TEXT: 1
  Relics of the Lost Lands: Staff of the Waters
  Frog God 
  Games
  By Vicki Potter
  
  2
  Relics of the Lost Lands: Staff of the Waters
  Author
  Vicki Potter
  Additional Design
  Taryn Potter
  Developers
  John Ling, Greg A. Vaughan
  Copy Editor
  John Ling
  Art Direction, Layout & Typesetting
  Charles A. Wright
  Cover and Interior Art
  Blake Wilkie
  Credits
  CEO — Bill Webb
  Creative Director: Swords & Wizardry — Matthew J. Finch
  Creative Director: Pathfinder — Greg A. Vaughan
  Art Director — Charles A. Wright
  Zach of All Trades — Zach Glazar
  Lead Developer — John Ling
  Customer Service Manager — Krista Webb
  Wasn’t Even Supposed To Be Here Today — Skeeter Green
  Shadow Frog — James Redmon
  Adventures 
  Worth  
  Winning
  Frog  
  God 
  Games
  © 2016 Frog God Games, LLC all rights reserved. 
  Product Identity: The following items are hereby identified as Frog God Games LLC’s Product 
  Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game 
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  ic designs; and any other trademark or registered trademark clearly identified as Product Identity. 
  Previously released Open Game Content is excluded from the above list.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from 
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  Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
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  pathfinderRPG/compatibility for more information on the compatibility license.
  FROG GOD GAMES IS
  
  3
  Relics of the Lost Lands: Staff of the Waters
  Relics of the Lost Lands are more than simply magic items. Not 
  quite artifacts, they are nevertheless items of great antiquity and 
  power that are much more than simply a set of magical powers. 
  Relics of the Lost Lands are as much about their story and history as 
  they are about their abilities. And as a new owner of such a relic gains 
  in experience and understanding of the item he possesses, his access 
  to ever greater magical abilities increases as well.
  In game terms, the user of the relic must possess a certain 
  character level or hit dice in order to fully use its abilities. Low-level 
  characters are able to access only minor powers of a Relic of the Lost 
  Lands; employing its greater abilities requires greater experience. In 
  addition, the item grows with the character, becoming something an 
  adventurer may choose to keep and learn to use well rather than just 
  another +2 sword dumped for something new that comes along with 
  a bigger enhancement bonus.
  Relics of the Lost Lands are as much about story as mechanics; 
  the relics become ever more powerful as their owners gain in 
  experience, but using those powers requires time and effort, 
  research, or even interacting with a powerful patron. While the 
  relics often do have basic combat bonuses, some of their functions 
  are specialized — not appropriate for just any situation. Players 
  who like to use items in creative ways may appreciate relics more 
  than gamers who prefer a straightforward approach to combat or 
  character interactions.
  The monetary value of a Relic of the Lost Lands is high compared 
  to other magic items (or the wealth-by-level guidelines), but the 
  benefit comes with costs as well. As the wielder of a Relic of the Lost 
  Lands becomes more accomplished and the item’s abilities come to 
  light, powerful adversaries will be looking to take away the relic and 
  make it their own. The need for research or travel to discover more 
  about the relic provides the Game Master an excuse for all kinds 
  of adventures. Relics of the Lost Lands add a sense of history to a 
  campaign and give characters the feeling of being connected to a 
  larger world — in this case the Lost Lands by Frog God Games, but 
  you can easily transplant these items into your own campaign setting.
  Staff of the Waters
  This reddish staff is made of acacia wood, having a few slight 
  bumps or bulges but with a very smooth finish. It is strong and solid 
  and thick enough to ward off blows. One end is slightly narrower, 
  the other is a little wider, blunted, and shod in bronze. Numerous 
  symbols representing water, rivers, frogs, water snakes, and more 
  are engraved around the bronze cap. Once the staff of a powerful 
  magician, it has been passed down in a family for generations and 
