TEXT: 1
  Call to Arms
  Ten-Foot Poles
  Ten-Foot Poles
  Call to Arms is a book line for players and gamemasters alike. Each book focuses on a different type of 
  item, expanding rules for those items and adding everything from new mundane and magical examples 
  of the item to new character options related to the item. Call to Arms: Ten-Foot Poles is an April Fool’s 
  release from the new freelancers to the Call to Arms book line. While the book started as just a silly 
  idea, we’ve approached it the same as we would any other Call to Arms book to be sure to 
  bring you a full range of mundane and magical poles, as well as cursed, intelligent, mythic, 
  and even artifact poles. You can even find a few “extras” like a giant stick bug, and a new 
  bard archetype, the “pole dancer”.
  
  2
  Call to Arms
  Ten-Foot Poles
  Ten-Foot Poles
  Credits
  Author: Ismael Alvarez, Jeff Gomez, J Gray, Garrett Guillotte, 
  Kiel Howell, Taylor Hubler, Lucus Palosaari, Matt Roth, Jessie Staffler, Jeffrey Swank
  Editor: Lucus Palosaari
  Artist: Rick Hershey
  Design and Layout: Rick Hershey
  Fat Goblin Games Team Members: Chris Bayes, Eric Hindley, John Bennett, 
  Justice Mora, Kalyna Conrad, Kiel Howell, Lucus Palosaari, Nick Esposito, 
  Rick Hershey, Troy Daniels, Tyler Beck 
  Line Developer: Lucus Palosaari
  Publisher: Rick Hershey
  Call to Arms: Ten-Foot Poles © 2015 Fat Goblin Games 
  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 the product. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying 
  Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publish-
  ing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility 
  for more information on the compatibility license. 
  Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, 
  background, and new class descriptions—is Product Identity. All other content is considered Open Game Content. 
  Reference to non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a 
  challenge to their ownership and is used under Fair Use. 
  www.fatgoblingames.com
  fatgoblingames@gmail.com
  Join the Fat Goblin Games team on Facebook 
  www.facebook.com/FatGoblinGames
  and follow us on Twitter @fatgoblingames.
  Dedication
  This book is dedicated to the memory of Sir Terence David John "Terry" Pratchett (1948-2015), 
  for the laughs he brought to all of us.
  
  3
  “Tap, tap, tap.” The sound echoed through the hall.
  Dolf slowly moved down the ten-foot wide corridor, shifting a ten-foot pole in front of him to test the 
  floors for pressure plates and hidden tripwires. He had been told the kobolds were devious and cunning, 
  but he was determined to get the rumored treasure. 
  “Tap, tap, tap… THUNK!”
  The floor opened up right in front of Dolf, and he edged forward to look down and see what would 
  have happened if he had fallen in. Nothing. The pit was empty. He scratched his chin and used his pole 
  to help him figure out how wide it was, discovering it was about eight feet across. The ceiling was barely 
  high enough for him to walk, so jumping across wouldn’t work. He would have to cross. He then laid on 
  the ground near the edge and used the pole to figure out how deep the pit was. He had to stretch him-
  self into the pit just slightly, his shoulders and head hanging over the edge to just reach the bottom with 
  the pole.
  “Tap. Click!--THUNK!”And so Dolf learned just how devious and cunning these kobolds were. 
  It was some time before they came by to “collect” what remained, clean up the mess on the falling ceil-
  ing, and retrieve yet another ten-foot pole. It was carefully set in the large and obvious vault at the end 
  of the hallway, adding to an already impressive collection of poles previous adventurers had so kindly 
  “donated” posthumously...
   A Brief      
  History of the         
  Ten-Foot Pole
  A Real World History of the Pole
  Trying to discuss the concept of a “pole” or 
  even a “ten-foot pole” from a real-world perspec-
  tive is difficult. In all likelihood, the “pole” may 
  literally have been one of the first “tools” of early 
  humankind, be it just us grabbing a broken limb 
  to prod an animal to see if it was really dead, 
  knock something out of a tree, or smack one 
  another (when does a pole become a club?). 
  In the long history of poles though, we’ve come 
  up with hundreds of uses from religious poles 
  (like the maypole, the Asherah pole, or totem 
  pole), to practical (lamppost, utility pole, fire-
  man’s pole, etc.), to using them in sports (fishing 
  pole, pole bending, pole vaulting, ski poles) to 
  just plain entertainment (dance pole, pole-sitting, 
  etc.) and even as a weapon as pole-arms!
  We’ve also widely spread around the idea of 
  the word “pole” to use in a number of contexts. 
  From the unit of measure known as a pole (equal 
  to 16.5 feet, commonly used in surveying), we 
  talk about the North Pole and magnetic poles, a 
  pole in science is half a dipole, there are things 
  like the Landau pole energy scale, and “pole” and 
  “polar” can refer to a number of mathematical 
  concepts and ideas.
  Few of these poles have a specific 
  role or connect specifically to the 
  
  4
  classic ten-foot pole from gaming, which has a 
  very long history.
  Tabletop History and Role of 
  the Ten-Foot Pole
  It is unclear where the ten-foot pole started in 
  the history of tabletop RPGs (it was at least in the 
  original D&D booklet Men & Magic: “10’ Pole 1 
  gp”), but it is clear that they became widely used 
  early on. This is possibly because spaces came 
  in increments of ten-feet, making the carrying 
  and use of these long poles viable and helpful. 
  An adventurer could probe a ten-foot deep pit, 
  test for traps ahead of him, brace one end of 
  the pole against a wall and the other against a 
  door ten feet away. The uses were only limited 
  by imagination, no matter how silly the use of 
  them seemed. Additionally, back in the early days 
  of the hobby rules were much lighter and play-
  ers had to rely on describing their actions to the 
  DM. For example, there wasn’t a check to notice 
  traps, you had to describe how you were search-
  ing for them.
  Many variations of the ten-foot pole came out 
  of their popular use. The twelve-foot pole, the 
  collapsible pole, and the magical extending pole 
  were all invented to extend the use and versatil-
  ity of the pole. Their use continued on into future 
  editions of fantasy roleplaying games, but with 
  new and expanded rules on how to perform 
  many actions they became less useful. No longer 
  did you have to describe how to search for traps, 
  and items like pitons and ropes began to replace 
  the pole with some of the past uses. With many 
  practical uses being taken away by mechanics 
  and expanded adventuring gear, the ten-foot 
  pole hasn’t seen as much use at today’s gaming 
  tables, but it can still be found as purchasable 
  gear to remind us of the wonderful 
  and goofy history of gaming.
  Things you can do with a 
  ten-foot pole, in game:
  Poking chests (to make sure they are actually chests, 
  cause mimics don’t know any better?)
  Carry game back to camp (skewered on of course, 
  though you could do the hobo pouch too)
  Tapping stick to find “secrets” (because we’re not all 
  have good Perception checks naturally!)
  Prodding (almost everything could use a good prod-
  ding, just in case)
  Handle on a long, long lever (need a fulcrum of course 
  to pry against)
  Ten wood pegs (but Call to Arms: Pegs could be a 
  whole other book)
  Stick down a hole to find out how deep it is (and if 
  you’d instantly lost an arm for reaching in)
  Extended reach torch (just ignite the tip)
  Pole-vaulting over obstacles and pits (if you’re Acro-
  batic enough)
  Bash fruit or nuts out of trees (just be gentle)
  Flip flagstones on a path (to check for traps)
  Make a ladder (three poles and a little time, you can 
  have a ten-foot ladder that is one foot wide)
  Pick up object with convenient design (its mage hand 
  for non-spellcasters)
  Skewer meat to cook over a fire (mmm… rump roast)
  Butting against trapped floors to trigger traps (always 
  assume it’s trapped!)
  
