TEXT: 1
  J
  ust what are apeiron staves? Simply put, they are 
  to spellcasters what a magic sword is to a fighter. 
  They are weapons of war used by the magically 
  inclined to blast away that which ails them. Where 
  the swordmaster passes down his blade to his favorite 
  student, so too does the master wizard pass his apeiron 
  stave down to his star apprentice. 
  Apeiron staves are magical implements whose 
  most basic function can be used without draining 
  their magical reserves. While they are staff shaped, are 
  magical, and have charges, that is where the comparison 
  between an apeiron staff and a regular magical staff 
  ends. Apeiron staves do not cast spells, but rather offer 
  a number of augmentations to their basic effect. These 
  augmentations do drain a separate reservoir, but even 
  when this pool is empty, the apeiron staff can still be 
  activated to use its basic effect. 
  While most apeiron staves are offensively oriented, 
  a fair number also exist to assist your allies. No longer 
  shall a support character be faced with the question of 
  what to do on some rounds. They can help give orders 
  to their allies, boost their offensive capabilities, lift the 
  burdens ailing their compatriots, and much more.
  The Word Apeiron
  In our world, the word apeiron (pronounced a-pay-
  ron) is Ancient Greek for “infinite” or “unlimited”, 
  or more literally “without limit” or “without end”. 
  Previously it’s been used by the 6th century B.C. Greek 
  natural philosopher Anaximander in his response to 
  the Pre-Socratic natural philosophers of that age who 
  were debating which element, Earth, Wind, Air, or Fire, 
  was the basis of reality. Anaximander proposed that the 
  basis of reality was actually the apeiron, or the infinite, 
  and attributed a divine-like aspect to it. Much like how 
  these staves create magic, creation sprung forth from 
  
  2
  the apeiron. The name “apeiron staves” is thus 
  appropriate for a type of magical staff that can 
  continuously create a basic magic effect.
  Why Apeiron STAveS?
  In the core rules, staves are treated as “spells-
  in-a-can” – a delivery mechanism for a specific 
  number of abilities the user likely already 
  possesses. Yes, they let you create impressive 
  effects, but at the end of the day they are simply 
  a different way to cast a spell. We already have 
  potions, wands, scrolls, and a multitude of 
  command-word items to do this. Why should 
  the vast majority of magic item categories 
  simply be different ways to cast a spell? That’s 
  where apeiron staves come in. 
  Won’t these Make 
  Certain spells obsolete?
  Yes… and no. While it’s true scorching ray 
  loses much of its oomph when you can do 
  similar damage all day with an apeiron staff, the 
  same is true of a longsword making unarmed 
  combat irrelevant. Adding these staves to a 
  campaign allows a spellcaster to expend one 
  resource (gold) to save another (common 
  offensive spells). This opens up possibilities 
  for selecting, and using, more interesting spells 
  with spell slots that would normally be used 
  to give the player some offensive capability. 
  Cantrips, for example, will be used for more 
  utilitarian purposes rather than ensuring the 
  wizard could always do some minor offensive 
  damage in combat. 
  DesCription of apeiron staves
  Apeiron staves are command-word 
  items that anyone with a caster level equal 
  to or greater than the staff’s caster level may 
  activate.
  Physical Description: These generally 
  appear like other magical staves, ranging 
  from four to seven feet in length and usually 
  made of wood.
  Activation: Activating an apeiron 
  staff is a standard action, unless the effect 
  or augmentation being used specifies 
  otherwise.
  Special Qualities: Roll d%. A 01-30 
  result indicates that something (a design, 
  inscription, or   the like) provides some clue 
  to the apeiron staff’s function, and a 31-100 
  indicates no special qualities.
  Each apeiron staff has a maximum of 20 
  charges. Activating the staff does not use 
  up a charge unless you are augmenting the 
  effect. Each day the apeiron staff regains one 
  charge automatically. Each morning, when 
  a spellcaster prepares spells or regains spell 
  slots, he can also imbue an apeiron staff with 
  a portion of his power. By sacrificing one 
  prepared spell or spell slot, the spellcaster 
  may add a number of charges equal to the 
  the Design philosophy behinD apeiron staves
  Apeiron staves can change the way spellcasters act in combat, which is a fairly major 
  shift of tactics and resources. To ensure that these changes don’t also change game balance, a 
  number of design decisions made to keep these balanced while still being worthwhile to use. 
  The first decision was to ensure that these do not marginalize martial characters. When a 
  spellcaster can tear the world apart and change reality to suit their desires with but a word, and 
  can consistently deal as much damage as a martial character with a magical item, then the item 
  is not balanced. To this end, the damage was chosen to ensure that by the time a spellcaster can 
  reasonable afford an aperion staff its unlimited function is useful, but not as effective as the 
  primary attack of a martial character of the same level.
  The second decision was to require attacks made with apeiron staves a standard action to 
  use, rather than allow a full-attack like one could with a normal weapon. This provides a more 
  consistent basis with which to compare the staves to other weapons, and also helps keep the 
  damage in check.
  Since not all apeiron staves are used for dealing damage, we also had to create a set of design 
  guides to keep utility-based apeiron staves on par with their damage-dealing counterparts. 
  First and foremost, there will be no unlimited healing or restoration abilities (staves should not 
  make spells like lesser restoration useless). Second decision was that all bonuses granted by the 
  basic effects should be circumstance bonuses (just like most tools and kits), so that they’ll stack 
  with most spells, but not with other tools (or each other). 
  