  is the source of stories of this ancestor possessing ultimate mastery 
  over water and possessing the ability to cross bodies of water — 
  even oceans according to legend — without getting wet. One does 
  not need to be a wizard or a spellcaster of any type to wield the Staff 
  of the Waters, but it is more likely that such a person would choose 
  it. Anyone could use it as a melee weapon, but it takes more than 
  merely possessing it to be able to unlock its other powers.
  The staff has a patron deity who was involved in giving it its power, 
  and this deity can reveal details of the staff’s powers to a worthy 
  bearer as they become available. In the Lost Lands campaign setting 
  this is the Pharonic deity Hapy, God of Rivers, Oceans, Streams, 
  and Seas (see Dunes of Desolation by Frog God Games but any 
  deity whose area of concern includes a vital river system, a major 
  body of water important for the prosperity or survival of a people, 
  or a similar theme would be appropriate). It may be necessary to 
  petition the deity in an elaborate (and perhaps expensive) ritual, or a 
  particular power might be revealed by the deity in a moment of great 
  need. It could also be possible for the wielder to discover the powers 
  by using other methods.
  Origins of the Staff
  This staff once belonged to Jambres, a powerful magician who 
  lived long ago in the land of Khemit in the east. In this desert 
  land, access to water was life, and the ability to control it was 
  power. Selecting the wood of an ancient desert acacia, Jambres 
  smoothed it with his own hands and applying special finishes 
  and its bronze cap. Jambres engraved symbols in the bronze, one 
  symbol for each ability he imbued into the staff. It is possible a 
  character could use these symbols as a clue to the powers of the 
  staff, if someone thinks to study them closely (with an appropriate 
  Knowledge [arcana] check).
  Over the course of many years, Jambres gave the staff myriad 
  abilities which allowed the magician a great deal of power: abilities 
  to clean fouled water, produce it from nothing, or call it out of a 
  rock in the middle of a barren wasteland, to walk on water or push 
  it completely out of his way, even to call creatures forth from the 
  river to fight his enemies. The deity Hapy blessed his efforts as 
  he in his increasing power became tied to the water and the god’s 
  worship. The deity personally added a power to the staff — the 
  power to curse the water in the face of ungrateful people, to punish 
  those who refused to acknowledge their reliance on the gods and on 
  the river for their very lives. Hapy further imbued Jambres’ master 
  work with the ability to cause a flood, to bring water to places 
  dying for its lack. When at last he was finished, Jambres was indeed 
  one of the most powerful people in the kingdom. With the long 
  life granted to him by the favor of the gods, he served as advisor 
  to a powerful pharaoh, and his son, and his grandson after him. 
  Jambres used the powers of his staff to provide water to the people 
  of Khemit, to support the armies of his pharoah, and to destroy the 
  pharaoh’s enemies inside and outside the kingdom. 
  Upon his eventual death, Jambres’ staff was taken up by his second 
  grandson, his other heirs having passed from the mortal coil over 
  the long years. This grandson, named Ahmose, was less interested 
  in power and more interested in exploration and the study of magic. 
  He did use the staff for the good of his people, but used it more in 
  his own pursuits and so his reputation was not as great as that of his 
  father. Ahmose fell during an expedition into the deep desert and the 
  Staff of the Waters was lost, at least for a time. Some legends claim 
  his family retrieved it along with his body, and his descendants keep 
  it to this day. Others say it was found by another explorer and so it 
  passed through many hands to the present time. It seems likely that 
  a thorough knowledge of the staff’s powers was lost with Ahmose 
  for no one has ever shown the power over the waters which Jambres 
  once wielded. On the other hand, stories of rocks spewing water to 
  save a dying caravan or a huge crocodile defending a village from 
  bandits suggest that over the years at least some of the powers of the 
  staff have been known. 
  Relics of the Lost Lands: 
  Staff of the Waters
  