  5
  Move electrified item (in theory, wood isn’t a conduc-
  tor)
  Knocking on, or open doors (that don’t require un-
  latching first)
  Pushing an object along the floor (typically easier 
  when it’s away from you)
  Nudge objects (to check for traps or if its an illusion)
  Water current checker (lightly hold in hand, let current 
  pull it away)
  Whacking pinatas at parties (candy-loot!)
  Dig a small hole in soil (it ain’t no shovel, but it’s bet-
  ter than nothing)
  Bracing against a door, a wall, a thing (like to hold it 
  up, though maybe against a charge too)
  Make a stretcher for a friend (or loot, likely loot -- gold 
  is heavy)
  Create a tripping hazard (some assembly may be 
  required)
  Plumb the depths of a body of water (assuming it’s 
  less than 10 feet deep)
  Knock over objects (usually to trigger an expected 
  trap, but you could just be mean too)
  Reach high places (ten-foot pole adds 10’ reach)
  Jabbing into a person the first time you meet them (to 
  see if they’re an illusion, of course)
  Provoke and animal (possibly by waking up what you 
  thought might be dead)
  Fishing! (may require line, or you could try dull-spear 
  fishing)
  Poking dead monsters to be sure they are dead (or 
  just to move it, cuz “gross!”)
  Break into improvised clubs (because no one bought a 
  club, and SKELETONS!)
  Improvising a spear or other polearm (just tie a dag-
  ger on to the end)
  Poling a raft or gondola (singing is optional)
  Probe a pit (assuming it’s less than 10 feet deep)
  Creating an improvised yoke (though, I’d be careful -- 
  how strong is that pole?)
  Decoy, put a hat on the top and peek out over the 
  rock you’re hiding behind
  Stilts (once you put foot pegs on it)
  Makeshift grave marker (for those times when plans 
  don’t always come together)
  Balance yourself on a high wire
  
  6
  Mundane Poles
  Poles come in many shapes and sizes, but none 
  are quite as ubiquitous, nor as versatile as the 
  common ten-foot pole. While many adventur-
  ers may questions “Why would I need anything 
  other than my trusty ten-footer?” as they are 
  wont to do, a variety of additional pole times are 
  provided below.
  Item
  Price
  Weight
  Balancing pole
  8 sp
  12 lbs.
  Butterfly net
  5 gp
  2 lbs.
  Combat ladder
  20 gp
  10 lbs.
  Eleven-foot pole
  100 gp
  9 lbs.
  Elven pole
  5 sp
  7 lbs.
  Fishing pole
  5 sp
  3 lbs.
  Folding ladder
  2 gp
  16 lbs.
  Folding pole, common
  2 sp
  10 lbs.
  Folding pole, masterwork
  1 pp
  10 lbs.
  Giant’s toothpick
  1 gp
  8 lbs.
  Measuring pole
  1 sp
  10 lbs.
  Powered pole
  25 gp
  12 lbs.
  Stilts, common
  2 sp
  10 lbs.
  Stilts, masterwork
  5 gp
  10 lbs.
  Ten-foot pole, common
  5 cp
  8 lbs.
  Ten-foot pole, masterwork
  81 gp
  4 lbs.
  Thirty-nine-and-a-half-
  foot
  2 gp
  30 lbs.
  Vaulting pole
  3 gp
  6 lbs.
  Balancing Pole
  Price 8 sp; Weight 12 lbs.
  Some naysayers prefer to call this the “one-
  and-a-half pole”, while some will even call it a 
  “triple pole,” depending on if its 15 to 30 feet in 
  length. Regardless, the standard tenner just isn’t 
  good enough, in SOME people’s 
  minds, and thus they need to carry 
  this significantly larger pole, When 
  used properly, it helps you keep 
  your balance when crossing narrow walkways, 
  if you’re into that kinda thing. Using a balanc-
  ing pole grants you a +1 circumstance bonus on 
  Acrobatics checks made to traverse a narrow 
  surface and such.
  Butterfly Net
  Price 5 gp; Weight 2 lbs.
  While only a measly six-foot-long pole, it also 
  supports a wide metal hoop covered by a thin 
  mesh net. You can use this to sift objects from 
  material capable of passing through the net, such 
  as I don’t know… air? Water probably too. You 
  can also use a butterfly net to capture Fine or 
  Diminutive creatures as if it were a net (like a real 
  weapon), though you don’t need to re-fold the 
  butterfly net if you miss (because it has a hoop! 
  Why don’t normal nets have hoops!), and you 
  use the handle of the butterfly net like you would 
  the rope of a net weapon (but like a stiff rope).
  Combat Ladder
  Perhaps inspired by the battle ladders of the 
  gnome, the combat ladder appears at first to 
  be a simple ten-foot tall wooden ladder. In the 
  hands of a skilled, and drunk, combatant how-
  ever, the combat ladder becomes a versatile and 
  devastating weapon capable of a wide variety of 
  befuddling and uncanny combat maneuvers. A 
  Small combat ladder counts as a gnomish weap-
  on for proficiency.
  Anyone who is sober while using a combat 
  ladder suffers a -6 penalty to attack and combat 
  maneuver rolls.
  The combat ladder can also be used as a nor-
  mal ten-foot ladder.
  Eleven-Foot Pole
  Price 100 gp; Weight 9 lbs.
  The 11 foot pole is a marked improvement over 
  previous models, completely justifying its in-
  creased price. It is capable of reaching all sorts of 
  places a ten-foot pole can’t - across eleven-foot 
  chasms, down eleven-foot pits, up eleven-foot 
  
  7
  cliffs, onto eleven-foot giants, through eleven-
  foot blocks of jello. It is even capable of touching 
  items 11 feet away, or overreaching a ten- and a 
  half foot target, a staggering improvement over 
  the ten-foot pole. In a fight, clearly the eleven-
  foot pole would win. While the manufacturing 
  process is a trade secret, some postulate that 
  the eleven-foot pole is structurally inspired by 
  the ten-foot pole. Though the differences can be 
  blinding, a careful eye can spot the similarities. 
  Elven Pole
  Price 5 sp; Weight 8 lbs.
  Crafted from only the finest woods, this ten-
  foot pole is most commonly made by the sylvan 
  elves that live deep within forests, but their su-
  perior craftsmanship has lead to them becoming 
  quite popular among adventures, whom loudly 
  proclaim their superior construction. 
  Fishing Pole
  Price 5 sp; Weight 3 lbs.
  This kit includes a simple fishing pole and a 
  small box that contains fishing tackle (hooks, 
  lines, sinkers, floats, and lures). Accomplished 
  anglers have been known to employ their fishing 
  poles as clublike weapons (dealing 1d6 damage, 
  x2 critical). 
  Folding Ladder
  Price 2 gp; Weight 16 lbs.
  Some clever adventurer figured that if they put 
  a hook, pole, and rungs of a ten-foot ladder with 
  a hinge, it would allow you to fold it into a 3-foot-
  by-1-foot-by-1-foot bundle. Folding or unfolding 
  it is a standard action.
  Folding Pole
  Type
  Price
  Weight
  Common
  2 sp
  10 lbs.
  Masterwork
  1 pp
  10 lbs.
  A genius of both engineering and marketing 
  realized that by simpling making a hinged pole, 
  that can be unfolded and locked in place with 
  sliding pins, creating a ten-foot pole, they could 
  make millions of gold pieces, by charging an 
  exorbitant price compared the “common tensy.” 
  When collapsed, it is only 3 feet long! Assembling 
  or collapsing the pole is a full-round action. The 
  hinges and pins mean it is not as strong as a one-
  piece pole, and is best used for probing rather 
  than vaulting or climbing (but go ahead, tempt 
  fate (and the GM) by trying!).
  Masterwork Folding Pole: A masterwork work 
  version of this pole, with all adamantine pins and 
  hinges, costs a mere 1 pp, and it is guaranteed by 
  the makers that the hinges won’t be what failed 
  if you try pole vaulting with it!
  Giant’s Toothpick
  Price 1 gp; Weight 8 lbs.
  Roughly whittled and covered with rotting sliv-
  ers of meat, this reeking ten-foot-long splintered 
  plank of wood also serves as excellent bait for 
  vermin. Each vermin capable of sensing smells 
  with 120 feet of an exposed giant’s toothpick is 
  compelled to move toward it every round (Will 
  DC 14 resists). The rotting meat on the toothpick 
  spreads blinding sickness (see Pathfinder Role-
  playing Game: Core Rulebook) to any creature 
  that consumes it. It also counts as a 
  ten-foot pole, and is capable of doing 
  all the amazing things you can do 
  with a pole -- that stinks like meat.
  Exotic Weapon
  Cost
  Dmg (S)
  Dmg 
  (M)
  Critical
  Range
  Weight
  Type
  Special
  Combat ladder
  20 gp
  1d4
  1d6
  x2
  --
  10 lbs.
  B
  Blocking, Brace, Disarm, 
  Grapple, Monk, Perfor-
  mance, Reach, Trip
  
