Item: Stargazer
When you invest this clear quartz crystal ball, it orbits your head like an aeon stone. As long as you have the stargazer invested, you can use an Interact action to direct it to orbit one of your hands where you can telekinetically smash the orb into foes, wielding it as a +2 greater striking returning club. While you're directing the stargazer, your hand is full, and you can send it back to your head with another Interact action. On a critical hit, the stargazer pulses with hypnotic starlight, Dazzling the struck creature for 1 round. A stargazer doesn't add critical specialization effects.
Trait Effects
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
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.
Scrying: A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
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 |
|---|---|---|---|
| Nightmare Cudgel | 11 | Uncommon | 1d6 |
| Habu's Cudgel | 8 | Unique | 1d6 |
| Hydra Head Club | 6 | Rare | 1d6 |
| Cane of the Maelstrom | 22 | Unique | 1d6 |
| Hunter's Dawn | 23 | Unique | 1d6 |
| Club | - | Common | 1d6 |
| Mindrender Baton | 15 | Rare | 1d6 |
| Fiendbreaker (Heroic) | 20 | Unique | 1d4 |
| Whispering Staff | 20 | Common | 1d4 |
| Accursed Staff (Major) | 14 | Common | 1d4 |
| Dragonprism Staff | 14 | Common | 1d6 |
| Fluid Form Staff (Major) | 14 | Common | 1d4 |
| General's Word | 14 | Uncommon | 1d6 |
| Guardian Staff (Major) | 14 | Common | 1d4 |
| Poisoner's Staff (Major) | 14 | Uncommon | 1d4 |
| Staff of Control (Major) | 14 | Uncommon | 1d4 |
| Staff of Elemental Power (Major) | 14 | Common | 1d4 |
| Staff of Metal (Major) | 14 | Common | 1d4 |
| Staff of Nature's Vengeance (Greater) | 14 | Common | 1d4 |
| Staff of Phantasms (Major) | 14 | Common | 1d4 |