Enchanting a quaterstaff as a weapon and a Staff


Rules Questions


Can I enchant my quarterstaff as a weapon and a Staff? I can't find a rule that says I can't.

I want to enchant the two different ends separately. One as a weapon, and one as staff (or wonderous)

Can I?

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

Technically you can.. which ever you put on second gets a 50 percent boost in price.

The Staff enchant is not one end of a staff it's the entire staff.

RPG Superstar 2012 Top 16

Yes, you can, and no, there's no % increase.

In the same way you can enchant a shield as both weapon and armor, you can enchant a staff as Weapon and Magic Staff.

Because they use different Item Creation rules and feats, there is no 50% cost penalty. The only one that might apply is the x2 for not using a slot, which does not apply.

So simply enchant one end as a weapon/staff, and then enchant the entire thing as a Magic Staff, and then add the results together.

Note this is already done with a Staff of Power and Staff of the Magi, and several other staves.

==Aelryinth


LazarX wrote:

Technically you can.. which ever you put on second gets a 50 percent boost in price.

The Staff enchant is not one end of a staff it's the entire staff.

Awesome. Thank you.

And just to clarify; A %50 boost in Base Price?


Obolus wrote:
LazarX wrote:

Technically you can.. which ever you put on second gets a 50 percent boost in price.

The Staff enchant is not one end of a staff it's the entire staff.

Awesome. Thank you.

And just to clarify; A %50 boost in Base Price?

You suffer a 50% increase in cost to the cheaper of the two enchantments, not both


Aelryinth wrote:

Yes, you can, and no, there's no % increase.

In the same way you can enchant a shield as both weapon and armor, you can enchant a staff as Weapon and Magic Staff.

Because they use different Item Creation rules and feats, there is no 50% cost penalty. The only one that might apply is the x2 for not using a slot, which does not apply.

So simply enchant one end as a weapon/staff, and then enchant the entire thing as a Magic Staff, and then add the results together.

Note this is already done with a Staff of Power and Staff of the Magi, and several other staves.

==Aelryinth

After reading these posts and checking the books, It seems the quoted post is correct.

The "No slot" rule applies to Wondrous Items. I say this because all other types of items have a very specific way they can be used. IE: Weapons in hands, potions drank, wands activated etc.

And the "%50 cost increase" rule applies to items that DO take up a slot on the body. As it says on PG. 549 in the CRB.

Dark Archive

be a staff magus, and just get a magic staff, they get to use 1/4 of the CL of the staff as an enhancement bonus


Name Violation wrote:
be a staff magus, and just get a magic staff, they get to use 1/4 of the CL of the staff as an enhancement bonus

That is good advice but I've thought about that. I want the Wizard for the spells. I plan on being %100 spell caster.

Thanks though.


I don't see any mechanical benefit to the Staff Magus. The only real advantage the quarterstaff has is that it's a double weapon, and the Magus can't take advantage of that without losing spell combat. At that point you can get a more complete spell list, more spell levels, and a few fighter and wizard bonus feats out of an Eldritch Knight.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Atarlost wrote:
I don't see any mechanical benefit to the Staff Magus. The only real advantage the quarterstaff has is that it's a double weapon, and the Magus can't take advantage of that without losing spell combat. At that point you can get a more complete spell list, more spell levels, and a few fighter and wizard bonus feats out of an Eldritch Knight.

The staff magus gains Quarterstaff Master as a bonus feat at 1st level, which lets them "wield a quarterstaff as a one-handed weapon." (Ultimate Magic, pg. 49 and 154) The staff magus can still use Spell Combat; also, with the Wand Wielder arcana, they can both fight with and activate a magic staff at the same time.

The only benefit they really lose is the high crit-range of rapiers or scimitars when using Spellstrike. Medium and heavy armor use is traded for Quarterstaff Defense, while fighter training is traded for Staff Weapon.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Atarlost wrote:
I don't see any mechanical benefit to the Staff Magus. The only real advantage the quarterstaff has is that it's a double weapon, and the Magus can't take advantage of that without losing spell combat. At that point you can get a more complete spell list, more spell levels, and a few fighter and wizard bonus feats out of an Eldritch Knight.