  8
  Measuring Pole
  Price 1 sp; Weight 10 lbs.
  A measuring pole is typically used by survey-
  ors, and measures exactly 16-and-half feet in 
  length, which is 1/320th of a statute mile. Entire 
  countries may have been measured one pole at 
  a time.
  Powered Pole
  Price 25 gp; Weight 12 lbs.; Capacity 5; Usage 1 
  charge/activation
  This kissing-cousin of the powered lance (check 
  out Call to Arms: Fantastic Technology for more 
  on “powered” anything, and how to create this 
  lovely item), the powered pole is a telescoping 
  steel pole that collapses from ten feet to one 
  foot in length by pressing a button on the shaft 
  as a swift action. When activated while collapsed, 
  the pole immediately extends; if pointed at a 
  target within 10 feet, treat the pole extension as 
  a ranged touch attack that deals 1d6 bludgeoning 
  damage on a hit.
  A powered pole can also be activated when 
  pointed at level ground, immediately lifting up to 
  300 pounds ten feet into the air but requiring a 
  successful DC 25 Acrobatics check each round to 
  maintain your balance. On a failed check, both 
  you and the pole fall ten feet in a random direc-
  tion. While balancing on a powered pole, you 
  are considered flat-footed and lose your Dexter-
  ity bonus to your AC (if any). If you take damage 
  while balancing, you must immediately succeed 
  at another DC 25 Acrobatics check to avoid fall-
  ing.
  While not a weapon, a powered pole can still 
  take the magnetic technological augmentation 
  (again, see Call to Arms: Fantastic Technology for 
  more information on how to augment items with 
  technological innovations).
  Stilts
  Type
  Price
  Weight
  Common
  2 sp
  10 lbs.
  Masterwork
  5 gp
  10 lbs.
  This item consists of a pair of wooden poles 
  with a footrest halfway up. By standing on the 
  footrests and holding the tops of the poles you 
  can avoid certain ground-based threats to your 
  feet. For example, you can use stilts to cross 
  water without getting wet (as long as its only you 
  know, 2 feet deep), but you would still activate 
  a trap that triggers when you walk in a certain 
  area (because of course you would). Using stilts 
  reduces your base speed from 30 feet to 20 feet, 
  or from 20 feet to 15 feet. You can hop off your 
  stilts as a move action, or as a free action with a 
  successful DC 10 Acrobatics check.
  You must use both your hands (and feet) to 
  walk with stilts. Walking with stilts requires a DC 
  5 Acrobatics check for each move. Failing this 
  check means you do not move for that move ac-
  tion; failing by 5 or more means you fall off the 
  stilts, which hurts. If you want to use one hand 
  for something else while standing on stilts, you 
  must succeed at a DC 10 Acrobatics check or lose 
  the action; if you want to use two hands, the DC 
  increases to 20. While juggling and fighting on 
  stilts may “sound” cool, it is not recommended is 
  what we’re saying.
  Stilts for a Medium creature raise you 2 feet 
  above the ground; stilts for a Small creature raise 
  you 1 foot from the ground -- but at that point, 
  why bother. You can use taller stilts, but each ad-
  ditional foot of elevation increases the Acrobatics 
  DCs of using stilts by +5. A stilt has hardness 5 
  and 10 hit points. If you only have one stilt, your 
  speed drops to 5 feet because you can only hop 
  rather than walk (which would be hilarious to see 
  you try to do!).
  Masterwork Stilts: These stilts strap to your 
  feet and legs, allowing you to use your hands for 
  other tasks without penalty (but that’s kind of 
  cheating, isn’t it?). Walking on masterwork stilts 
  requires a DC 10 Acrobatics check. Attaching or 
  removing a masterwork stilt is a full-round action 
  
  9
  (and we recommend you have a friend at least 
  help you to stand up!)
  Ten-Foot Pole
  Type
  Price
  Weight
  Common
  5 cp
  8 lbs.
  Masterwork
  81 gp
  4 lbs.
  The one, the original -- this pole is useful for a 
  range of things, from touching things you nor-
  mally wouldn’t, to slinging over your shoulder, to 
  not being able to fit into convenient locations.
  Masterwork Ten-Foot Pole: A masterwork 
  ten-foot pole is typically made of darkwood, and 
  grants its user a +2 to any check that you actually 
  make using a ten-foot pole.
  Thirty-Nine-and-a-Half-Foot Pole
  Price 2 gp; Weight 30 lbs.
  Still not quite long enough to touch a grinch 
  with. May have other uses.
  Vaulting Pole
  Price 3 gp; Weight 6 lbs.
  This ten-foot-long flexible ash pole is thinner 
  than a standard pole and weighted to be gripped 
  at one end, with a steel tip for planting into pli-
  able soil or a solid indentation in the ground. By 
  holding a vaulting pole forward and taking a run-
  ning start equal to at least your full movement, 
  you can plant the pole and attempt a vertical 
  high jump of up to 20 feet as an Acrobatics check 
  with a DC equal to twice the height of the jump. 
  For example, the DC of a vaulted jump of 20 feet 
  in height is 40. 
  If the square where you plant the pole is not 
  firm soil or is a solid surface that does not have 
  a crack, hole, or shallow indentation at the plant 
  point, increase the DC by 10. If a vaulted jump 
  check fails by 5 or more, the leaper falls 1d10 
  feet and lands prone up to 1d20 feet away from 
  the plant point in a random direction. If the 
  check fails by 10 or more, the pole breaks and 
  the leaper takes an additional 1d6 falling damage 
  (DC 15 Reflex negates).
  Landing from a vaulted jump is the same as a 
  deliberate fall (prone on landing; DC 15 Acrobat-
  ics negates the first 10 feet of falling damage), 
  but still hurts, your pride if nothing else.
   