  3
  spell level of the sacrificed spell or spell slot. 
  The spellcaster may only add charges to one 
  apeiron staff per day, although each staff 
  regains a charge automatically as usual.
  Like regular staves, apeiron staves may 
  be taken as bonded objects by wizards able 
  to acquire such a staff.
  The effective spell level, when relevant, 
  of these effects is equal to the maximum 
  spell level a wizard of the staff’s caster level 
  can cast. For example, the spell level of an 
  effect from a staff with a caster level of 3 
  would be 2. 
  Below are explanations of the traits that 
  an individual apeiron staff possesses.
  Name: The name of the apeiron staff.
  Price: The base price of the apeiron staff.
  Caster Level: The caster level of the 
  apeiron staff
  Description: A physical description of 
  the staff.
  Effect: The effect that an apeiron staff 
  has. This effect can be produced an unlimited 
  amount of times. These effects are treated 
  as spell-like abilities (and are affected by 
  spell resistance). For all effects related to 
  activating the staff or augmentations, the 
  spellcaster uses their own caster level (and 
  all relevant modifiers) instead of the staff’s. 
  This includes caster level dependent effects 
  and caster level checks to overcome spell 
  resistance. 
  Unless otherwise noted, the energy 
  created by these staves is too ephemeral to 
  cause lasting effects such as starting fires or 
  creating ice from water. The effects may also 
  target unattended objects. 
  If the target is not affected by the staff, 
  applicable augmentations can still affect 
  them.
  Special: Anything special about this 
  staff. If there is nothing special about the 
  staff, this section is omitted. 
  Augmentations: Additional effects that 
  can be added to the base effect at the cost of 
  charges. In general, only two augmentations 
  can be added to the base effect per activation. 
  If this is not the case, this section will make 
  note of that. Adding an augmentation takes 
  no action, but must be done at the time 
  the staff is activated (you cannot add an 
  augmentation to an ongoing effect). Unless 
  otherwise noted, an augmentation can only 
  be added once per activation. Adding an 
  augmentation multiple times incurs the 
  charge cost for each time. You choose the 
  order in which the augmentations take effect. 
  If an augmentation changes the possible 
  target(s), then any other augmentation also 
  affects those targets. Augmentations last 
  only as long as the staff’s base effect.
  Sacrificial 
  Power: 
  Most 
  staves 
  offer special abilities when you sacrifice 
  a prepared spell or spell slot as part of 
  activating the staff, and those abilities are 
  listed here. Any creature with spells or spell 
  slots able to use an apeiron staff may also 
  sacrifice spells for these additional effects.
  
  4
  Requirements: The requirements to craft 
  the apeiron staff. Craft Staff counts as Craft 
  Apeiron Staff for the purposes of making 
  apeiron staves. Requirements marked with an 
  * can be found in Pathfinder Roleplaying Game: 
  Advanced Player’s Guide, those marked with ** 
  can be found in Pathfinder Roleplaying Game: 
  Ultimate Magic, and those marked with *** can 
  be found in Pathfinder Roleplaying Game: Ultimate 
  Combat.
  Cost: The cost to craft the apeiron staff.
  Apeiron STAveS
  apeiron staff of Defenses
  Slot none; Price 9,780 gp; CL 7th
  Description
  This staff is roughly six feet long, and made 
  of polished white wood. A silver cap is fitted 
  to the bottom, while the head of the staff splits 
  into several tendrils, which are woven into a 
  complex rune.
  Effect
  Upon activation, you grant one ally within 
  close range (25 ft. + 5 ft./ 2 caster levels) a +1 
  circumstance bonus to AC and CMD for one 
  round.
  Augmentations
  Aura of Protection: A second ally within 
  10 feet of your target is also affected by the 
  effect. (1 charge)
  Hazy: The target of the effect is treated as if 
  under the effect of blur for one round. (2 charges)
  Saving Grace: You grant the target of 
  the effect a +2 circumstance bonus to saving 
  throws for one round. (1 charge)
  Sacrificial Power
  Allies affected by the staff gain a dodge 
  bonus to avoid attacks of opportunities 
  equal to the level of the spell sacrificed. This 
  bonus lasts for one round.
  Construction
  Requirements: Craft Apeiron Staff, 
  blur, shield, shield other; Cost 4,890
  apeiron staff of forCe, beginner’s
  Slot none; Price 1,500 gp; CL 1st
  Description
  This staff is seven feet long, and only a 
  single inch in diameter. It is made from a 
  single, long shard of smoky quartz.
  Effect
  When activating this staff, you deal 1d3 
  points of force damage to a target within 
  close range (25 ft. + 5 ft./2 caster levels). You 
  do not make a ranged touch attack. This 
  is a force effect. This bolt of force counts 
  as magic missile for purposes of interaction 
  with spells, feats, items, and abilities. You 
  must wait 1d2 rounds following the current 
  round before using this staff again.
  Augmentations
  Only one augmentation can be used per 
  activation. 
  Forced Recharge: You activate the 
  staff even if its recharge has not ended. (3 
  Charges)
  Powerful Bolt: The bolt of force does 
  an additional amount of force damage equal 
  to the modifier for your ability score that 
  determines bonus spells. (2 charges)
  Sacrificial Power
  None.
  Construction
  Requirements: Craft Apeiron Staff, 
  caster level 3, magic missile; Cost 750 gp
  apeiron staff of forCe, lesser
  Slot none; Price 3,570 gp; CL 5th
  Description
  This staff is seven feet long, and only 
  a single inch in diameter. It is made from 
  a single, long shard of clear quartz, with 
  imperfections that look like little stars 
  scattered throughout its length.
  Effect
  When activating this staff, you deal 1d4 
  + your caster level points of force damage 
  to a target within close range (25 ft. + 5 ft./2 
  caster levels). You do not make a ranged 
  touch attack. This is a force effect. This bolt 
  of force counts as magic missile for purposes 
  of interaction with spells, feats, items, and 
  abilities. You must wait one round following 
  the current round before using this staff 
  again.
  Augmentations
  Only one augmentation can be used per 
  activation. 
  