  4
  Relics of the Lost Lands: Staff of the Waters
  Table: Staff of the Waters
  Character 
  Level
  Ability Gained
  1st
  masterwork; self-restoring
  2nd
  purify water
  3rd
  water from rock, stream;  
  +1/+1 enhancement bonus
  4th
  summon river creatures (frogs)
  5th
  walk on water
  6th
  special ability: allying
  7th
  special ability: quenching
  8th
  major create water;  
  +2/+2 enhancement bonus
  9th
  summon river creatures (hippopotamus)
  10th
  staff to snake
  11th
  water from rock, river;  
  +3/+3 enhancement bonus
  12th
  special ability: neutralizing
  13th
  special ability: called
  14th
  part water
  15th
  water from rock, torrent;  
  +4/+4 enhancement bonus
  16th
  summon river creatures (dire crocodile)
  17th
  special ability: impact
  18th
  +5/+5 enhancement bonus
  19th
  water into blood 
  20th
  flood
   
  Abilities of the Staff
  Hardness 5; hp 40
  When first discovered, this appears to be a masterwork staff. The 
  use of detect magic or identify may reveal the staff’s ability to restore 
  itself (see below). As the wielder advances in level and other powers 
  become active, an individual could discover these powers also by 
  identify or detect magic. (The wielder does not have to be holding the 
  staff when the spell is cast, but must still be its acknowledged owner.) 
  With a high enough Spellcraft check (DC 20 + level of highest active 
  power), one of those spells may also reveal that the staff has some 
  additional property, but an individual cannot determine what that is 
  until after it has been activated. An even higher Spellcraft check (DC 
  25 + level of highest active power), would reveal that the weapon 
  has multiple additional powers (if applicable), but never exactly what 
  those are. (See Game Master Information below for more details.)
  In the use of a spell whose parameters (range, duration, etc.) 
  depend on caster level, use the wielder’s character level as the caster 
  level, even if it is normally insufficient to cast the spell.
  Self-restoring: This is the one capability of the staff that is active 
  when first gained. Any nicks or scratches in the staff, even severe 
  cuts, will gradually smooth out and fill in until the staff 
  again is unmarred. Self-restoring is a special use of the 
  cantrip mending. The staff will eventually mend any 
  damage which does not actually sever it. Scratches, dents, 
  nicks, cuts less than one inch across the diameter of the 
  staff, and cuts or splits less than 1/3 the length of the staff will 
  be restored by the next dawn. (They may be restored at dawn 
  at the Game Master’s discretion.) Damage greater than the above 
  dimensions will restore itself over two or three days depending 
  on how extensive it is. (Partial breaks would likely fall into this 
  category.) Damage less than 2/3 the diameter or 2/3 the length of the 
  staff will mend in two days. Damage greater than that, which does 
  not sever the staff, will restore itself in three days. Given that the 
  staff has 40 hp, this ability essentially restores up to 13 hp of damage 
  per day. If the staff is actually severed, it must be repaired given the 
  rules for repairing magic items but it is very unlikely it would ever 
  be restored to its full functionality.
  Purify Water: This is a special use of the orison purify food and 
  drink. It applies only to actual water, not any other beverage. The 
  staff will purify up to 1 cubic foot (8 gallons) of water per wielder 
  level when the tip of the staff is touched to the liquid and a command 
  word is spoken. This ability is usable 4 times per day.
  Water from Rock, Stream: When a command word is spoken and 
  the staff is used to strike a rock at least 2 feet tall, it magically cracks 
  the rock and a stream of fresh, clean water issues forth. This stream 
  produces water at a rate of 1 gallon per round (or 10 gallons per 
  minute) and lasts for 20 rounds. (Compare this and other water from 
  rock abilities to the decanter of endless water.) At the end of the 20 
  rounds, the water dribbles to a stop and the crack in the rock closes, 
  showing no signs of the previous activity. If there is no appropriate 
  rock in the area, it is possible for the wielder to provide a rock of the 
  necessary size. However, it must be part of the terrain, not merely 
  held or set down quickly on a pile of equipment. In other words, the 
  rock must be worked into the ground a little, or set securely upon 
  a bed of smaller rocks, as the Game Master deems sufficient. This 
  ability is usable 2 times per day.
  Enhancement Bonus: The staff is usable as a magic weapon, with 
  a +1/+1 bonus to attack and damage. (The bonus is given for each 
  end as the staff is a double weapon.) The bronze cap on the wide end 
  
  5
  Relics of the Lost Lands: Staff of the Waters
  Summoned Creatures
  Included here for your convenience are the basic stat blocks 
  for the hippopotamus, an advanced giant constrictor snake, and 
  a dire crocodile — the creatures summonable from the Staff of 
  the Waters.
  Frogs
  The spell rain of frogs functions as summon swarm except the 
  caster calls forth poisonous frogs. These frogs have the statistics 
  of a centipede swarm, except it has the animal type and its 
  poison deals Constitution damage instead of Dexterity damage.
  POISONOUS FROG SWARM 
  CR 4
  XP 1,200
  (Pathfinder Roleplaying Game Bestiary, Pathfinder 
  Roleplaying Game Ultimate Magic)
  N Diminutive animal (swarm)
  Init +4; Senses low-light vision; Perception +4
   
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 31 (9d8–9)
  Fort +5; Ref +10; Will +3
  Defensive Abilities swarm traits, Immune mind-
  affecting effects, weapon damage
   
  Speed 30 ft., climb 30 ft.
  Melee swarm (2d6 plus poison)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 13), poison
   
  Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
  Base Atk +6; CMB —; CMD —
  Feats Weapon FinesseB
  Skills Climb +12, Perception +4; Racial Modifiers +4 
  Perception
   
  Environment temperate or warm forest or under-
  ground
  Organization solitary, pair, or tangle (3–6 swarms)
  Treasure none
   
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 
  1/round for 6 rounds; effect 1d4 Con damage; cure 
  1 save. The save DC is Constitution-based and in-
  cludes a +2 racial bonus.
  Hippopotamus
  HIPPOPOTAMUS 
  CR 5
  XP 1,600
  (Pathfinder Roleplaying Game Bestiary 2)
  N Large animal
  Init +4; Senses low-light vision, scent; Perception +8
   
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 59 (7d8+28)
  Fort +8 (+10 vs. nonmagical disease); Ref +5; Will +3
  Defensive Abilities sweat
   
  Speed 40 ft.
  Melee bite +8 (2d8+5)
  Space 10 ft.; Reach 5 ft.
  Special Attacks capsize, trample (1d8+6, DC 17)
   
  Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5
  Base Atk +5; CMB 10; CMD 20 (24 vs. trip)
  Feats Endurance, Improved Initiative, Power Attack, 
  Skill Focus (Perception)
  Skills Perception +8, Stealth +1 (+11 underwater), 
  Swim +11; Racial Modifiers +10 Stealth underwater
  SQ hold breath
   
  Environment warm rivers
  Organization solitary, pair, or bloat (3–20)
  Treasure none
   
  Capsize (Ex) A hippopotamus can overturn a boat 
  of its size or smaller by ramming it as a charge 
  attack and making a CMB check. The DC of this 
  check is 25 or the result of the boat captain’s Profes-
  sion (sailor) check, whichever is higher.
  Sweat (Ex) A hippo’s reddish sweat protects it from 
  nonlethal damage from hot environments, and 
  grants it a +2 racial bonus on saving throws against 
  nonmagical disease.
  Advanced Giant Constrictor Snake
  ADVANCED GIANT CONSTRICTOR SNAKE 
  CR 4
  XP 1,200
  (Pathfinder Roleplaying Game Bestiary)
  N Large animal 
  Init +4; Senses scent; Perception +14
   
  AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, 
  –1 size)
  hp 31 (3d8+15 plus 3)
  Fort +8; Ref +7; Will +4
   
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +8 (1d6+10 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d6+4)
   
  Str 25, Dex 19, Con 20, Int 1, Wis 16, Cha 6
  Base Atk +2; CMB +10 (+14 grapple); CMD 24 (28 vs. 
  grapple)
  Feats Skill Focus (Perception), Toughness
  Skills Acrobatics +16, Climb +15, Perception +14, 
  Stealth +8, Swim +15; Racial Modifiers +8 Acrobatics, 
  +4 Perception, +4 Stealth
   
  Environment warm forests, swamps, jungles, and 
  fresh water
  Organization solitary or nest (2–6)
  Treasure none
  Dire Crocodile
  DIRE CROCODILE 
  CR 9
  XP 6,400
  (Pathfinder Roleplaying Game Bestiary)
  N Gargantuan animal
  Init +4; Senses low-light vision; Perception +14
   
  AC 21, touch 6, flat-footed 21 (+15 natural, –4 size)
  hp 138 (12d8+84)
  Fort +15; Ref +8; Will +8
   