  Is Your Pole Too Short?
  Carrying twenty-foot, thirty-foot, or even 
  fifty-foot poles would be inconvenient for 
  most adventurers. Yet, they will occasionally 
  stumble into situations where possession 
  of a pole of such length might be advanta-
  geous. The solution lays in pioneering, a craft 
  in which lengths of wood are joined together 
  by rope in a process called lashing to form 
  useful structures. Multiple poles can be 
  joined, end-to-end, by a specific type of lash-
  ing known as round lashing. Begin by plac-
  ing the ends of the poles to be joined side-
  by-side. Tie a clove hitch (Survival DC 10) 
  around both poles and then begin wrapping 
  the rope around the poles. Seven or eight 
  wraps should do it. Make sure to pull them 
  tight! Once you’ve finished your wrapping, 
  tie another clove hitch around the poles to 
  secure them. Due to space restrictions, and 
  obvious conflicts of content, we are unable 
  to provide detailed discussion of rope here. 
  We highly recommend picking up a copy of  
  Call to Arms: Rope from Fat Goblin Games.
  
  10
  Magical Poles
  Some see the ten-foot pole, for what it is (dis-
  posable, easy to find, cheap to replace) but still 
  others look at the humble pole and they decided 
  “You know what would make this better? Magic, 
  that’s what!”
   
  Magic Pole Item
  Price
  Bandoleer of Ten-Foot Toothpicks
  100 gp
  Decoy pole
  750 gp
  Hand pole
  2,500 gp
  Lightpole
  750 gp
  Orientation pole
  2,000 gp
  Pole Arm
  1,000 gp
  Polecat
  12,025 gp
  Pole of Opening
  2,000 gp
  Pole of Vaulting
  5,000 gp
  Resistant pole
  1,000 gp
  Robe of useful poles
  1,000 gp
  Rope pole
  4,000 gp
  Secret-Finding Pole
  5,000 gp
  Trapfinding pole
  5,000 gp
  Useful pole
  1,000 gp
  Bandolier of Ten-Foot Toothpicks
  Price 100 gp; Slot body;  Aura moderate transmuta-
  tion; CL 9th; Weight 1 lb.
  This leather bandolier is filled from end to end 
  with one inch toothpicks.  One toothpick can be 
  retrieved each round as a move action. Detach-
  ing a toothpick causes it to become a ten-foot 
  pole. A newly created bandolier of ten-foot poles 
  always contains 100 toothpicks. Roll 1d100, the 
  number rolled is the number of cursed poles 
  included in the mix. 
  CONSTRUCTION REQUIREMENTS
  Cost 50 gp
  Craft Wondrous Item, fabricate
  Decoy Pole
  Price 750 gp; Slot none; Aura faint abjuration; CL 3rd; 
  Weight 5 lbs.
  This pole is ten-feet long and 2-½ inches thick, 
  made of wood, and blends in with the back-
  ground. One end of the pole has a hat or wig 
  on it. When a creature activates the decoy pole 
  while behind cover, the hat or wig transforms to 
  match the top of the creature’s head. The crea-
  ture is considered to be under the effects of the 
  protection from arrows spell.
  CONSTRUCTION REQUIREMENTS
  Cost 325 gp
  Craft Wondrous Item, protection from arrows
  Hand Pole
  Price 2,500 gp; Slot none; Aura faint transmutation; 
  CL 3rd; Weight 8 lbs.
  This pole is 10 feet long and 2-½ inches thick, 
  with a handle on one end. When held in the 
  hand, a ghostly version of the wielders hand 
  appears at the far end. This hand is able to do 
  anything the wielder could normally do with 
  their hand, except that it occurs 10 feet distant 
  and is at a -5 penalty due to being so far back. 
  Two poles can be employed at the same time, 
  and may be required for intricate work (like pick-
  ing a lock).
  CONSTRUCTION REQUIREMENTS
  Cost 1,250 gp
  Craft Wondrous Item, mage hand
  Lightpole
  Price 750 gp; Slot none; Aura light evocation; CL 3rd; 
  Weight 5 lbs.
  This pole is ten-feet long and 2-½ inches thick, 
  made of wood, and is very sturdy.  Capped upon 
  the end of the pole is a small gemstone enchant-
  ed with a continual flame spell.  Especially useful 
  in very tall dungeons or when trying to appre-
  hend giant (or even normal sized) moths. Also 
  functions as a ten-foot pole.
  
  11
  CONSTRUCTION REQUIREMENTS
  Cost 325 gp
  Craft Wondrous Item, continual flame
  Orientation Pole
  Price 2,000 gp; Slot none; Aura faint divination; CL 
  1st; Weight 8 lbs.
  This pole is 10 feet long and 2-½ inches thick, 
  made out of ironwood, painted half red and half 
  white. This pole naturally wants to point North-
  South, and a wielder can spend a full-round 
  action to allow the pole to orient itself, learning 
  which directions are North and South.  
  CONSTRUCTION REQUIREMENTS
  Cost 1,000 gp
  Craft Wondrous Item, know direction
  Pole Arm
  Price 1,000 gp; Slot none; Aura faint necromancy; CL 
  5th; Weight 9 lbs.
  This pole is 10 feet long and 2-½ inches thick, 
  made of wood, and is very sturdy. The twitch-
  ing, bloodied stump of a humanoid’s lower arm 
  and hand is affixed to one end. When the pole 
  is held, the hand obeys simple commands to 
  interact with objects or creatures. The hand has 
  an effective Strength score of 7. It is particularly 
  useful for picking things up from a distance, put-
  ting things down from a distance, petting rabid 
  dogs without endangering yourself, or playing 
  practical jokes upon friends. Additionally, once 
  per day, the pole arm may be used to deliver a 
  touch spell.
  CONSTRUCTION REQUIREMENTS
  Cost 500 gp
  Craft Wondrous Item, spectral hand
  Polecat
  Price 12,025 gp; Slot ---; Aura light conjuration; CL 
  3rd; Weight 8 lbs.
  This pole is 10 feet long and 2-½ inches thick, 
  made of stout wood, and is quite sturdy. Carved 
  along the side of the pole you can see pictures 
  of various felines, from great tigers to small alley 
  cats.  The pole can be used for any of the thou-
  sands of uses that a normal ten-foot pole can 
  be used for, but its true value shows itself when 
  its command word is spoken.  Upon command 
  the pole will silently change into the form of a 
  small, tabby cat. This cat is under the control of 
  the wielder of the pole and will walk anywhere 
  within a 30-foot area around where it was sum-
  moned. The cat can be used as a scout, to check 
  the integrity of floors, as a trapfinder on doors 
  and door handles, to bring small objects to the 
  wielder or any other function that a 8 pound cat 
  could accomplish.  The tabby will stay around 
  and be friendly toward the wielder 
  for 5 minutes or until it has taken 
  or dealt 1 hit point of damage. The 
  polecat can be summoned once a 
  day and likes catnip, small furry toys, 
  
  12
  lightpoles, will-o-the-wisps, and tearing up the 
  clothing of its master.
  CONSTRUCTION REQUIREMENTS
  Cost 6,012 gp.
  Craft Wondrous Item, summon monster I, bag of cat-
  nip, fuzzy mouse toy or ball of yarn
   
