Item: Deflecting Branch
This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The deflecting branch is a +2 greater striking greatclub.
On a critical hit, you knock the target Prone.
Activate R Interact
Frequency once per minute
Trigger You are the target of a physical ranged attack
Requirements You're aware of the attack and are not Off Guard against it
Effect You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have knocked it away. You can't use this ability to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).
Activate F Interact
Frequency once per hour
Trigger You knock away a physical ranged attack by using the deflecting branch's other activation
Effect You swing the club and reflect the oncoming attack. The attack is redirected toward a creature within 60 feet. Make a ranged attack against the creature using your highest proficiency with a ranged weapon.
Trait Effects
Backswing: You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
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 |
|---|---|---|---|
| Kinetic Club | 7 | Uncommon | 1d10 |
| Conflagration Club | 6 | Common | 1d10 |
| Gearblade | 17 | Rare | 1d10 |
| Greatclub | - | Common | 1d10 |
| Chatterer of Follies | 6 | Uncommon | 1d6 |
| Fighting Stick | - | Uncommon | 1d6 |
| Worldringer (Greater) | 14 | Uncommon | 1d6 |
| Sensei's Parasol | 11 | Rare | 1d8 |
| Spore Sap | 11 | Uncommon | 1d6 |
| Acrobat's Staff | 6 | Uncommon | 1d8 |
| Worldringer | 5 | Uncommon | 1d6 |
| Cruuk | - | Common | 1d6 |
| Griffon Cane | - | Common | 1d6 |
| Khakkhara | - | Uncommon | 1d6 |
| Macuahuitl | - | Uncommon | 1d8 |
| Nunchaku | - | Uncommon | 1d6 |
| Tetsubo | - | Uncommon | 1d10 |
| Catoblepas Maul | 13 | Uncommon | 1d12 |
| Dragontooth Club | 13 | Uncommon | 1d6 |
| Dragontooth Leiomano | 13 | Common | 1d6 |