  Speed 20 ft., swim 30 ft.; sprint
  
  6
  Relics of the Lost Lands: Staff of the Waters
  of the staff does not add to its combat capabilities. At 8th level, the 
  enhancement bonus increases to +2/+2; at 11th, it becomes +3/+3; at 
  15th, +4/+4; and finally, at 18th, +5/+5.
  Summon River Creatures (frogs): This acts as the spell rain of 
  frogs (see Pathfinder Roleplaying Game Ultimate Magic). The frogs 
  may be summoned either on land or in water. This ability is usable 
  once per day.
  Walk on Water: This allows the wielder to travel as the spell 
  water walk. However, it is limited to use only on substances which 
  are primarily water. So, of the items listed in the spell description, 
  running water, ice, and snow would definitely qualify. Quicksand 
  would probably qualify and mud probably would not, though these 
  could be determined by the Game Master based on the circumstances. 
  (While this is to some extent left to the judgment of the Game Master, 
  both the player and the character should be aware of the decision.) 
  Walking on oil or lava would not be possible using this ability of 
  the staff. This ability functions at caster level 5, so its duration is 50 
  minutes. It is usable 2 times per day.
  Special Ability — Allying: The tip of the staff has the allying special 
  ability (Pathfinder Roleplaying Game Ultimate Equipment). This 
  ability allows the wielder to transfer some or all of the enhancement 
  bonus from the staff tip to one weapon being used by an ally of the 
  wielder. The wielder must have line of sight to the intended ally. 
  As a free action, at the start of her turn before using the staff, the 
  wielder chooses how to allocate the staff tip’s enhancement bonus. 
  The bonus to the ally’s weapon lasts until the staff wielder’s next 
  turn. The enhancement bonus from the allying special ability does 
  not stack with the enhancement bonus on the ally’s weapon (if any). 
  Special Ability — Quenching: The base of the staff has the 
  quenching special ability (Pathfinder Roleplaying Game Ultimate 
  Equipment). When the base is thrust into a non-magical fire of 
  Medium size or smaller, it extinguishes the flame. When used against 
  a creature of the fire subtype, the staff base deals an extra 1d6 points 
  of damage. The staff’s wielder receives a +2 competence bonus on 
  saving throws against fire-based effects, and the staff itself is immune 
  to fire damage.
  Major Create Water: This is an expansion of the orison create 
  water. It creates 10 gallons of water per level of the wielder. Further, 
  the water created by this spell is just like clean rain water, and it 
  neither goes bad nor disappears after 24 hours. It is subject to the 
  natural deterioration that may affect any clean water. The user is able 
  to create the water in a container or spread over an area; its format is 
  flexible. This ability is usable once per day.
  Summon River Creatures (hippopotamus): This ability acts as the 
  spell summon nature’s ally V. The hippo may be summoned either in 
  or out of water. In water it has the ability to capsize small boats while 
  on land it tramples enemies, and in either terrain it has a mean bite. 
  This ability is usable once per day.
  Staff to Snake: By throwing the staff on the ground and speaking 
  the command word, the staff becomes an advanced giant constrictor 
  snake. This ability acts as the spell snake staff (Pathfinder Roleplaying 
  Game Advanced Player’s Guide) except that it is limited in form to 
  the advanced giant constrictor snake. However, since it functions 
  at a minimum of caster level 10, the spell optionally produces two 
  (or more) of these snakes at once which operate independently. In 
  addition, the wielder is able to telepathically direct the snake or 
  snakes (as described in the spell) even when the snake is out of the 
  wielder’s sight, due to her close connection to the staff. Killing the 
  snake does not break the staff but when the snake is killed, the staff 
  is reconstituted where the snake perished. If two or more snakes are 
  used and are all killed, the bodies of those killed first will disappear 
  and the body of the last will turn back into the staff. The ability to 
  communicate even when the snake is out of sight is a mixed blessing; 
  should the snake be killed while out of sight, it may be difficult to 
  locate the staff. This is especially true if the snake was, for instance, 
  hiding somewhere watching for an opportunity to strike, or crawling 
  through a drain pipe. This ability is usable once per day.
  Water from Rock, River: When a command word is spoken and the 
  staff is used to strike a rock at least four feet tall, it magically cracks 
  the rock and a river of fresh, clean water issues forth. This river 
  produces water at a rate of 5 gallons per round (or 50 gallons per 
  minute) and lasts for 30 rounds. In other ways this ability is similar 
  to water from rock, stream. If a rock is used that does not meet the 
  size requirement, then water from rock, stream will automatically be 
  implemented instead. At this point either water from rock ability is 
  usable a joint total of 3 times per day. 
  Special Ability — Neutralizing: The tip of the staff has the 
  neutralizing special ability (Pathfinder Roleplaying Game Ultimate 
  Equipment).When the tip is thrust into up to 1 gallon of non-magical 
  corrosive liquid, it transforms it into harmless water. When used 
  against a creature of the earth subtype, the staff tip deals an extra 
  1d6 points of damage. The staff’s wielder receives a +2 competence 
  bonus on saving throws against acid- and earth-based effects, and the 
  staff itself is immune to acid damage. 
  Special Ability — Called: The tip of the staff has the called special 
  ability (Pathfinder Roleplaying Game Ultimate Equipment). When 
  called, the staff teleports to its wielder’s hand as a swift action that 
  does not provoke attacks of opportunity, even if the staff is in the 
  possession of another creature. This ability has a maximum range of 
  100 feet, and effects that block teleportation prevent the return of the 
  staff. The staff must be in a wielder’s possession for at least 24 hours 
  for this ability to function.
  Part Water: The wielder is able to use the staff to part water, 
  allowing her and her companions to cross most rivers without 
  wetting their feet. This ability is similar to the lower water version 
  of the spell control water. When the wielder is level 14, the staff 
  theoretically has the power to lower water by 28 feet in an area of 
  140 feet by 140 feet (140 ft. wide x 140 ft. long x 28 ft. deep). This 
  ability automatically functions with the optional halving of one 
  horizontal dimension and doubling of the other horizontal dimension 
  (70 ft. wide x 280 ft. long x 28 ft. deep), but it could be possible for 
  an experienced wielder to use it in its square dimensions. This ability 
  is restricted in use to lowering water between two banks (such as 
  on a river) or other locations of solid ground; it does not function in 
  the middle of an ocean or lake. On the other hand, it will provide a 
  completely dry path rather than lowering the water to one inch, as in 
  the lower water version as written. The duration of the spell is still 
  10 minutes per level when the staff is used, with an exception. If the 
  wielder of the staff walks into the area of the parted water carrying 
  the staff, and stands there with the staff raised in the air, the time the 
  Summoned Creatures Continued
  Melee bite +18 (3d6+13/19–20 plus grab) and tail 
  slap +13 (4d8+6)
  Space 20 ft.; Reach 15 ft.
  Special Attacks death roll (3d6+19 plus trip), swallow 
  whole (3d6+13, AC 16, 13 hp)
   
  Str 37, Dex 10, Con 25, Int 1, Wis 14, Cha 2
  Base Atk +9; CMB +26 (+30 grapple); CMD 36 (40 vs. 
  trip)
  Feats Improved Critical (bite), Improved Initiative, 
  Iron Will, Run, Skill Focus (Perception, Stealth)
  Skills Perception +14, Stealth +0 (+8 in water), Swim 
  +21; Racial Modifiers +8 Stealth in water
  SQ hold breath
   