  Pole of Opening
  Price 2,000 gp; Slot none; Aura faint transmutation; 
  CL 1st; Weight 8 lbs.
  This pole is 10 feet long and 2-½ inches thick, 
  made out of oak. When held against a wood 
  door, window, lid, or similar closure, that may 
  have a latch but no lock, the wielder may give a 
  command word (as a standard action) to open 
  the closure. Closing such a device typically can 
  be accomplished just by tapping it closed, but a 
  second command word technically exists to close 
  a door or window as well.
  CONSTRUCTION REQUIREMENTS
  Cost 1,000 gp
  Craft Wondrous Item, open/close
  Pole of Vaulting
  Price 5,000 gp; Slot none; Aura faint transmutation; 
  CL 1st; Weight 10 lbs
  This pole is 15 feet long and 2-½ inches thick, 
  made out of solid hardwoods. When this pole is 
  used for balancing or pole-vaulting, the wielder 
  gain a +10 competence bonus to any Acrobat-
  ics checks. The wielder does not gain this bonus 
  simply holding or possessing the pole, it must 
  be used as either a balancing pole or for a pole-
  vaulting attempt.
  CONSTRUCTION REQUIREMENTS
  Cost 2,500 gp
  Craft Wondrous Item, jumping
  Resistant Pole
  Price 1,000 gp; Slot none; Aura faint xxx; CL 5th; 
  Weight 8 lbs.
  This pole is 10 feet long and 2-½ inches thick, 
  made out of any type of wood or material, but 
  always appears to have a waxy sheen to it. This 
  pole has a energy resistance of 5 against acid, 
  electricity, and fire, making it more resistant to 
  harm from these types of energies when used to 
  plumb the depth of lava or acid.
  CONSTRUCTION REQUIREMENTS
  Cost 500 gp
  Craft Wondrous Item, resist energy
  Robe of Useful Poles
  Price 1,000 gp; Slot body;  Aura moderate transmuta-
  tion; CL 9th; Weight 1 lb.
  This appears to be an unremarkable robe, but 
  a character who dons it notes that it is adorned 
  with small cloth patches of various shapes. Only 
  the wearer of the robe can see these patches, 
  recognize them for what items they become, and 
  detach them. One patch can be detached each 
  round. Detaching a patch causes it to become an 
  actual item, as indicated below. A newly created 
  robe of useful poles always has two each of the 
  following patches:
  •Dagger (for cutting rope and whittling poles!)
  •Hempen rope (fifty-foot coil)
  •Masterwork Folding Pole
  •Silk rope (fifty-foot coil)
  •Ten-Foot Pole
  In addition, the robe has several other patches. 
  Roll 4d4 for the number of other patches and 
  then roll for each patch on the table below to de-
  termine its nature. For any pole patch taken from 
  this robe, there is a 25% chance that it is a ran-
  dom magical pole. If the die roll for this chance 
  was an even number, choose one of the magical 
  poles, if it was an odd number, it is instead a ran-
  dom cursed pole. When a patch with more than 
  one pole is gained, each pole has a 25% chance 
  of being magical.
  
  13
  d%
  Result
  01–08
  Ten-Foot Pole!
  09–15
  Hempen rope (fifty-foot coil)
  16–22
  Balancing Pole (30-foot)
  23–30
  Ten-Foot Pole x 2!!
  31–44
  Ladder (ten-foot long)
  45–51
  Common Folding Pole
  52–59
  Silk Rope (fifty-foot coil)
  60–68
  Ten-Foot Pole x 5!!!!!
  69–75
  Two oars for a boat (treat as funny-shaped 
  ten-foot poles)
  76–83
  Combat Ladder
  84–90
  Masterwork Folding Pole
  91–96
  Ten-foot Pole x 10!!!!!!!!!!
  97–100
  Powered pole
  Multiple items of the same kind are permissible. 
  Once removed, a patch cannot be replaced.
  CONSTRUCTION REQUIREMENTS
  Cost 500 gp
  Craft Wondrous Item, fabricate
  Rope Pole
  Price 4,000 gp; Slot none; Aura faint transmutation; 
  CL 3rd; Weight 8 lbs
  This ten-foot long stretch of rope can be hard-
  ened with a command word, treating as a ten-
  foot pole. A different command word slackens 
  the rope back to its standard form. The shape of 
  the rope at the time the command word is given 
  decides the shape of the rope when it hardens.
  CONSTRUCTION REQUIREMENTS
  Cost 2,000 gp
  Craft Wondrous Item, animate rope
  Secret-Finding Pole
  Price 5,000 gp; Slot none; Aura faint divination; CL 
  5th; Weight 8 lbs.
  This pole is 10 feet long and 2-½ inches thick, 
  made out of a light, soft wood. When used to 
  knock against walls, floors, or ceilings to reveal 
  secret doors, the wielder gains a +5 compe-
  tence bonus to any related skill checks. Wielders 
  checking for traps do not gain the benefit to their 
  checks to find traps.
  CONSTRUCTION REQUIREMENTS
  Cost 2,500 gp
  Craft Wondrous Item, detect secret doors
  Trapfinding Pole
  Price 5,000 gp; Slot none; Aura faint divination; CL 
  Xth; Weight 8 lbs.
  This pole is 10 feet long and 2-½ inches thick, 
  made out of solid hardwood. When this ten-foot 
  pole is used to check for traps, you gain a +5 
  competence bonus on any related skill check.
  CONSTRUCTION REQUIREMENTS
  Cost 2,500 gp
  Craft Wondrous Item, detect snares and pits
  Useful Pole
  Price 1,000 gp; Slot none; Aura faint universal; CL 1st; 
  Weight 8 lbs.
  This pole is 10 feet long and 2-½ inches thick, 
  and always feels slightly warm in the hand. With 
  a command word while holding one end of this 
  pole to any surface, object, or creature, you can 
  perform any simple action you could with your 
  hand, as if you were there. You can not grab, 
  lift, press, or otherwise manipulate more than 
  1 pound of material in this way, though you can 
  exert additional force just by pushing on the pole 
  itself harder. This control is very difficult, and 
  anything would require a skill check to complete 
  is impossible.
  CONSTRUCTION REQUIREMENTS
  Cost 500 gp
  Craft Wondrous Item, prestidigitation
  
