Item: Ringmaster's Staff

TypeWeapon
Level6
Rarity
Uncommon
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price230 gp
UsageHeld in one hand
PublicationPathfinder #152: Legacy of the Lost GodLegacy

This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance.

While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an auditory or sonic effect through barriers that would otherwise block it.

Activate Cast a Spell


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

Craft Requirements Supply one casting of all listed levels of all listed spells.


Trait Effects

Illusion: Effects and magic items with this trait involve false sensory stimuli. Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (usually via a Will save). If a creature engages with an illusion in a way that would prove it's not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.

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.

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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Fluid Form Staff6Common230 gp1d4
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Lyrakien Staff6Common255 gp1d4
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Staff of Control6Common230 gp1d4
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Staff of Encroaching Shadows6Uncommon230 gp1d4
Staff of Final Rest6Uncommon240 gp1d4
Staff of Impossible Visions6Uncommon230 gp1d4
Staff of Metal6Common250 gp1d4
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Staff of Protection6Common230 gp1d4
Staff of Providence6Common230 gp1d4