  5
  Forced Recharge: You activate the staff 
  even if its recharge has not ended. (2 Charges)
  Powerful Bolt: The bolt of force does 
  an additional amount of force damage equal 
  to the modifier for your ability score that 
  determines bonus spells. (2 charges)
  Split Bolt: The staff can shoot at 2 
  enemies, instead of one. The bolts must strike 
  different foes. Roll damage once, but apply 
  its result to each enemy if they would be 
  affected.  (4 charges)
  Sacrificial Power
  Increase the range of the effect by 20 feet 
  per level of the spell sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, 
  caster level 5, magic missile; Cost 1,785 gp
  apeiron staff of forCe
  Slot none; Price 15,450 gp; CL 11th
  Description
  This staff is seven feet long, and an inch-
  and-a-half in diameter. It is made from a 
  single, long shard of perfect quartz.
  Effect
  When activating this staff, you deal 2d4 
  + your caster level + your casting ability 
  modifier force damage. The target of this 
  must be within close range (25 ft. + 5 ft./2 
  caster levels). This bolt of force counts as 
  magic missile for purposes of interaction with 
  spells, feats, items, and abilities. You must 
  wait one round following the current round 
  before using this staff again.
  Augmentations
  Forced Burst: The enemy hit by the 
  bolt of force and all creatures adjacent to the 
  enemy are affected by the bolt of force. 
  (4 charges) 
  Forced Recharge: You activate the staff 
  even if its recharge has not ended. 
  (2 Charges)
  Forceful Bolt: The user may make a 
  free bull rush attempt against the target of 
  the bolt. The combat maneuver bonus for 
  this is equal to the user’s caster level plus 
  their casting ability modifier. Any feats that 
  modify bull rushes also modify this ability. 
  (4 charges)
  Powerful Bolt: The bolt of force does 
  an additional amount of force damage 
  equal to your casting ability modifier. This 
  augmentation can be chosen more than 
  once per use of the staff, up to three times. 
  (1 charge)
  Sacrificial Power
  Increase the range of the effect by 40 feet 
  per level of the spell sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, 
  creator must be a wizard specializing in 
  evocation, force punch, toppling magic missile; 
  Cost 7,725 gp
  
  6
  apeiron staff of forCe, greater
  Slot none; Price 159,730 gp; CL 18th
  Description
  This staff is seven feet long, and an inch-
  and-a-half in diameter. It is made from a single, 
  long shard of perfect quartz with arcane runes 
  etched along its length.
  Effect
  When activating this staff, you deal 5d4 + 
  your caster level + your casting ability modifier 
  force damage. The target of this must be within 
  close range (25 ft. + 5 ft./2 caster levels). This 
  bolt of force does not count as magic missile for 
  purposes of interaction with spells, feats, items, 
  and abilities.
  Augmentations
  Forced Burst: The enemy hit by the bolt 
  of force and all creatures adjacent to the enemy 
  are affected by the bolt of force. (2 charges) 
  Forceful Bolt: The user may make a free 
  bull rush attempt against the target of the bolt. 
  The combat maneuver bonus for this is equal to 
  the user’s caster level plus their casting ability 
  modifier. Any feats that modify bull rushes also 
  modify this ability. (1 charge)
  Powerful Bolt: The bolt of force does an 
  additional amount of force damage equal to your 
  casting ability modifier. This augmentation can 
  be chosen more than once per use of the staff, 
  up to three times.  (1 charge)
  Toppling Bolt: The user may make a free 
  trip attempt against the target of the bolt. The 
  combat maneuver bonus for this is equal to the 
  user’s caster level plus their casting ability 
  modifier. Any feats that modify trips also 
  modify this ability. (2 charges)
  Sacrificial Power
  Increase the range of the effect by 100 
  feet per level of the spell sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, 
  clenched fist, creator must be a wizard 
  specializing in evocation, force punch, 
  toppling* magic missile; Cost 79,865 gp
  apeiron staff of glory
  Slot none; Price 23,450 gp; CL 7th
  Description
  Looking more like a long club than a 
  staff, this weapon is made of lacquered 
  hardwood, is slightly less than six feet 
  long and almost as big around as a man’s 
  wrist. Metal studs are placed evenly along 
  its surface, and worn leather straps are 
  wrapped around two midpoints of its 
  length to act as convenient places to hold it 
  in battle.
  Effect
  Upon activation, you grant one ally 
  within close range (25 ft. + 5 ft./ 2 caster 
  levels) a +2 circumstance bonus to attack 
  and damage rolls, as well as CMB checks for 
  one round.
  Augmentations
  Quickening Strike: The target of 
  the effect may make a one more attack of 
  opportunity than he is normally allowed 
  during his next turn. (1 charge)
  Advantageous Positioning: The next 
  time within the next round that the target 
  finishes a full-attack action, as a swift action 
  he may move up to half their speed that 
  provokes as normal. (2 charge)
  Smarter, not Harder: Any combat 
  maneuver the target makes on his next round 
  does not provoke attacks of opportunity. (1 
  charge)
  Pierce the Fog of War: For the next 
  round, the target of the effect is treated as 
  if possessing the Blind-Fight feat. (1 charge)
  Sacrificial Power
  Affected ally overcomes one point 
  of damage reduction per level of spell 
  sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, fox’s 
  cunning, haste; Cost 11,725 gp
  
