Item: Fiendbreaker (Heroic)

TypeWeapon
Level20
Rarity
Unique
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price-
UsageHeld in one hand

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.


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.


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