Item: Staff of Nature's Cunning (Greater)

TypeWeapon
Level11
Rarity
Common
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price1400 gp
UsageHeld in one hand
PublicationPathfinder Impossible MagicRemaster

Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge and the smell of an ancient forest. While wielding the staff, you gain a +2 item bonus to Nature checks to Recall Knowledge.


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

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.

Plant: Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.

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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