🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Branch of the Great SugiWeapon 7


RareDisarmFinesseMagicalNonlethalReachTrip
Source Pathfinder Season of Ghosts Hardcover Compilation
Damage 1d4 Slashing
Type Martial
Price 360 gp
Weight 1 bulk

This large tree branch is alive, despite having been harvested from the sugi tree it once belonged to. This long, flexible, and limber branch is a +1 striking whip. When used to Strike, the branch snaps with the sound of a cracking whip but fills the air surrounding the point of impact with the pleasant scent of freshly cut cedar and a sprinkling of fallen leaves on the ground.

Activate—A Multitude of Branches 3 (concentrate, manipulate)

Frequency once per day


Effect You place the branch of the great sugi on the corpse of an unholy creature, then cause the branch to suddenly grow into a sugi tree, up to 25 feet tall with a 2-foot-wide trunk. As it grows, it emits a pulse of soothing energy, restoring 3d8+8 Hit Points to all creatures in a 10-foot burst. A character can Climb the tree with a successful DC 10 athletics check, and its branches effortlessly support the weight of any Medium or smaller creature. The sugi tree reverts to its whip form after 1 hour unless you transform it back before then.

Activate—A Single Branch 1 (manipulate)

You transform the branch of the great sugi from its tree form back into its whip form.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Disarm

You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Finesse

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

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.

Nonlethal

Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.

Reach

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

Trip

You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.