  7
  apeiron staff of soothing, lesser
  Slot none; Price 1,050 gp; CL 3rd
  Description
  This staff is made of bright green wood, 
  with just the outer layer of bark stripped off. 
  Roughly five-and-a-half feet long its head is 
  bent and carved to look like a winged snake, 
  while the bottom of the staff tapers to a thin 
  point.
  Effect
  Upon activation, the duration of a 
  fatigued, shaken, or sickened condition 
  affecting one ally within close range (25 ft. + 
  5 ft./2 caster levels) is reduced by 1 round. If 
  the condition only has one round remaining, 
  the effect ends. The same instance of a 
  condition cannot have its duration reduced 
  more than once by this effect.
  Augmentations
  Minor Invigoration: The target gains 
  a +1 competence bonus to the next attack or 
  combat maneuver roll they make in the next 
  round. (2 charges)
  Minor Hope: The target gains a +2 
  competence bonus to saving throws against 
  effects that cause the condition your 
  reduced the duration of. This bonus lasts 
  for a number of rounds equal to the ability 
  modifier that determines your bonus spells. 
  (1 charge)
  Minor Respite: The target heals 1d6+1 
  hit points. (2 charges)
  Sacrificial Power
  Allies affected gain 1 temporary hit point 
  per level of spell sacrificed. These disappear 
  after a minute, if not used up sooner.
  Construction
  Requirements: Craft Apeiron staff, cure 
  light wounds, lesser restoration; Cost 525 gp
  apeiron staff of soothing
  Slot none; Price 5,450 gp; CL 7th
  Description
  This staff is made of smooth, polished 
  wood that has been lacquered a deep green. 
  Roughly five feet long its head is shaped into 
  two snakes that turn to face each other and 
  simple glyphs of wings run its length, while 
  the bottom of the staff tapers to a thin point.
  Effect
  As the minor staff of soothing, except it 
  also affects the dazed, deafened, nauseated, 
  sickened, and staggered conditions. In 
  addition, the duration is reduced by 2 rounds.
  Augmentations
  Invigoration: The target gains a +1 
  competence bonus to all attack and combat 
  maneuver rolls for one round. (2 charges)
  Hope: The target gains a +4 competence 
  bonus to saving throws against effects 
  that cause the condition your reduced the 
  duration of. This bonus lasts for a number 
  of rounds equal to the ability modifier that 
  determines your bonus spells.  (1 charge)
  
  8
  Minor Respite: The target heals 2d6 plus 
  the ability modifier that determines your bonus 
  spells. (3 charges)
  Sacrificial Power
  Allies affected gain 2 temporary hit points 
  per level of spell sacrificed. These disappear 
  after a minute, if not used up sooner.
  Construction
  Requirements: Craft Apeiron staff, cure 
  serious wounds, restoration; Cost 2,725 gp
  apeiron staff of soothing, greater
  Slot none; Price 20,540 gp; CL 12th
  Description
  This four-and-a-half foot long staff is made of 
  smooth, polished wood that has been lacquered 
  a dark green. Its entire length has been finely 
  carved, giving the appearance of a two-headed, 
  winged snake, with the heads facing each other 
  and the wings tucked close to the body.
  Effect
  As the staff of soothing, except it also affects 
  blinded, paralyzed, and stunned conditions.
  Augmentations
  Blessing for the Many: All allies within 20 
  feet of the target are affected by the effect.
  (2 charges)
  Invigoration: The target gains a +2 
  circumstance 
  bonus 
  on 
  attack, 
  combat 
  maneuver, and damage rolls for one round.
  (2 charges)
  Hope: The target gains a +4 competence 
  bonus to saving throws against effects 
  that cause the condition your reduced the 
  duration of. This bonus lasts for a number 
  of rounds equal to the ability modifier that 
  determines your bonus spells. (1 charge)
  Respite: The target heals 2d6 plus the 
  ability modifier that determines your bonus 
  spells. (2 charges)
  Sacrificial Power
  Allies affected gain 3 temporary hit 
  points per level of spell sacrificed. These 
  disappear after a minute, if not used up 
  sooner.
  Construction
  Requirements: Craft Apeiron staff, heal, 
  restoration; Cost 10,270 gp
  apeiron staff of the speCtral hero
  Slot none; Price 56,000 gp; CL 11th
  Description
  This cast iron staff is five feet long and has 
  the appearance of an elongated, impossibly 
  thin soldier.
  Effect
  You summon a spectral hero at a location 
  within 50 feet. Treat the spectral hero as 
  spiritual ally. (Pathfinder Roleplaying Game: 
  Advanced Player’s Guide), except as noted 
  below. The spectral ally uses a greatsword’s 
  critical threat range and multiplier. Its 
  attack bonus is equal to your caster level. 
  It is limited to normal ground movement 
  (though its speed is unchanged). It can be 
  harmed by physical attacks and has a base 
  AC of 10.  It possesses a deflection bonus 
  to AC equal to 2 + the ability modifier that 
  determines your bonus spells and a number 
  of hit points equal to 3 times your caster 
  level. It lasts for a number of rounds equal 
  to you the modifier of the ability score that 
  determines your bonus spells. The spectral 
  hero acts immediately after summoned, and 
  always acts on your turn.
  Special: If the staff is activated again, 
  any previously summoned spectral hero is 
  destroyed. Unlike normal augmentations, 
  the augmentations for this staff affect the 
  behavior of an already summoned spectral 
  hero. As a standard action, the spellcaster 
  may apply a number of augmentations, 
  up to the normal limit. The spectral hero 
  must remain within 100 feet of you, or it is 
  automatically dispelled.
  Augmentations
  Guarded Hero: The spectral hero gains 
  a +4 dodge bonus to AC for 1 round. (1 
  charge)
  Ghastly Show: Instead of making 
  the spectral hero make attacks this round, 
  you may attempt to Intimidate all enemies 
  within 30 feet of the spectral hero, as if he 
  were using the Dazzling Display feat and 
  your Intimidate bonus. (1 charge)
  Insightful Strikes: Add half of your 
  caster level to all damage the spectral hero 
  deals this round. (1 charge)
  
