Item: Staff of Imperious Echo

TypeWeapon
Level20
Rarity
Unique
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price65000 gp
UsageHeld in one hand
PublicationPathfinder Adventure Path #225: VaultlinesRemaster

The human leader of a surface-dwelling Yiggite cult once carried this +3 major striking greater impactful staff as a symbol of station. While wielding the staff, you gain a +2 circumstance bonus to Diplomacy or Intimidation checks against creatures who are frightened or under the effects of any spell cast by you that has the mental trait.

Activate—Anamnesis 1 (concentrate)

Frequency once per round


Effect You siphon strategic insight from your past incarnations, gaining a +2 status bonus to skill checks you make to Recall Knowledge until the start of your next turn. Whenever you Aid an ally while under this effect, your ally gains a +2 circumstance bonus on a success instead of +1, and if you roll any result worse than a success, you get a success instead. The outcome of a critical success is unchanged.


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.

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.


Related Items

NameLevelRarityPriceDamage
Dragonprism Staff (Greater)20Common68000 gp1d6
Fiendbreaker (Heroic)20Unique0 cp1d4
Staff of Arcane Might (Major)20Rare90000 gp1d4
Staff of Impossible Visions (True)20Uncommon70000 gp1d4
Staff of Providence (True)20Common64000 gp1d4
Staff of Sieges20Uncommon65000 gp1d4
Staff of Sverenagati20Unique65000 gp1d6
Staff of the Desert Winds (True)20Common70000 gp1d4
Staff of the Magi20Rare90000 gp1d4
Whispering Staff20Common70000 gp1d4
Staff of Nature's Vengeance (Major)18Common24000 gp1d4
Staff of the Dreamlands (Major)18Uncommon24000 gp1d4
Boreal Staff (Major)17Common13500 gp1d4
Celestial Staff17Uncommon14000 gp1d4
Chronomancer Staff17Rare15000 gp1d4
Hell Staff17Uncommon13000 gp1d4
Wyrm Drinker17Unique13000 gp1d4
Atmospheric Staff (Major)16Uncommon8900 gp1d4
Continuum Staff16Uncommon9500 gp1d4
Lyrakien Staff (Major)16Common8600 gp1d4

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