There's no "benefit" because the archetypes are not meant to be "better" than the orginal or each other. That's called balance. They're for the kind of person who wants to be awesome with a staff and spell as opposed to sword and spell. The staff magus gets a an AC bonus with his staff and is the person to be if you're looking to be a trip magus. They also don't suffer the foot speed reductions of medium and heavy armor.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Obolus wrote:
Name Violation wrote:
be a staff magus, and just get a magic staff, they get to use 1/4 of the CL of the staff as an enhancement bonus

That is good advice but I've thought about that. I want the Wizard for the spells. I plan on being %100 spell caster.

Thanks though.

Than why are you even wasting resources to put weapon enchantments on it? If you're 100 percent caster focus, you do that by leaving melee behind by the time you're that awesome enough of a mage to craft a staff.


Dragonchess Player wrote:
Atarlost wrote:
I don't see any mechanical benefit to the Staff Magus. The only real advantage the quarterstaff has is that it's a double weapon, and the Magus can't take advantage of that without losing spell combat. At that point you can get a more complete spell list, more spell levels, and a few fighter and wizard bonus feats out of an Eldritch Knight.

The staff magus gains Quarterstaff Master as a bonus feat at 1st level, which lets them "wield a quarterstaff as a one-handed weapon." (Ultimate Magic, pg. 49 and 154) The staff magus can still use Spell Combat; also, with the Wand Wielder arcana, they can both fight with and activate a magic staff at the same time.

The only benefit they really lose is the high crit-range of rapiers or scimitars when using Spellstrike. Medium and heavy armor use is traded for Quarterstaff Defense, while fighter training is traded for Staff Weapon.

But a quarterstaff wielded one handed is mechanically identical to a club. "A typical staff is like a walking stick, quarterstaff, or cudgel," from the physical description of magical staves would seem to indicate that they can already be treated as cudgels, which don't exist but would be synonymous with clubs or walking sticks, which one of the iconics has and which is mechanically treated as a club. AC is going to drop, they'll be able to get weapon specialization earlier, and that's it. If they want their quarterstaff to be more than a club and thus justify taking the archetype they need the TWF feats which anti-synergize with spell combat.

LazarX wrote:
Atarlost wrote:
I don't see any mechanical benefit to the Staff Magus. The only real advantage the quarterstaff has is that it's a double weapon, and the Magus can't take advantage of that without losing spell combat. At that point you can get a more complete spell list, more spell levels, and a few fighter and wizard bonus feats out of an Eldritch Knight.
There's no "benefit" because the archetypes are not meant to be "better" than the orginal or each other. That's called balance. They're for the kind of person who wants to be awesome with a staff and spell as opposed to sword and spell. The staff magus gets a an AC bonus with his staff and is the person to be if you're looking to be a trip magus. They also don't suffer the foot speed reductions of medium and heavy armor.

I see no benefit over existing ways to get the same fluff. That makes staff magus a waste of space. Either you want spell combat and are better off using a magic staff that's mechanically a club as a regular magus or you don't want spell combat and are better off with an EK using TWF.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Atarlost wrote:

I see no benefit over existing ways to get the same fluff. That makes staff magus a waste of space. Either you want spell combat and are better off using a magic staff that's mechanically a club as a regular magus or you don't want spell combat and are better off with an EK using TWF.

A club is not a trip weapon. a Quarterstaff used with Quarterstaff mastery is not a club, it's a staff. If you took the time to learn the feats that Quarterstaff mastery opens up, and the magus arcana extras that go with the archetype.. you'd see the value of the approach.


LazarX wrote:
Obolus wrote:
Name Violation wrote:
be a staff magus, and just get a magic staff, they get to use 1/4 of the CL of the staff as an enhancement bonus

That is good advice but I've thought about that. I want the Wizard for the spells. I plan on being %100 spell caster.

Thanks though.

Than why are you even wasting resources to put weapon enchantments on it? If you're 100 percent caster focus, you do that by leaving melee behind by the time you're that awesome enough of a mage to craft a staff.

To make it nigh unsunderable, to add allying and toss your friends a bonus, to act as a permanent light source and to start fires and many more reasons.

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