  14
  Cursed Pole(s)
  For more information on cursed items, like 
  these poles, or removing curses from cursed 
  items, check out Call to Arms: Cursed Items from 
  Fat Goblin Games.
  Fisherman’s Ten Foot Pole
  Slot none; Aura moderate transmutation; CL 9th; 
  Weight varies
  This pole appears to be 10 feet long and 2-½ inches 
  thick, made from a flexible wood, and has fine line 
  running through eyelets along its length. While pos-
  sessing the fisherman’s ten foot pole, any bluff check 
  to lie made by a creature imparts a +4 morale bonus 
  to any creatures making an opposed Sense Motive 
  check. A fisherman’s ten-foot pole cannot be removed 
  from a creature possessing it until the curse is re-
  moved.
  INTENDED MAGIC ITEM
  any magical ten-foot pole
  Magnetic Pole
  Slot none; Aura moderate transmutation; CL 9th; 
  Weight 8 lbs.
  This pole appears to be 10 feet long and 2-½ inches 
  thick, made of iron, and always tugs slightly to North. 
  Various miscellaneous metallic objects litter the pole’s 
  length. When the wielder activates the power, the 
  pole magnetically attaches itself to the nearest metal-
  lic object, and requires a Strength check with a DC 
  of 25 to remove it. If a magnetic pole attaches itself 
  to a metallic object a creature is wearing that would 
  impede the creature, the pole imparts a -2 penalty to 
  ability score, movement, or skill as appropriate. For 
  instance, if the pole is wielded by a creature wearing 
  metallic armor, the pole will fly out of that creature’s 
  appendages like a lodestone, attaching itself mag-
  netically, and impede that creature’s movement by 
  imparting a -2 penalty to attack rolls.
  Those discerning enough can activate the mag-
  netic powers in opportune places, 
  such as when wearing metallic 
  gloves or standing on two magnetic 
  poles with iron shod boots. Circum-
  stances such as this should impart a +2 bonus 
  to an appropriate place such as to CMD versus 
  disarm attempts.
  INTENDED MAGIC ITEM
  any magical ten-foot pole
  Petulant Pole
  Slot none; Aura moderate transmutation; CL 9th; 
  Weight 5 lbs.
  This pole appears to be 10 feet long and 2-½ inches 
  thick, made of darkwood, and especially sturdy. 
  Runes carved along its length hint at the powers to 
  extend or compress at the wielder’s command. When 
  the wielder attempts to activate this power, the pole 
  instead performs an entirely unhelpful variation of 
  the command. For instance, if the pole is commanded 
  to extend, it may instead grow thicker or extend the 
  held end into the wielder. If commanded to shrink, 
  it may instead shrink by only a quarter of an inch or 
  compress a foot further than desired. Despite the an-
  noyance, the pole may still perform any task a pole of 
  its (new) size may be capable of.
  Once the curse has been triggered, the wielder 
  automatically draws the petulant pole when at-
  tempting to draw a ten-foot pole or similar-sized 
  hafted weapon. The wielder cannot discard the 
  petulant pole until the curse has been removed.
  INTENDED MAGIC ITEM
  any magical ten-foot pole
  Pole-ka
  Slot none; Aura moderate transmutation; CL 9th; 
  Weight 4 lbs.
  This pole appears to be 10 feet long and 2-½ inches 
  thick, hollow, and has curious etchings along the mid-
  dle that resemble a paper fan. Runes carved along its 
  length are reminiscent of piano and typewriter keys 
  mixed together. When the wielder attempts to play 
  any sort of music or perform a speech, obnoxiously 
  bright sounding music springs forth from the pole-ka. 
  Anyone able to hear the strange, accordion-like music 
  within 30 ft.(including the wielder) must succeed at a 
  Will save with a DC equal to 19 or feel compelled to 
  drink an amber lager.
  A pole-ka cannot be removed from a person 
  without the curse being removed, and once the 
  
  15
  music starts it only ends with the creatures death 
  or a breaking of the curse.
  INTENDED MAGIC ITEM
  any magical ten-foot pole
  Pole-ar opposite
  Slot none; Aura Moderate conjuration CL 9th Weight 
  20 lbs
  This pole is 10 feet long and 2-½ inches thick, 
  made out of solid steel, and slightly cool to the 
  touch. When employed in any manner a ten-foot 
  pole would normally be used, an exact dupli-
  cate of the person holding the pole will appear 
  on the opposite side of it and attempt to wrest 
  it free from them. Both the wielder and their 
  double will have the exact same Strength scores, 
  and will automatically get the same die roll on 
  any Strength check as the wielder, resulting in 
  a stalemate. and the double immediately gains 
  any bonuses or penalties to their Strength score 
  the wielder gets. If multiple people try to wrest 
  the pole free, then more duplicates of them will 
  appear as well. The duplicate is immune to any 
  form of attack and does not communicate, its 
  only interest being to wrest the pole away from 
  the wielder. If the wielder lets go of the pole, the 
  duplicate immediately vanishes. 
  INTENDED MAGIC ITEM
  any magical ten-foot pole
  Trapmaking Pole
  Slot none; Aura strong evocation, faint necromancy; 
  CL 7th; Weight 8 lbs.
  This pole is 10 feet long and 2-½ inches thick, made 
  of wood, and very sturdy. Though magical, the pole 
  appears as completely mundane, but is often touted 
  as being  especially good at disarming traps from afar 
  . 
  When employed by industrious adventurers to 
  attempt to trigger traps, the pole will either cre-
  ate a trap that affects or is centered on the pole 
  wielder (GMs choice of trap and location), likely 
  convincing those nearby that a trap was there all 
  along. The pole also confers an continuous aura 
  of unluck, giving all within 10 f.t a -2 on saves 
  against traps, as well as a -10 on any skill checks 
  made to disarm traps. This aura can sometimes 
  attract monsters that can detect magic.
  Though some rueful magic shops may attempt 
  to sell the failed item without regard to the 
  safety of their shoppers, trapmaking poles are far 
  more likely to be found as loot from the corpses 
  of its unfortunate victims.  
  INTENDED MAGIC ITEM
  any magical ten-foot pole
  
  16
  Too Short Pole
  Slot none; Aura moderate evocation; CL 10th; Weight 
  8 lbs.
  This pole is 10 feet long and 2–1/2 inches thick, 
  made of wood, and very sturdy. This nice pole 
  gives a sense of utility once grasped in hand, and 
  only then is its dastardly curse revealed. This 
  ten-foot pole cannot be used to touch anything 
  or anyone. The wielder is unable to put the 
  pole down unless a successful DC 15 Will save 
  is made, and even then, the wielder must keep 
  the pole on his person and cannot freely drop 
  the pole unless a remove curse spell is cast upon 
  him. The wielder may not ask for this curse to 
  be lifted, and if confronted about his inability to 
  use his pole, he will always answer with the same 
  phrase: “I wouldn’t touch that with a ten-foot 
  pole.”
  INTENDED MAGIC ITEM
  any magical ten-foot pole
   
  Intelligent Pole
  Limbo Pole
  Price 211,581 gp; Slot none; Aura strong conjuration; 
  CL 15th; Weight lbs.
  Alignment Chaotic Neutral; Senses 30 feet, Blindsense
  Intelligence 10; Wisdom 10; Charisma 10; Ego 16
  Language Speech (Common)
  A limbo pole seems like a standard ten-foot 
  pole but it is anything but. When placed length-
  wise against a wall, the limbo pole opens a 
  one-way portal through to the other side of the 
  wall and begins singing, loudly, a catchy song. 
  The catch is, the limbo pole will not allow anyone 
  through the portal unless they limbo through 
  (as the dance move). Those passing through the 
  portal must walk forward under it while bending 
  backwards. If the limboer touches 
  the pole or if any part of their body 
  but their feet comes in contact with 
  the floor, the limbo pole closes the 
  portal on them, dealing 20d12 dam-
  age. Limboing under the limbo pole requires an 
  Acrobatics skill check. The DC of the Acrobatics 
  check depends on how high above the ground 
  the pole is while the height of the pole is deter-
  mined by how thick the wall is. The thicker the 
  wall, the closer the pole must be to the ground 
  to create a portal. Once the portal closes, ei-
  ther because someone has failed at limboing 
  or because all members of the party have gone 
  through it, the limbo pole falls to the ground on 
  the same side of the wall as its owner.
  Wall Thickness
  Limbo Pole 
  Height
  Acrobatics 
  DC
  < 6 inches
  Eye level
  5
  6 - 12 inches
  Chest level
  10
  12-24 inches
  Waist level
  20
  24+ inches
  Knee level
  30
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item; phase door 
  Mythic Pole
  Stalwart Ten-foot Pole
  Price 26,000 gp; Slot —; Aura moderate transmuta-
  tion; CL 6th; Weight 8 lbs.
  A stalwart ten-foot pole looks like a well-crafted 
  but otherwise unremarkable ironwood pole. 
  However, it has a hardness of 20, 40 hp, and can 
  bear up to 400 pounds without taking damage.
  By expending one use of mythic power as a 
  swift action, the stalwart ten-foot pole’s wielder 
  can make the pole indestructible and capable of 
  bearing any weight for a number of turns equal 
  to his mythic tier. No amount of force will cause 
  an infused stalwart ten-foot pole to bend or 
  break.
  CONSTRUCTION REQUIREMENTS
  Cost 13,000 gp
  Craft Wondrous Item, Mythic Crafter, ironwood
  
