Elemental Staff

*Aura Faint Evocation; CL 1st; Weight 4 lbs.; Price 950 gp
*Proficiency Exotic; Type One-Handed Melee; Group Flails, Polearms
When wielded by most creatures, an elemental staff is a poorly balanced quarterstaff, behaving in every way as a quaterstaff without the double weapon trait that takes a -4 penalty to attack rolls. If the creature wielding the staff has a spell or spell-like ability with the [acid], [cold], [electricity], or [fire] descriptors available to cast or use; or if they are currently in an Elemental Flux stance, the wielder does not suffer this penalty, and it behaves as its own type of weapon. It deals energy damage of the type associated with the wielder's active element. If the wielder does not normally have an active element, they may spend 1 minute concentrating while holding an elemental staff they are proficient with to gain an active element for 24 hours. An active element gained in this way can only be changed to one for which the creature has a spell or spell-like ability with the appropriate energy descriptor available to cast or use.
If the wielder is proficient in both quarterstaves and elemental staves, they may treat it as a quarterstaff for the purposes of feats and abilities, except for those where a weapon type needs to be selected (such as the Weapon Focus feat) or for those that depend on the double weapon trait.
Elemental staves are always masterwork. This is already figured into the presented price. Enhancement bonuses and melee weapon special abilities can be added to elemental staves as normal.
Cost 	Dmg (S)	Dmg (M)	Critical	Range	Weight	Dmg Type	Traits
950 gp	1d6 	1d8 	20/x2 	— 	4 lbs.	Special 	Special
===Construction Requirements===
*Prerequisite Feats Craft Magic Arms and Armor; Spells One spell each with the [acid], [cold], [electricity], and [fire] descriptors; Cost 750 gp
Category:Weapons
Category:Magic Arms and Armor