  Environment warm rivers and marshes
  Organization solitary, pair, or colony (3–6)
  Treasure none
  
  7
  Relics of the Lost Lands: Staff of the Waters
  wielder spends standing in such a position does not count toward 
  the duration of the spell. In other words, if partway through the spell 
  duration the wielder stands with the staff raised in the affected area 
  for 20 minutes, the entire duration of the spell will be increased by 
  20 minutes as those 20 minutes will not count toward the expiration 
  of the spell. This is usable once per day.
  Water from Rock, Torrent: When a command word is spoken and 
  the staff is used to strike a rock at least seven feet tall, it magically 
  cracks the rock and a torrent of fresh, clean water issues forth. This 
  torrent produces water at a rate of 30 gallons per round (or 300 
  gallons per minute) and lasts for 40 rounds. In other ways this ability 
  is similar to water from rock, stream. If a rock is used that does not 
  meet the size requirement, then water from rock, river or stream will 
  automatically be implemented instead depending on the size of rock 
  used. At this point any water from rock ability is usable a joint total 
  of 4 times per day.
  Summon River Creatures (dire crocodile): This ability acts as the 
  spell summon nature’s ally VII. The dire crocodile may be summoned 
  either on land or in water. In addition to its ferocious bite, the dire 
  crocodile is able to swallow whole opponents as large as a horse. 
  This ability of the staff is usable once per day.
  Special Ability — Impact: The base of the staff has the impact 
  special ability (Pathfinder Roleplaying Game Ultimate Equipment). 
  As an impact weapon, the staff base delivers a potent kinetic jolt when 
  it strikes, dealing damage as if the staff were one size category larger. 
  In addition, any bull rush combat maneuver the wielder attempts 
  while wielding the staff gains a bonus equal to the enhancement 
  bonus of the staff’s base. This includes all bull rush attempts, not 
  only those in which a weapon is used.
  Water into Blood: The wielder is able to use the staff to curse the 
  enemies of Hapy, or those who fail to be thankful for the blessings of 
  the river (or anyone, technically), by turning all open water within a 
  1-mile radius to blood. This is a special application of a curse, similar 
  to the spell cursed earth (Pathfinder Roleplaying Game Ultimate 
  Magic). It has a radius of 1 mile from the location of the staff 
  when the ability is used, and is permanent. To produce the effect, a 
  command word is spoken, the staff raised, and the bronze-shod butt 
  of the staff struck firmly on the ground. All open water in the area 
  of effect is turned to body-temperature blood to a depth of 50 feet, 
  including rivers, lakes, wells, pools, fountains, and water in open 
  containers. Open water entering the area (such as in a flowing river) 
  becomes blood at that point. Water carried into the radius in a closed 
  container (such as in a waterskin or jar) is not affected when it is 
  opened, though it would if poured out into an open container such as 
  a bowl. Water which has become blood remains blood permanently; 
  it does not turn back to water upon leaving the area of the curse. For 
  example, water in a river which flows into the area turns to blood as 
  it enters the area and remains blood as it flows on downstream. The 
  blood in standing locations (pools, containers, etc.) will deteriorate 
  as normal blood would, attracting insects and animals and stinking as 
  it decomposes. (The spread of disease is likely to be a side effect of 
  this curse.) The staff has the ability to reverse its own curse, using a 
  different command word but otherwise the same procedure as above. 
  In addition, the curse could possibly be dispelled by using dispel 
  magic (minimum DC 30) on the point of origin.  Further, this spell 
  could be negated or possibly even reversed by the use of a miracle 
  or wish. Ending the spell stops any more water from turning to blood 
  (as in the above example of the river) but it does not turn all the blood 
  back to water. Reversing the curse does indeed turn cursed blood 
  within the one-mile radius back into water. (Note that reversing the 
  curse will not turn normal blood to water, only the cursed blood.) 
  The cursing ability may be used once per week, as may the reversal.
  Flood: The staff’s ultimate power is the ability to bring the flood, 
  bringing the blessing of water to a parched land, or the punishment of 
  a damaging overflow out of the proper season. This ability is similar 
  to the raise water version of the spell control water. It is used at 
  caster level 20, giving the power to raise water by 40 feet in an area 
