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<blockquote data-quote="Storyteller01" data-source="post: 3552600" data-attributes="member: 20931"><p>My apologies ahead of time if I;m breaking any laws.</p><p></p><p></p><p></p><p>levels 1-2: Cantrips, deliver touch spells, Hardness 5, hp 15</p><p>levels 3-4: Enhanced weapon +1</p><p>levels 5-6: Remote Viewing</p><p>levels 7-8: Hardness 10, hp 20</p><p>levels 9-10: Vital Transfer</p><p>levels 11-12: Enhanced weapon +2</p><p>levels 13-14: Perfect Location, Hardness 15, hp 25</p><p>levels 15-16: Mighty Weapon</p><p>levels 17-18: Return</p><p>levels 19-20: Enhanced Weapon +3, Hardness 20, hp 30</p><p></p><p></p><p></p><p>Cantrips: Light 3/day. In addition, the staff may cast a cantrip chosen during enbuement 1/day. It cannot be changed. Both are cast at the masters level, but the save DC is always 10.</p><p></p><p>Deliver Touch Spells: As the title says, but you must roll to hit the opponents standard AC (as opposed to the touch AC).</p><p></p><p>Enhanced Weapon: Both ends of the staff gain the listed bonus. the staff is only masterwork in anyone elses hands.</p><p></p><p>Remote Viewing: You can see through the finial of the staff as per clairvoyance. Duration: concentration. Range: Limited only to the same plane. The finial glows slightly when you use this ability.</p><p></p><p>Vital Transfer: You can forgo natural healing to heal your staff. It heals at the same rate (not to exceed its hp limit). The heal check doesn't increase the rate.</p><p></p><p>Perfect Location: If you concentrate for a full round you know the distance and location of the staff. Both must be on the same plane.</p><p></p><p>Mighty Weapon: Your staff gains one of the following enhancements: bane, defending, flaming, frost, merciful, shock, or thundering. It effects both ends of the staff.</p><p></p><p>Return: Your may summon your staff to you as a standard action, as long as both are on the same plane. Anything targeting you or the staff with any effect that blocks teleportation blocks this ability.</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 3552600, member: 20931"] My apologies ahead of time if I;m breaking any laws. levels 1-2: Cantrips, deliver touch spells, Hardness 5, hp 15 levels 3-4: Enhanced weapon +1 levels 5-6: Remote Viewing levels 7-8: Hardness 10, hp 20 levels 9-10: Vital Transfer levels 11-12: Enhanced weapon +2 levels 13-14: Perfect Location, Hardness 15, hp 25 levels 15-16: Mighty Weapon levels 17-18: Return levels 19-20: Enhanced Weapon +3, Hardness 20, hp 30 Cantrips: Light 3/day. In addition, the staff may cast a cantrip chosen during enbuement 1/day. It cannot be changed. Both are cast at the masters level, but the save DC is always 10. Deliver Touch Spells: As the title says, but you must roll to hit the opponents standard AC (as opposed to the touch AC). Enhanced Weapon: Both ends of the staff gain the listed bonus. the staff is only masterwork in anyone elses hands. Remote Viewing: You can see through the finial of the staff as per clairvoyance. Duration: concentration. Range: Limited only to the same plane. The finial glows slightly when you use this ability. Vital Transfer: You can forgo natural healing to heal your staff. It heals at the same rate (not to exceed its hp limit). The heal check doesn't increase the rate. Perfect Location: If you concentrate for a full round you know the distance and location of the staff. Both must be on the same plane. Mighty Weapon: Your staff gains one of the following enhancements: bane, defending, flaming, frost, merciful, shock, or thundering. It effects both ends of the staff. Return: Your may summon your staff to you as a standard action, as long as both are on the same plane. Anything targeting you or the staff with any effect that blocks teleportation blocks this ability. [/QUOTE]
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