Item: Fiendbreaker (Heroic)

TypeWeapon
Level20
Rarity
Unique
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price-
UsageHeld in one hand
PublicationPathfinder #212: A Voice in the Blight

Perception +35; precise low-light vision and hearing within 30 feet

Communication telepathy (partner only)

Skills Demon Lore +33, Diplomacy +34, Religion +35

Int +5, Wis +7, Cha +6

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.


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).


Trait Effects

Apex: When you Invest an Item that has the apex trait, it improves one of your attributes, either increasing the attribute’s modifier by 1 or to a total of +4, whichever would give you a higher score. This gives you all the benefits of the new attribute modifier until the investiture runs out: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on. An apex item grants this benefit only the first time it’s invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don’t gain the attribute modifier increase, though you do gain any other effects of Investing the Item.

Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

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.

Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique.

Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

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.

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.


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