Item: Fiendbreaker (Heroic)
Perception [[/r 1d20+35 #Perception]]{+35}; precise low-light vision and hearing within 30 feet
Communication telepathy (partner only)
Skills Demon Lore [[/r 1d20+33 #Demon Lore]]{+33}, Diplomacy [[/r 1d20+34 #Diplomacy]]{+34}, Religion [[/r 1d20+35 #Religion]]{+35}
Int +5, Wis +7, Cha +6
Will [[/r 1d20+35 #Will]]{+35}
The stately echo of Jininsiel, the woman who guided her people through the Darklands to escape the devastation of Earthfall, causes Fiendbreaker to softly shimmer with a silvery radiance equivalent to that of candlelight. Fiendbreaker can activate or deactivate this radiance as a free action once per round on her partner's turn. Fiendbreaker's telepathic voice is calm and soothing, seeking to support her partner's decisions with compliments or warnings against overconfidence as needed.
Fiendbreaker functions as a +3 major striking holy high-grade cold iron staff. While wielding the staff, you gain a +3 circumstance bonus to checks to Recall Knowledge about any sort of fiend.
Activate Cast a Spell
Frequency once per round
Effect You expend a number of charges from the staff to cast a spell from her list. Fiendbreaker can use this activation only if you're holding the staff and only if you haven't used Fiendbreaker to Cast a Spell this round. Likewise, if Fiendbreaker Casts a Spell from the staff, you can't activate the staff to Cast a Spell this round.
- Cantrip Divine Lance
- 1st Sanctuary
- 2nd See The Unseen
- 3rd Anointed Ground, Holy Light
- 4th Clear Mind, Planar Tether
- 5th Banishment, Divine Wrath
- 6th Holy Light, Spirit Blast
- 7th Divine Decree, Planar Seal
- 8th Divine Wrath, Holy Light
- 9th Banishment, Divine Decree
Activate—Restore Mind 2 (concentrate)
Frequency once per hour
Effect Fiendbreaker attempts to counteract an ongoing mental affect you're suffering from, with a counteract rank of 9th and a +25 modifier to the roll (or a +30 modifier if the source of the mental effect on you was created by a fiend).
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 |
|---|---|---|---|
| Whispering Staff | 20 | Common | 1d4 |
| Staff of the Magi | 20 | Rare | 1d4 |
| Staff of the Dreamlands (Major) | 18 | Uncommon | 1d4 |
| Boreal Staff (Major) | 17 | Common | 1d4 |
| Staff of Power | 16 | Rare | 1d4 |
| Fiendbreaker | 15 | Unique | 1d4 |
| Arboreal Staff | 12 | Rare | 1d4 |
| Boreal Staff (Greater) | 12 | Common | 1d4 |
| Snowcaster's Staff | 12 | Rare | 1d4 |
| Staff of the Dreamlands (Greater) | 12 | Uncommon | 1d4 |
| Staff of the Ruling Beast | 9 | Unique | 1d4 |
| Boreal Staff | 8 | Common | 1d4 |
| Staff of the Dreamlands | 6 | Uncommon | 1d4 |
| Nyctessa's Staff | 4 | Unique | 1d4 |
| Dragonprism Staff (Greater) | 20 | Common | 1d6 |
| Staff of Arcane Might (Major) | 20 | Rare | 1d4 |
| Staff of Impossible Visions (True) | 20 | Uncommon | 1d4 |
| Staff of Providence (True) | 20 | Common | 1d4 |
| Staff of Sieges | 20 | Uncommon | 1d4 |
| Staff of the Desert Winds (True) | 20 | Common | 1d4 |