  of 200 feet by 200 feet (200 ft. wide x 200 ft. long x 40 ft. deep). 
  This ability automatically functions with the optional halving of one 
  horizontal dimension and doubling of the other horizontal dimension 
  (100 ft. wide x 400 ft. long x 40 ft. deep), but it could be possible for 
  an experienced wielder to use it in its square dimensions. The reason 
  for its use over a longer, narrower area is that it is intended to flood 
  adjacent land over as long a front as possible, for either restorative 
  or destructive purposes. However, this ability will function even in 
  open water. This ability is usable 2 times per day.
  Game Master Information
  One way to introduce a relic to a campaign is to use it as the starting 
  item of a beginning player character. The item would be one handed 
  down through the character’s family. It might be that stories are told 
  of an ancestor who previously wielded the item, in which case the 
  character (and player) would have the idea that the item has more 
  power than at first appears. On the other hand, if it is so powerful, 
  why has not someone been employing it recently? Why is it being 
  given to a young person just starting out? Perhaps the stories have 
  been lost, possibly even suppressed at some point by an ancestor who 
  thought the old tales were foolish exaggerations. In either situation, 
  the Game Master may choose to require the starting character to take 
  the Heritage Weapon trait (Pathfinder Companion: Adventurer’s 
  Armory). (The use of a Relic of the Lost Lands differs from the usual 
  heritage weapon in that the relic is a masterwork weapon or item. 
  The character would still pay only the cost of a standard weapon of 
  the same type, not the cost of a masterwork weapon.)
  A relic could be introduced to an ongoing campaign by using it 
  as an item of treasure to be discovered. In that situation, very little 
  information would be available about the relic until it is claimed by 
  an owner. Since its powers are tied to the level of the wielder, only 
  the most basic powers (those at level 1) would manifest without 
  a specific wielder. To officially gain a new owner, a relic must be 
  claimed by a character and actually wielded in combat, or possessed 
  at least 24 hours and wielded in a practice session.
  Once a found Relic of the Lost Lands has a new owner, its powers 
  become active up to the level of the wielder; they are then subject to 
  normal detection. It is possible to detect that the relic has additional 
  powers beyond the active ones (if applicable), but not exactly how 
  many nor what they are. Even after the powers are known, the new 
  owner will need to learn the command words for various abilities 
  before being able to use them. (An exception is that enhancement 
  bonuses and some weapon special abilities will be effective as soon 
  as ownership is established; they do not need to be identified first.) 
  These could be discovered by any method a Game Master usually 
  uses, which could include Knowledge checks or legend lore. If the 
  relic has a patron (see below), that being could also choose to reveal 
  one or more command words, either spontaneously or after being 
  beseeched by the new owner.
  One question with a Relic of the Lost Lands is how will a 
  beginning character ever know the item has more powers than 
  initially indicated? Any relic is at a minimum a masterwork item and 
  could be a good choice for certain starting characters, but there must 
  be some way to let the owner know the item is more than it first 
  appears. This issue is somewhat less difficult if a relic is acquired 
  by an experienced character, as part of a treasure or by some other 
  method. An adventurer would naturally expect to test any finds and 
  attempt to discover the powers of a magical item.
  One way to reveal additional powers would be to consider that 
  they are revealed by the relic itself. When a character gains a level, 
  she suddenly just knows that her item has some other power not 
  previously revealed. This new knowledge would include how to use 
  the power as well as any command word. This is an easy method 
  to use to reveal information, for the Game Master and the player as 
  well as the character. On the other hand, many Game Masters will 
  find this method unsatisfactory. It requires no effort on the part of 
  the player (or the character) and may decrease his or her appreciation 
  for such a special item. Furthermore, other players might consider it 
  unfair that their characters must pay large sums of money to acquire 
  more-powerful magical items while the owner of a relic gets an 
  increasingly powerful item with no expenditure of time or treasure.
  Another option would be to have the powers revealed by a patron, 
  