  9
  Powerful Attack: The spectral hero’s 
  attacks are modified as if by Power Attack 
  for one round. For the purposes of Power 
  Attack, treat the spectral hero’s weapon as a 
  greatsword.  (1 charge)
  Ghostly 
  Volley: 
  Instead 
  of 
  a 
  greatsword as his weapon, the spectral 
  hero uses a longbow for this round. If used 
  in conjunction with the Powerful Attack 
  augmentation, the spectral hero’s attacks 
  are modified with Deadly Aim instead of 
  Power Attack. (1 charge)
  Sacrificial Power
  Every damage roll the spectral hero 
  makes gains a bonus equal to the level of the 
  spell sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, fear, 
  true strike, spiritual ally; Cost 28,000 gp
  beginner’s apeiron staff
  Slot none; Price 350 gp; CL 1st
  Description
  The beginner’s apeiron staff is a five foot 
  length of smooth oak wood, topped with a 
  crystal orb 2 inches in diameter.
  Effect
  This staff causes a prestidigitation effect 
  to occur wherever you desire within close 
  range (25 ft. + 5 ft./2 caster levels).
  Special: Any light spell cast on the 
  staff’s orb has double the normal radius. 
  Augmentations
  Magical 
  Overload: 
  Instead 
  of 
  prestidigitation, the staff can be used to create 
  any other cantrip or orison you know. 
  (1 charge)
  Sacrificial Power
  None.
  Construction
  Requirements: Craft Apeiron Staff, 
  prestidigitation; Cost 175 gp
  blaze staff, lesser
  Slot none; Price 2,530 gp; CL 3rd
  Description
  This twisted, gnarled wooden staff is six 
  feet long, though it would be seven feet if it 
  was straight. The dark wood is charred and 
  blackened, but also smooth and polished.
  Effect
  Upon activation, you may make a ranged 
  touch attack against an enemy within close 
  range (25 ft. + 5 ft./2 caster levels). If the 
  attack hits, the enemy takes 1d8 fire damage.
  Augmentations
  Dazzling Flare: Your target may be 
  dazzled by the flares produced by this staff. 
  They receive a Fortitude saving throw to 
  avoid being dazzled. The DC of this saving 
  throw is 10 + 1/2 your caster level. If they fail 
  the saving throw, they are dazzled for one 
  minute. (1 charge)
  
  10
  Powerful Flare: You may add the modifier 
  of the ability score that determines your bonus 
  spells to the damage roll. (2 charges) 
  Sacrificial Power
  The attack deals an additional 1d8 fire 
  damage per level of spell sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, flare, 
  scorching ray; Cost 1,165 gp
  blaze staff
  Slot none; Price 12,230 gp; CL 9th
  Description
  This twisted, gnarled wooden staff is six 
  feet long, though it would be seven feet if it 
  was straight. The dark wood is charred and 
  blackened, and long cracks in its length glow as 
  if the interior was still burning charcoal, despite 
  being cool to the touch.
  Effect
  Upon activation, you may make a ranged 
  touch attack against an enemy close range (25 
  ft. + 5 ft./2 caster levels). If the attack hits, the 
  enemy takes 2d8 fire damage.
  Augmentations
  Burn like a Torch: Your target may catch 
  fire. Instead of the normal DC to avoid catching 
  fire, they receive a Reflex saving throw against a 
  DC of 10 + 1/2 your caster level. If they fail their 
  saving throw, they catch fire for 1d2+1 rounds. 
  While on fire, they also shed light as a torch. See 
  Chapter 13 of the Pathfinder Roleplaying Game 
  Core Rulebook for more information on catching 
  on fire. (3 charges)
  Dazzling Flare: Your target may be 
  dazzled by the flares produced by this staff. 
  They receive a Fortitude saving throw to 
  avoid being dazzled. The DC of this saving 
  throw is 10 + 1/2 your caster level. If they fail 
  the saving throw, they are dazzled for one 
  minute. (1 charge)
  Fire Storm: Select one square that the 
  target is in. If the attack hits your target, 
  all creatures adjacent to that square must 
  make a Reflex save (DC 10 + 1/2 your caster 
  level) or take half the fire damage. Other 
  augmentations do not affect these targets. 
  Each target takes the fire damage only once. 
  (2 charges)
  Powerful Flare: You may add the 
  modifier of the ability score that determines 
  your bonus spells to the damage roll. (1 
  charge)
  Volcanic Bomb: The projectile of the staff 
  takes the form of a volcanic bomb, dealing 
  an additional 2d6 points of bludgeoning 
  damage. If the touch attack hits, the bomb 
  bursts into smoke. If it misses, use the missed 
  splash weapon rules to determine where the 
  volcanic bomb lands. This square is affected 
  by the smoke, but not the damage from the 
  volcanic bomb or the effect of the apeiron staff. 
  See Chapter 13 of the Pathfinder Roleplaying 
  Game Core Rulebook for more information on 
  the effects of smoke. This lasts for 2 rounds. 
  (2 charges)
  Sacrificial Power
  The attack deals an additional 1d8 fire 
  damage per level of spell sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, flare, 
  fireball, pyrotechnics, scorching ray; Cost 6,115 gp
  
