Item: Staff of Imperious Echo
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.
Cantrip Guidance
3rd Haste, Hypercognition
4th Rewrite Memory, Telepathy
5th Hallucination, Truespeech
6th Never Mind, Truesight
10th Freeze Time
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
| Name | Level | Rarity | Price | Damage |
|---|---|---|---|---|
| Dragonprism Staff (Greater) | 20 | Common | 68000 gp | 1d6 |
| Fiendbreaker (Heroic) | 20 | Unique | 0 cp | 1d4 |
| Staff of Arcane Might (Major) | 20 | Rare | 90000 gp | 1d4 |
| Staff of Impossible Visions (True) | 20 | Uncommon | 70000 gp | 1d4 |
| Staff of Providence (True) | 20 | Common | 64000 gp | 1d4 |
| Staff of Sieges | 20 | Uncommon | 65000 gp | 1d4 |
| Staff of Sverenagati | 20 | Unique | 65000 gp | 1d6 |
| Staff of the Desert Winds (True) | 20 | Common | 70000 gp | 1d4 |
| Staff of the Magi | 20 | Rare | 90000 gp | 1d4 |
| Whispering Staff | 20 | Common | 70000 gp | 1d4 |
| Staff of Nature's Vengeance (Major) | 18 | Common | 24000 gp | 1d4 |
| Staff of the Dreamlands (Major) | 18 | Uncommon | 24000 gp | 1d4 |
| Boreal Staff (Major) | 17 | Common | 13500 gp | 1d4 |
| Celestial Staff | 17 | Uncommon | 14000 gp | 1d4 |
| Chronomancer Staff | 17 | Rare | 15000 gp | 1d4 |
| Hell Staff | 17 | Uncommon | 13000 gp | 1d4 |
| Wyrm Drinker | 17 | Unique | 13000 gp | 1d4 |
| Atmospheric Staff (Major) | 16 | Uncommon | 8900 gp | 1d4 |
| Continuum Staff | 16 | Uncommon | 9500 gp | 1d4 |
| Lyrakien Staff (Major) | 16 | Common | 8600 gp | 1d4 |