  8
  Relics of the Lost Lands: Staff of the Waters
  most likely a deity or another creature of power. This would allow 
  the Game Master to have the patron reveal the first power (at level 2) 
  even if the owner of the item is not aware that it has any other powers. 
  Such a revelation could be done in a dream, in a vision (especially if 
  there is an urgent need for the power), by a servant or intermediary, 
  or (in the case of a non-deity) through a personal visit. 
  This method of introducing new powers of a Relic of the Lost 
  Lands could also provide justification for the expenditure of some 
  cash to gain the use of said powers. A deity might require sacrifices 
  or gifts to a relevant temple or cause and would refuse to reveal 
  any more information until sufficiently valuable contributions had 
  been made for previous knowledge. The revelation of some of the 
  greater powers might even necessitate a quest in appreciation. An 
  intermediary (for example, a priest or extraplanar servant) might 
  expect a gift at the time a new power was revealed; this could be 
  something for the intermediary himself or something to go back to 
  the patron. If another type of being was the patron (such as a marid), 
  that patron could make a personal visit and demand ever-increasing 
  gifts or tributes for the knowledge she had to impart. A reasonable 
  estimate of the cost to receive information at any given level is 
  character’s level, multiplied by itself (or “squared”), then multiplied 
  by 100 gold pieces. For instance, at 5th level the cost to have the walk 
  on water ability revealed would be 5 × 5 × 100 gp = 2500 gp.  
  Table: Costs of Information
  Level
  Cost at each level (gp)
  Cumulative total (gp)
  1
  0
  0
  2
  400
  400
  3
  900
  1300
  4
  1600
  2900
  5
  2500
  5400
  6
  3600
  9000
  7
  4900
  13900
  8
  6400
  20300
  9
  8100
  28400
  10
  10000
  38400
  11
  12100
  50500
  12
  14400
  64900
  13
  16900
  81800
  14
  19600
  101400
  15
  22500
  123900
  16
  25600
  149500
  17
  28900
  178400
  18
  32400
  210800
  19
  36100
  246900
  20
  40000
  286900
  If the possessor of the staff does not want to wait on the notions 
  of a patron, the owner could try other means to discover new 
  powers. This may include research by sages or by the character 
  himself. In that case money would be spent in paying others to 
  do research, or in purchasing books or paying library fees. The 
  greater the power to be discovered, the less likely it is that it was 
  used frequently (as previous wielders may never have become 
  experienced enough to activate that ability) and the more it will 
  cost to find information on it.
  Magical methods of discovering powers include detect magic, 
  identify, and legend lore. The spell detect magic primarily reveals 
  magical auras. A Relic of the Lost Lands reveals the aura of the power 
  at the highest active level. (A relic found with no wielder reveals only 
  the aura of the capabilities at 1st level.) If a caster attempts to use 
  detect magic (or identify) to determine the properties of the relic, the 
  spell reveals only the active properties of the item. The DC of the 
  Spellcraft check involved is 15 + level of the highest active power 
  of the item, not the caster level of whatever that power happens to 
  be. If the Spellcraft check used with the spell is at least 5 higher 
  than the identification DC (that is, DC20 + level of highest active 
  power), the caster is aware that the relic has another power which 
  cannot be determined. If the Spellcraft check is at least 10 higher 
  than the identification requirement (DC 25 + level of highest active 
  power), the caster knows that the item has multiple additional powers 
  (if applicable), but never exactly what those are.
  The spell legend lore is used very differently. The limitations of 
  the spell mean it only reveals the greater abilities of a Relic of the 
  Lost Lands (those gained at level 11 or higher), not the lesser ones. 
  This may include information about powers that are not active at 
  the time it is cast, since it is providing legends based on how a relic 
  has been used in the past.  It is left to the Game Master to determine 
  what and how much information is gained from the use of a legend 
  lore spell.
  In certain circumstances, a bard or other character may be able 
  to use the Knowledge skill to gain information about a relic. Likely 
  skills would be Knowledge (history) or Knowledge (local). The 
  appropriate skill and the check DC should be determined by the 
  Game Master based on the history of the relic in his or her campaign. 
  (It should be much more difficult to know information regarding a 
  relic with no epic tales about it, or one whose greater powers were 
  seldom used.) This is another way to potentially get information 
  about powers of a relic which are not active at the time the check 
  is made.
  Eventually a player will get the idea that a relic has a new power at 
  every character level. At this point the player may have the character 
  try to discover the new ability without doing expensive research or 
  spell-casting. Just testing out the capabilities will not work for any of 
  the powers that use a command word, which is likely to be everything 
  except the power the relic has at level 1, the combat enhancement 
  bonuses, and perhaps the weapon special abilities.
  Overall, a Game Master should make the discovery of new powers 
  a challenge for a character, but not make the task overwhelming or 
  too expensive. Making such discoveries significant but achievable 
  preserves the utility of a Relic of the Lost Lands, and the enjoyment 
  of possessing it.
  The Power of Dreams
  At some point after gaining 2nd level, the wielder of the 
  Staff of the Waters will eventually be in a situation with 
  water that needs to be purified. Perhaps someone else takes 
  care of the need at that time, or perhaps no one is available 
  to purify the water as desired. That evening a dream 
  comes to the owner of the staff in which a majestic man 
  of indeterminate age in a simple cotton loincloth (the god 
  Hapy) appears holding an acacia-wood staff like the Staff of 
  the Waters. He stands in a dry area, beside a small pool of 
  greenish water. The man smiles at the dreamer, then speaks 
  a word and touches the brackish water with the narrow end 
  of his staff. Immediately the water become fresh and clear. 
  The man smiles once more and then disappears, waking the 
  owner of the staff. The owner remembers the dream vividly, 
  including the command word used to activate the power. It 
  is possible that if the wielder had an urgent need for pure 
  water, the patron might present the above information in a 
  vision instead of waiting until night to give it in a dream.
  
  9
  Relics of the Lost Lands: Staff of the Waters
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Pub-
  lishing, LLC; Author: Paizo Publishing, LLC.
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  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
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  K.C. Stephens, and Russ Taylor.
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  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Lost Lore — Staff of the Waters copyright 2016 Frog God Games LLC; 
  Author Vicki Potter
  
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