  11
  blaze staff, Major
  Slot none; Price 128,230 gp; CL 16th
  Description
  This twisted, gnarled wooden staff is six 
  feet long, though it would be seven feet if it 
  was straight. The dark wood is charred and 
  blackened, with long cracks in its length glow 
  as if the interior was still burning charcoal. 
  Though cool to the touch the staff smells 
  slightly of charred wood, and a thin tendril of 
  smoke constantly curls off the head of the staff.
  Effect
  Upon activation, you may make a ranged 
  touch attack against an enemy within close 
  range (25 ft. + 5 ft./2 caster levels). If the attack 
  hits, the enemy takes fire damage equal to 4d8.
  Augmentations
  Burn like a Torch: Your target may 
  catch fire. Instead of the normal DC to avoid 
  catching fire, they receive a Reflex saving 
  throw against a DC of 10 + 1/2 your caster 
  level. If they fail their saving throw, they catch 
  fire until extinguished. While on fire, they 
  also shed light as a torch. See Chapter 13 of 
  the Pathfinder Roleplaying Game Core Rulebook 
  for more information on catching on fire. (2 
  charges)
  Dazzling Flare: Your target may be 
  dazzled by the flares produced by this staff. 
  They receive a Fortitude saving throw to avoid 
  being dazzled. The DC of this saving throw is 
  10 + 1/2 your caster level. If they fail the saving 
  throw, they are dazzled for one minute. (1 
  charge)
  Fire Storm: Select one square that the 
  target is in. If the attack hits your target, 
  all creatures adjacent to that square must 
  make a Reflex save (DC 10 + 1/2 your caster 
  level) or take half the fire damage. Other 
  augmentations do not affect these targets. 
  Each target takes the fire damage only once. 
  (2 charges)
  Volcanic Bomb: The projectile of the 
  staff takes the form of a volcanic bomb, 
  dealing an additional 4d6 points of 
  bludgeoning damage. If the touch attack 
  hits, the bomb bursts into smoke. If it misses, 
  use the missed splash weapon rules to 
  determine where the volcanic bomb lands. 
  This square is affected by the smoke, but not 
  the damage from the volcanic bomb or the 
  effect of the apeiron staff. See Chapter 13 of 
  the Pathfinder Roleplaying Game Core Rulebook 
  for more information on the effects of smoke. 
  This lasts for 2 rounds. (2 charges)
  Sacrificial Power
  The attack deals an additional 1d8 fire 
  damage per level of spell sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, 
  flare, fireball, hungry pit, incendiary cloud, 
  pyrotechnics, scorching ray; Cost 64,115 gp 
  
  12
  CaustiC staff, lesser
  Slot none; Price 2,530 gp; CL 3rd
  Description
  This staff is a six-foot-long, hollow tube of 
  copper with a stylized dragon’s mouth around 
  the opening at one end.
  Effect
  Upon activation, you may make a ranged 
  touch attack against an enemy within close 
  range (25 ft. + 5 ft./2 caster levels). If the attack 
  hits, the enemy takes 1d4 acid damage.
  Augmentations
  Noxious Fumes: The target of the effect 
  must make a Fortitude save or be sickened for 
  one round. The DC of this save is 10 + 1/2 your 
  caster level. (1 charge)
  Residual Acid: The target of the effect 
  takes additional acid damage equal to half the 
  original damage on their next turn. (3 charges)
  Sacrificial Power
  The attack deals an additional 1d4 acid 
  damage per level of spell sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, acid 
  splash; Cost 1,165 gp
  CaustiC staff
  Slot none; Price 12,230 gp; CL 9th
  Description
  This staff is a six-foot-long, hollow tube 
  of copper with a stylized dragon’s mouth 
  around the opening at one end. The copper 
  is dark green at each end of the staff, and 
  light green near the middle.
  Effect
  Upon activation, you may make a ranged 
  touch attack against an enemy close range 
  (25 ft. + 5 ft./2 caster levels). If the attack hits, 
  the enemy takes 3d4 acid damage.
  Augmentations
  Acid Burst: Select one square that the 
  target is in. All creatures adjacent to that 
  square are affected by the effect if it hits 
  the original target. Each creature receives 
  their own saving throw if the effect or an 
  augmentation requires one. Damage and 
  augmentations only affect the creatures 
  once. (2 charges)
  Corrosive: The damage dealt is treated 
  as ongoing damage for the next round, for 
  purposes of spellcasting and concentration 
  checks. (2 charges)
  Noxious Fumes: The target of the effect 
  must make a Fortitude save or be sickened 
  for 1d2 rounds. The DC of this save is 10 + 
  1/2 your caster level. (1 charge)
  Residual Acid: The target of the effect 
  takes additional acid damage equal to half 
  the original damage on their next turn. 
  (2 charges)
  Sacrificial Power
  The attack deals an additional 1d4 acid 
  damage per level of spell sacrificed.
  Construction
  Requirements: Craft Apeiron Staff, acid 
  arrow, acid splash, acidic spray**; Cost 6,115 gp
  CaustiC staff, Major
  Slot none; Price 128,230 gp; CL 16th
  Description
  This staff is a six-foot-long, hollow tube 
  of copper with a stylized dragon’s mouth 
  around the opening at one end. Heavy 
  calcification is built up at both ends of the 
  staff, and the middle is heavily tarnished. A 
  slight scent of bleach accompanies the staff 
  at all times.
  Effect
  Upon activation, you may make a ranged 
  touch attack against an enemy within close 
  range (25 ft. + 5 ft./2 caster levels). If the attack 
  hits, the enemy takes 5d4 acid damage.
  Augmentations
  Acid Burst: Rather than a specific target, 
  the effect targets all creatures in a 20-foot-
  burst. Make one attack roll, and compare it 
  to each creature’s touch AC. (1 charge)
  Acidic Veil: The target of the effect must 
  make a Reflex saving throw or be blinded 
  for 1d4+1 rounds. The DC of this save is 10 + 
  1/2 your caster level. (2 charges)
  