  17
  Artifact Pole
  Extended Fleshhook of Mythic Sustenance
  Slot none; Aura strong transmutation  CL 20th; 
  Weight 12 lbs.
  The fleshhook is an ancient ceremonial artifact 
  used by high priests to serve the sacred feast-
  meat from their cooking pots. This 10-foot-long 
  wooden pole is wrapped with three metal bands 
  etched with elaborate cygnets and ravens—one 
  band at the base, one in the center, and one 
  shaped into a headpiece that forks into four 
  sharpened tines. When recreating the ancient 
  feasting ritual, which takes 10 minutes, a mythic 
  creature can use the fleshhook to imbue the 
  meat served upon its tines with his own mythic 
  power. With each piece of meat served, the 
  bearer can transfer one use of mythic power to 
  the creature that eats the meat.
  If eaten by a mythic creature, the meat re-
  plenishes one use of mythic power. If eaten by 
  a non-mythic creature, it grants a single use of 
  mythic power for 24 hours. For as long as that 
  non-mythic creature holds this use of mythic 
  power, it’s considered a mythic creature for the 
  purposes of spells and effects, and gains both the 
  hard to kill and surge base mythic abilities. Once 
  that use of mythic power is spent, the creature 
  loses these abilities and is no longer considered 
  mythic.
  DESTRUCTION
  An extended fleshhook of mythic sustenance 
  snaps and become useless if used to serve the 
  rotten flesh of a mythic creature to a powerful 
  outsider.
  Jingu Bang, Staff of Sun Wukong
  Slot none; Aura strong transmutation; CL 20th; 
  Weight Special (see text)
  Jingu Bang is a +6 ki intensifying quarterstaff 
  that can change shape and size. As 
  long as it is sized to be wielded by 
  a creature of Large size or larger, it 
  deals 4d6 damage. It otherwise deals 
  damage as a quarterstaff of the ap-
  
  18
  propriate size. It appears as a rod of black iron, 
  ringed with gold, capped with a simple gold ring 
  at either end, engraved to read “The Complaint 
  Golden Hooped Rod” in the language of its most 
  recent wielder. 
  To describe its shape and size is difficult, as the 
  staff has impressive shape changing qualities, 
  taking a shape and form at the will of its wielder. 
  Regardless of the size or shape of the rod, it 
  weighs nearly 18,000 pounds, and is not typi-
  cally fit for wielding, unless the weapon deems a 
  prospective owner worthy of wielding it, in which 
  case it weighs as much as a quarterstaff would 
  for the size to which it conforms. 
  To impress Jingu Bang, a prospective owner 
  must impress the staff, usually by performing 
  a monumental feat of strength. Such a feat is 
  likely to require a Strength check DC 35 or more. 
  Though it would take a Strength score of 48 or 
  more to lift this staff normally, the staff may de-
  cide to allow a prospective owner to lift it with a 
  lower but still impressive strength score.
  Though intelligent, Jingu Bang seems merely 
  to approve of owners and comply with their will, 
  shrinking and growing as needed; it does not 
  otherwise communicate (and thus is not treated 
  as a normal intelligent item).
  Jingu Bang is virtually unbreakable. The power 
  to change shape is very versatile and impressive, 
  allowing amazing feats to be performed. In the 
  right hands, it is said that the staff can change 
  the currents of the ocean. Such a multitude of 
  possibilities could not be contained here, but 
  some guidelines are as follows: 
  Willing Jingu Bang to change shape is a free action un-
  less it grows or shrinks in excess of 50 ft long or 5 ft 
  wide, in which case it takes a move action to do so 
  (or longer as per its limitations)
  Jingu Bang extends at a rate of 100 ft of length per 
  round and can also grow in width at a rate of 5 ft 
  per round. Changes remain until the staff is willed 
  into a new shape. Re-shrinking Jungi 
  Bang takes as long as it did to extend or 
  grow it.
  Jingu Bang may attempt to break an 
  object such as a door or wall, if properly braced, by 
  growing against the object. As a full round action, 
  Jingu Bang may apply a Strength Check of 30 to 
  break the object. Apply this Strength check equally 
  to the object to which it is braced. Only objects of 
  large size or larger may be broken in such a way 
  without an attack roll.
  The wielder may will Jingu Bang to grow and propel, 
  granting an impressive ability to leap, travel, or 
  connect two points as long as it can be placed on 
  hard ground. As a full round action, Jingu Bang may 
  grant a +30 bonus to acrobatics checks to long or 
  high jumps. 
  The wielder may similarly make a climb check of DC 
  20 to “climb” with the staff as it extends, travel-
  ing at a rate of 100 ft per round, making additional 
  checks in each following round at a DC 30 to main-
  tain the movement. This incurs attacks of opportu-
  nity. Any sunder attempts that strike the staff also 
  stop this mode of travel.
  Jingu Bang may also be used as a ranged touch attack, 
  held by the wielder and extended into a target. This 
  attack deals damage as a normal strike, and also 
  initiates a bull rush using the wielder’s CMB, grant-
  ing a +30 bonus on the attempt, and can bull rush 
  opponents that are no more than two sizes larger 
  than the wielder . The staff may attempt to extend 
  further than the target moves once the bullrush is 
  resolved, but simply pushes past the target.
  As a full round action, Jingu Bang grow upwards, long 
  and thick, and be brought smashing down by its 
  wielder to deal 8d6 bludgeoning damage, affect-
  ing all creatures and objects in a line out to 100 ft. 
  This attack ignores half of an object’s hardness, but 
  allows a reflex save for half damage (DC 20). Any 
  attempts to drop Jingu Bang in any of its size con-
  figurations deal damage and allow a save for half 
  damage as noted above.
  Any additional feats attempted with the ex-
  tending staff can grant a +30 on appropriate skill 
  checks, and Jingu Bang’s Strength score when 
  growing is equivalent to 50. Feats associated with 
  using Jingu Bang as a thrown projectile fail due to 
  its weight when not wielded.
  DESTRUCTION 
  Jingu Bang can be destroyed if its wielder were 
  to will it to shrink down into nothing.
  
  19
  Additional     
  Material
  And there’s even more things related to poles!
  GIANT STICK BUG
  When still, this enormous insect looks uncannily 
  like a ten foot tree limb. Some adventurers kill gi-
  ant stick bugs, strip off the limbs and use them as 
  poles in an emergency.
  GIANT STICK BUG 
  CR 1
  XP 400
  N Large vermin
  Init +1; Senses darkvision 60 ft; Perception +4
  DEFENSE
  AC 11, touch 9, flat-footed 11 (+2 natural, -1 size)
  HP 18 (2d8+9)
  Fort +8, Ref +0, Will +0
  Immune mind-altering effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bash +3 (1d6+3)
  STATISTICS
  Str 15, Dex 10, Con 17, Int --, Wis 13, Cha 11
  Base Attack +1; CMB +3; CMD 13 (21 vs. trip)
  Feats Toughness
  Skills Disguise +2 (+10 when disguised as stick), Climb 
  +10, Perception +4, Survival +5; Racial Modifiers +8 
  Disguise (when disguised as stick), +4 Survival
  ECOLOGY
  Environment forest
  Organization solitary
  Treasure none
  Familiar Special Ability
  Master gains a +4 bonus on Constitution checks 
  to remain perfectly still
  The giant stick bug is common in almost any 
  large forest, but few people ever realize the 
  creature even exists. It is mostly a terribly lazy 
  creature, hiding away when anything is near, but 
  some half-crazed druids and rangers are said to 
  have trained a stick bug to “go stiff”, at which 
  point they can be used as ten-foot poles.
  Classes able to take vermin as a familiar or ani-
  mal companion can choose the giant 
  stick bug, in which case the creature 
  automatically learns the “go stiff” 
  trick. 
  
