Item: Purgatory Emissary's Staff

TypeWeapon
Level12
Rarity
Rare
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price1820 gp
UsageHeld in one hand
PublicationPathfinder Season of Ghosts Hardcover Compilation

This ash wood staff is topped by a long tassel of bleachedwhite horsehair. Historically carried by the most important of court officials throughout various regions and periods of Tian Xia's history, purgatory emissary's staves are also strongly associated with psychopomps serving punitive sentences. It's thought this connection is a comical nod to the bureaucratic nature of the afterlife.

Psychopomps and spirits tend to regard you with a level of respect while you carry a purgatory emissary's staff. While you wield this staff, you receive a +2 item bonus to all skill checks to adjust a psychopomp's or spirit's attitude.

When used as a weapon, a purgatory emissary's staff is a +2 striking ghost touch staff.

Activate Cast a Spell


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


Trait Effects

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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