Item: Staff of Sverenagati

TypeWeapon
Level20
Rarity
Unique
Base ItemStaff
CategorySimple
GroupClub
Damage1d6 slashing
Price65000 gp
UsageHeld in one hand
PublicationPathfinder Adventure Path #225: VaultlinesRemaster

This +3 major striking greater decaying greater fearsome staff was crafted from the blackened spinal column of Cataphraxas, the giant viper companion of an ancient sekmin king. While wielding it, you gain a +1 circumstance bonus to skill checks to Coerce, Make An Impression, Request, or Lie to serpentfolk or other creatures who swear allegiance to the sekmin empire.

Activate—Spectral Serpents 2 (concentrate)

Frequency once per day


Effect A writhing knot of ghostly snakes uncoils from the head of the staff, lashing out to strike at 3 creatures within 60 feet. Each targeted creature takes 4d6 spirit and 4d6 persistent poison damage (DC 43 Basic Reflex save). A creature that critically fails its save is also Slowed 1 as long as the persistent poison damage lasts.


Activate Cast a Spell

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


Cantrip Puff Of Poison

1st Animal Allies (snakes only), Spider Sting

2nd Hidebound, Mist

3rd Enthrall, Hypnotize

4th Snake Fangs, Translocate

5th Mind Probe, Toxic Cloud

6th Scrying, Vampiric Exsanguination

7th Mask Of Terror, Slither

8th Eclipse Burst, Summon Undead

9th Implosion, Seize Soul

10th Summon Undead (Hollow Serpent only)


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 Imperious Echo20Unique65000 gp1d4
Staff of Impossible Visions (True)20Uncommon70000 gp1d4
Staff of Providence (True)20Common64000 gp1d4
Staff of Sieges20Uncommon65000 gp1d4
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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