  13
  Corrosive: The damage dealt is treated 
  as ongoing damage for the next round, for 
  purposes of spellcasting and concentration 
  checks. (1 charge)
  Noxious Fumes: The target of the effect 
  must make a Fortitude save or be sickened 
  for 1d4 rounds. The DC of this save is 10 + 1/2 
  your caster level. (1 charge)
  Residual Acid: The target of the effect 
  takes additional acid damage equal to half the 
  original damage on their next turn. (1 charge)
  Sacrificial Power
  The attack deals an additional 1d4 acid 
  damage per level of spell sacrificed.
  Construction
  Requirements: 
  Craft 
  Apeiron 
  Staff, 
  acid arrow, acid splash, acidic spray**, caustic 
  eruption**; Cost 64,115 gp 
  CoMManDer’s apeiron staff
  Slot none; Price 20,340 gp; CL 9th
  Description
  This simple wooden staff has a golden cap 
  at the bottom, and a golden disc as a headpiece. 
  If the wielder has a symbol or heraldry, or 
  works for an organization or nation with such 
  an identifying symbol, the disc displays the 
  appropriate symbol of the wielder’s choice.
  Effect
  Upon activation, choose one 5-foot square 
  within close range (25 ft. + 5 ft./2 caster levels). 
  This square glows with a dull light, but not 
  enough to illuminate the area. Any ally who 
  enters the designated square (even if simply 
  as a part of its normal move) gains a +2 
  circumstance bonus on attack rolls and a +1 
  circumstance bonus on saving throws. These 
  bonuses last for one round. The square magic 
  infusing the square lasts until the beginning of 
  your next turn.
  Augmentations
  Action Order: One ally within close range 
  (25 ft. + 5 ft./2 caster levels) may immediately 
  take a move or swift action. This does not 
  count against their normal limit of actions per 
  round. They cannot use this action to activate a 
  spell-like ability or cast a spell. (4 charges)
  Expanded Rally Point: Instead of 
  designating a single 5-foot square, you 
  designate a 15-foot by 15-foot block of squares. 
  (4 charges)
  Hearten: Any ally who passes through the 
  designated square gains DR 3/-- for one round. 
  (2 charges)
  Sacrificial Power
  A number of allies equal to the level of the 
  spell sacrificed gain a 10-foot circumstance bonus 
  to their base speed. This bonus lasts for one round 
  per level of the spell sacrificed. These allies must 
  be within close range to you, but need not enter 
  the designated square.
  Construction
  Requirements: Craft Apeiron Staff, haste, 
  tactical acumen***; Cost 10,170 gp
  
  14
  riMe staff, lesser
  Slot none; Price 2,030; CL 3rd
  Description
  This staff is a dull grey column of rock six 
  feet long, though it weighs only as much as a 
  wooden staff.
  Effect
  Upon activation, you may make a ranged 
  touch attack against an enemy within close 
  range (25 ft. + 5 ft./2 caster levels). If the attack 
  hits, the enemy takes cold damage equal to 1d3 
  + the modifier of the ability that determines your 
  bonus spells.
  Augmentations
  Icy: One five-foot square that the target is 
  a part of becomes difficult terrain as ice forms 
  underneath the target. In addition to being 
  difficult terrain, the DC of any Acrobatics checks 
  occurring in the square increases by +5. This ice 
  lasts for a minute. (1 charge)
  Shattering Cold: When hit by the effect, 
  the target must make a Will save (DC 10 + 1/2 
  caster level) or 1 random liquid in his possession 
  freezes and shatters. (2 charges)
  Sacrificial Power
  The staff deals an additional 2d3 cold damage 
  per level of the spell sacrificed. For every two 
  levels of the spell sacrificed, the DC of any 
  saving throw required by an effect from the staff 
  increases by +1.
  Construction
  Requirements: Craft Apeiron Staff, ray of 
  frost; Cost 1,015 gp
  riMe staff
  Slot none; Price 12,230 gp; CL 9th
  Description
  This staff is a dull white column of marble 
  with veins of silver. It is six feet long, though 
  it weighs only as much as a wooden staff.
  Effect
  Upon activation, you may make a ranged 
  touch attack against an enemy within close 
  range (25 ft. + 5 ft./2 caster levels). If the attack 
  hits, the enemy takes 4d3 cold damage.
  Augmentations
  Ice Storm: Rather than a specific target, 
  the effect targets all creatures in a 20-foot-
  burst. Make one attack roll, and compare 
  it to each creature’s touch AC. In addition, 
  treat all squares within the area as under the 
  effects of a fog cloud, which lasts for 1 round 
  per 2d3 of ice damage dealt. (3 charges)
  Icy: A five-foot diameter that includes an 
  area occupied by the target becomes difficult 
  terrain as ice forms underneath the target. 
  In addition to being difficult terrain, the DC 
  of any Acrobatics checks occurring in the 
  square increases by +5. This ice lasts for 1d4 
  minutes. (1 charge)
  Numbing Cold: The target must make a 
  Fortitude save or be slowed, as the spell slow, 
  for one round. The DC of the save is equal to 
  10 + 1/2 your caster level. (3 charges)
  Shattering Cold: When hit by the 
  effect, the target must make a Will save (DC 
  10 + 1/2 caster level) or 1 random liquid in his 
  possession freezes and shatters. (2 charges)
  Sacrificial Power
  The staff deals an additional 2d3 cold 
  damage per level of the spell sacrificed. 
  For every two levels of the spell sacrificed, 
  the DC of any saving throw required by an 
  effect from the staff increases by +1.
  Construction
  Requirements: Craft Apeiron Staff, ray 
  of frost, sleet storm; Cost 6,115 gp
  riMe staff, Major
  Slot none; Price 128,230 gp; CL 16th
  Description
  This staff is a bright white column 
  of marble with veins of silver and flecks 
  of sapphire. Frost forms on its length, 
  regardless of the ambient temperature, 
  though it does not cool things that touch it. 
  It is six feet long, though it weighs only as 
  much as a wooden staff.
  Effect
  Upon activation, you may make a ranged 
  touch attack against an enemy within close 
  range (25 ft. + 5 ft./2 caster levels). If the attack 
  hits, the enemy takes 8d3 cold damage.
  Augmentations
  Ice Storm: Rather than a specific target, 
  the effect targets all creatures in a 20-foot-
  burst. Make one attack roll, and compare 
  it to each creature’s touch AC. In addition, 
  treat all squares within the area as under the 
  effects of a fog cloud, which lasts for 1 round 
  per 2d3 of ice damage dealt. (1 charge)
  
