At some point I did some work trying to make a variant form of wizard that relied on their staff.
Archaic Mage- The archaic mage is a variant wizard; a Gandalf type figure who relies, at least in part, on power of his staff.
Familiar: The Archaic Mage does not gain a familiar.
Staff: The Archaic Mage begins play at 1st level with his staff. The staff replaces any normal material components. In order to cast a spell with a material component listed the mage must have his staff in hand.
The staff has half as many hit points as the mage, and gains a hardness bonus equal to the AC bonus a familar would receve. The staff can also be affected by the mage's mending spells, despite it being a magical object.
If seperated from his staff he always knows its exact reletive position if within one mile of it. This is a supernatural ability.
Touch: An Arcane Mage of 3rd level or higher can discharge a 'touch' range spell through a strike with their staff. This deals weapon damage as well as activating the spell. If the arcane mage misses, but the attack was good enugh for a touch attack the spell is still discharged.
Discren Location: At 13th level an arcane mage can Descren Location, as per the spell, on their staff once per day as a spell like ability.
Spellbook: The archaic mage replaces his spellbook with the staff, as well. The procedure for learning a new spell is the same in all reguards (gold cost, time), except instead of scribing the spell into a book the mage fuses the arcane pattren into his staff. To prepair his daily alotment of spells he must medidate with the staff in hand. Unlike a wizard, an Arcane Mage can not prepair read magic from memory, but rather mending.
Scribe Scroll: This feat is replaced with Imbue Spell. Imbue Spell allows a mage to infuse his staff with single spell to be released via spell completion. The time, gold and XP costs of the process are the same. There is no limit to the number of spells that can be imbued into a staff.
Focus: The archaic mage has a magical bond of focus with his staff to arcane energys. He gains a +2 bonus to concentration checks made dealing with arcane magic while the staff is in hand.
Spells: Mending is treated as being a universal spell for Arcane Mages, and read magic is treated as divination.
If the mage ever has his staff destroyed he must make a save or loose XP, as if his familiar had died. He can craft a new staff at a cost of 200 GP with a week of work. He must also pay 1/4th the original gold cost to of fusing his spells into his original staff in order to refuse them into his new staff. He can choose to re-fuse all, none or any specific selection of spells at this time. Re-fusing additinal spells later requires always requires exactily one day of work.
Staff - Simple Large Melee Weapon
1d8 Damage, x2 critical.
Special: You can wield a staff one-handed as a martial weapon (small PCs must use meidum staffs for this benifit).