before the end of your next turn gets a status bonus to its damage roll equal to the weapon's number of damage dice. Casting a spell matching the options from your deity's divine font grants this benefit no matter how many actions you spent casting it.

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.


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