  15
  Icy: A ten-foot diameter that includes 
  an area occupied by the target becomes 
  difficult terrain as ice forms underneath the 
  target. In addition to being difficult terrain, 
  the DC of any Acrobatics checks occurring 
  in the square increases by +5. This ice lasts 
  for 10 minutes. (1 charge)
  Numbing Cold: The target must make 
  a Fortitude save or be slowed, as the spell 
  slow, for 1d3+1 rounds. The DC of the save is 
  equal to 10 + 1/2 your caster level. (2 charges)
  Shattering Cold: When hit by the 
  effect, the target must make a Will save (DC 
  10 + 1/2 caster level) or 1 random liquid in his 
  possession freezes and shatters. (1 charge)
  Sacrificial Power
  The staff deals an additional 2d3 cold 
  damage per level of the spell sacrificed. 
  For every two levels of the spell sacrificed, 
  the DC of any saving throw required by an 
  effect from the staff increases by +1.
  Construction
  Requirements: Craft Apeiron Staff, 
  polar midnight, ray of frost, sleet storm; Cost 
  64,115 gp
  FeATS
  The following feats are designed to work 
  with the apeiron staff rules, and give characters 
  interested in apeiron staffs additional options.
  apeiron staff initiate
  Prerequisite: Caster level 5
  Benefit: When you increase the power of 
  apeiron staves by sacrificing spells of 1st level 
  or higher, the staff’s power is calculated as if 
  the spell was one level higher than its true 
  level. Details on how this affects each staff can 
  be found in its “sacrificial power” section. In 
  addition, the hand holding the apeiron staff 
  is considered free for the purpose of fulfilling 
  the somatic components of spells.
  apeiron staff Master
  Prerequisite: Apeiron Staff Initiate, 
  caster level 9
  Benefit: An apeiron staff in your 
  possession will automatically regain 2 
  charges per day, instead of one. In addition, 
  when you sacrifice a spell to recharge an 
  apeiron staff, one additional charge is added 
  to the apeiron staff, regardless of the level of 
  the sacrificed spell.
  Craft apeiron staff (iteM Creation)
  Prerequisite: Caster level 3
  Benefit: You may create apeiron staves 
  whose prerequisites you meet. Crafting an 
  apeiron staff takes 1 day for each 1,000 gp in 
  its base price. To craft an apeiron staff, you 
  must use up raw materials costing half of its 
  base price. A newly created apeiron staff has 
  20 charges. At 11th level, this feat is replaced 
  with Craft Staff, and you are still allowed to 
  create apeiron staves. 
  pierCing apeiron staff
  Benefit: When activating an apeiron staff, 
  you gain a +2 bonus to caster level checks to 
  overcome spell resistance. This bonus stacks 
  with other bonuses to caster level checks to 
  overcome spell resistance, but only applies to 
  effects an apeiron staff causes. 
  inTerAcTion WiTh rune 
  STAveS And regulAr 
  STAveS
  At a GM’s discretion, a regular magical 
  staff can also act as apeiron staff. This requires 
  keeping track of two separate pools of charges. 
  When determining the base price for such a 
  staff, add double the cost of the less expensive 
  staff to the other magical staff’s full cost.
  If you are using Super Genius Game’s The 
  Genius Guide to Rune Staves and Wyrd Wands and 
  you wish to add magic implement bonuses and 
  abilities to an apeiron staff, calculate the cost of 
  the magic implement bonuses you wish to add 
  to the apeiron staff, and add double that to the 
  cost of the apeiron staff.
  
  16
  We err on the Side of AWeSome!
  CreditS
  Designer:
  Will McCardell 
  Developer:
  Owen K.C. Stephens
  Editor:
  Owen K.C. Stephens
  Cover Art:
  Redpeggy
  Interior Art:
  Redpeggy, Nathan Winborn, Lin Bo, v Shane, 
  Helmutt, Gabriel Verdon, and Viktor Titov
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2013 Super Genius Games
  For more information about Super Genius Games and our 
  upcoming products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: 
  @Owen_Stephens, and/or Stan: @stannex, or at our Yahoo 
  Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
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  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
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  of abilities presented within this book are Open Game Content as described in Section 1(d) of the 
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  15. COPYRIGHT NOTICE 
  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 RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
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  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.  
  The Genius Guide to Apeiron Staves. ©2013 Super Genius Games, LLC. Author: Will McCardell.
  
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