Item: Fiendbreaker

TypeWeapon
Level15
Rarity
Unique
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price6500 gp
UsageHeld in one hand
PublicationPathfinder #211: The Secret of Deathstalk TowerRemaster

After she led her people through the Darklands to the far side of the world, the elven oracle Jininsiel established the nation of Jinin in the heart of the continent of Tian Xia. As she sought to forge alliances with other lands surrounding her own, Jininsiel crafted potent magic items as gifts. For the people of Tianjing, she created this staff, which served the people of that nation well for many years. They returned it to Jinin as a token of condolence when that nation's leader passed into the Great Beyond. Many centuries later, when the people of Jinin learned that their kin had returned to Kyonin from Castrovel only to face fiendish threats in their homeland, a group of priests from Jinin traveled across the world to help. They brought with them Fiendbreaker and chose to leave it in Kyonin to help protect them in the future from demonic foes.

Fiendbreaker functions as a +2 greater striking holy standard-grade cold iron staff. While wielding the staff, you gain a +2 circumstance bonus to checks made to Recall Knowledge about fiends.

Activate Cast a Spell


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


Trait Effects

Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.

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

NameLevelRarityPriceDamage
Fiendbreaker (Heroic)20Unique-1d4
Staff of Power16Rare10000 gp1d4
Boreal Staff (Major)17Common13500 gp1d4
Zealot Staff17Common13000 gp1d4
Boreal Staff (Greater)12Common2750 gp1d4
Purgatory Emissary's Staff12Rare1820 gp1d4
Snowcaster's Staff12Rare1800 gp1d4
Staff of the Dreamlands (Greater)12Uncommon2000 gp1d4
Staff of the Dreamlands (Major)18Uncommon24000 gp1d4
Staff of the Magi20Rare90000 gp1d4
Staff of the Ruling Beast9Unique700 gp1d4
Boreal Staff8Common500 gp1d4
Staff of the Dreamlands6Uncommon250 gp1d4
Nyctessa's Staff4Unique90 gp1d4
Beast Staff (Major)15Common6250 gp1d4
Cythbikian Staff15Unique5800 gp1d4
Spy Staff (Major)15Uncommon5300 gp1d4
Staff of Nature's Cunning (Major)15Common6500 gp1d4
Zombie Staff (Major)15Common5600 gp1d4
Accursed Staff (Major)14Common4000 gp1d4