Item: Staff of the Ruling Beast
The Staff of the Ruling Beast appears as though it's made of myriad organic materials crudely woven together, from sinew and hide to bone and scales. The staff serves as a ceremonial sign of Iapholi's authority, and on rare occasions, she loans it to favored allies to speak in her name. Even then, she expects the staff will be returned at the task's conclusion, sending ferocious bounty hunters to retrieve it, if necessary.
Activate—Overwhelming Sound 2 (auditory, manipulate)
Effect With three sharp taps on the ground, the Staff of the Ruling Beast casts Bullhorn as a 5th-rank cantrip, affecting you so long as you hold the staff. While affected, you can make your words rumble with palpable force, allowing creatures (including those who cannot hear) to feel your speech and identify your location as if they were using an imprecise sense.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- Cantrip Concordant Choir
- 1st Command, Ventriloquism
- 2nd Blistering Invective, Calm
- 3rd Dream Message, Enthrall
Craft Requirements Supply one casting of all listed ranks 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.
Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
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 | Damage |
|---|---|---|---|
| Boreal Staff | 8 | Common | 1d4 |
| Boreal Staff (Greater) | 12 | Common | 1d4 |
| Purgatory Emissary's Staff | 12 | Rare | 1d4 |
| Snowcaster's Staff | 12 | Rare | 1d4 |
| Staff of the Dreamlands | 6 | Uncommon | 1d4 |
| Staff of the Dreamlands (Greater) | 12 | Uncommon | 1d4 |
| Nyctessa's Staff | 4 | Unique | 1d4 |
| Staff of Power | 16 | Rare | 1d4 |
| Boreal Staff (Major) | 17 | Common | 1d4 |
| Staff of the Dreamlands (Major) | 18 | Uncommon | 1d4 |
| Fiendbreaker (Heroic) | 20 | Unique | 1d4 |
| Staff of the Magi | 20 | Rare | 1d4 |
| Accursed Staff (Greater) | 10 | Common | 1d4 |
| Animal Staff (Greater) | 8 | Common | 1d4 |
| Atmospheric Staff | 8 | Uncommon | 1d4 |
| Bounty's Light | 8 | Unique | 1d4 |
| Composer Staff (Greater) | 8 | Common | 1d4 |
| Drazmorg's Staff of All-Sight | 10 | Unique | 1d4 |
| Fluid Form Staff (Greater) | 10 | Common | 1d4 |
| Guardian Staff (Greater) | 10 | Common | 1d4 |