  20
  Bard Archetype: 
  Pole Dancer
  Bards that hear a call to adventure normally 
  find their unique niche on the dangerous roads, 
  dungeons and battlefields of the vast world, but 
  there are those who take performance art to 
  the next level. Many bards hone their skills with 
  dance and pole to become pole dancers.
  The use of a pole for dance and exercise has 
  been traced back at least eight hundred years 
  to traditional sports, which utilizes principles of 
  endurance and strength using a wooden pole. 
  In the some exotic lands, traveling circuses and 
  sideshows utilize pole dancing with a pole in 
  the middle of a tent. Eventually the pole danc-
  ing moved from tents to adventuring taverns, 
  and combined with burlesque dance has become 
  somewhat of a martial art.
  A pole dancer has the following class features.
  Weapon and Armor Proficiency: Pole dancers 
  gain weapon proficiency with the ten-foot pole. 
  This ability replaces their proficiency with the 
  rapier, but their other proficiencies remain the 
  same.
  Battle Dance (Ex) A pole dancer is trained in 
  the use of the Perform (dance) skill, to create 
  magical effects on herself. This works like bardic 
  performance, except the pole dancer only af-
  fects herself, and does not need to be able to see 
  or hear her own performance. Battle dancing is 
  treated as bardic performance for the purposes 
  of feats, abilities, effects, and the like that affect 
  bardic performance, except that battle dancing 
  does not benefit from the Lingering Performance 
  feat or any other ability that al-
  lows a bardic performance to grant 
  bonuses after it has ended. Battle 
  dancing benefits apply only when 
  the bard is wearing light or no armor and using a 
  ten-foot pole. Like bardic performance, it cannot 
  be maintained at the same time as other perfor-
  mance abilities.
  Starting a battle dance is a move action, but 
  it can be maintained each round as a free ac-
  tion. Changing a battle dance from one effect 
  to another requires the pole dancer to stop the 
  previous performance and start the new one 
  as a move action. Like a bard, a pole dancer’s 
  performance ends immediately if she is killed, 
  paralyzed, stunned, knocked unconscious, or oth-
  erwise prevented from taking a free action each 
  round. A pole dancer cannot perform more than 
  one battle dance at a time.
  At 10th level, a pole dancer can start a battle 
  dance as a swift action instead of a move action.
  Pole dancers gain the inspire courage, inspire 
  greatness, and inspire heroics bardic perfor-
  mance types as battle dances, but these only 
  provide benefit to the pole dancer herself.
  Ten-Foot Pole Familiarity (Ex) When wielding a 
  ten-foot pole, a pole dancer can use her Dexter-
  ity modifier instead of her Strength modifier on 
  melee attack and damage rolls. She may treat the 
  ten-foot pole as a one-handed piercing weapon 
  for all feats and class abilities that require such a 
  weapon (such as a duelist’s precise strike ability). 
  The ten-foot pole must be for a creature of your 
  size. You cannot use this feat if you are carrying a 
  weapon or shield in your off-hand.
  This ability replaces bardic knowledge.
  Alluring Performance (Ex) At 2nd level, a pole 
  dancer gains the ability to execute an alluring 
  performance in addition to her bardic perfor-
  mance ability. An alluring performance is exactly 
  like a bardic performance with the following 
  exceptions.
  
  21
  A pole dancer can use an alluring performance 
  to recreate the effects of any of her known bardic 
  performances, but she focuses the performance 
  on only a single target within range. While other 
  creatures see and hear a pole dancer’s alluring 
  performance, only the target of this ability is af-
  fected by it. A pole dancer cannot have a bardic 
  performance and an alluring performance in 
  effect at the same time. Every round spent en-
  gaged in an alluring performance counts against 
  the total number of rounds per day she can use 
  her bardic performance, and she cannot use this 
  ability if she does not have any more rounds of 
  bardic performance left for that day.
  Starting an alluring performance is a standard 
  action; at 7th level, it becomes a move action, 
  and at 13th level, it becomes a swift action.
  A pole dancer adds a +2 bonus to the DC of Will 
  saves made to resist the effects of her fascinate, 
  frightening tune, and suggestion alluring perfor-
  mances. When a pole dancer uses her alluring 
  performance ability to emulate inspire com-
  petence, inspire courage, inspire greatness, or 
  inspire heroics, any bonuses to AC or on ability 
  checks, attack rolls, damage rolls, saving throws, 
  and skill checks increase by +1. For example, a 
  pole dancer using inspire heroics as an alluring 
  performance would grant her target a +5 morale 
  bonus on saving throws and a +5 dodge bonus to 
  AC, instead of the usual +4 bonuses.
  This ability replaces well-versed.
  Acrobatic Dance (Ex) At 2nd level, a pole 
  dancer gains a bonus equal to half her level on 
  Perform (dance) checks. He can use his bonus for 
  his Perform (dance) skill in place of her bonus for 
  Acrobatics.
  This ability replaces versatile performance.
  Twirling Caster (Ex) At 5th level, a pole dancer 
  gains a +4 bonus on concentration checks to cast 
  spells defensively while holding her pole.
  This ability replaces lore master.
  Swinging Pole (Su) At 6th level, a pole dancer 
  can use her battle dance to speed up her attacks. 
  When making a full attack action, she may make 
  one extra attack with any pole that she is hold-
  ing, as though under the effects of a haste spell. 
  She also gains a +1 bonus on attack rolls and a 
  +1 dodge bonus to AC and on Reflex saves. At 
  9th level, and every three bard levels thereafter, 
  these bonuses increase by +1, to a maximum of 
  +5 at 18th level. These bonuses do not stack with 
  the haste spell.
  This ability replaces suggestion and mass sug-
  gestion.
  Spinning Fury (Su) At 8th level, when using 
  battle dance, the pole dancer can slam her pole 
  onto the ground or stable surface, and have it 
  bind to the floor, allowing her to increase her 
  spinning motion. By spending a move action fo-
  cusing on her spinning, the pole dancer can apply 
  the Quicken Spell feat to any spell she is about 
  to cast (effectively spending a move action and 
  swift action to cast the spell). This does not alter 
  the level of the spell or the casting time. The pole 
  dancer can use this ability once per day at 8th 
  level and one additional time per day for every 
  two pole dancer levels she has beyond 8th.
  This ability replaces the dirge of doom bardic 
  performance.
  
  22
  Flinging Impact (Su) At 8th level, a pole dancer 
  can use her battle dance to improve her pole’s 
  critical range. All attacks she makes with her 
  ten-foot pole are treated as though she had the 
  Improved Critical feat.
  This ability replaces dirge of doom.
  Swinging Pole (Su) At 12th level, a pole dancer 
  can attack more than once as she moves while 
  performing a battle dance. She can combine a 
  full-attack action with a single move, taking the 
  attacks at any point during his movement, but 
  must move at least 5 feet between each attack. 
  This movement provokes attacks of opportunity 
  as normal.
  This ability replaces soothing performance.
  Phoenix Dance (Su) At 14th level, a pole danc-
  er can use her battle dance to evade attacks with 
  acrobatic grace and to shake off the effects of 
  her wounds. Unlike other battle dances, Phoenix 
  dance requires a standard action each round to 
  start or maintain the performance. Each round it 
  is maintained, including the first, the pole dancer 
  gains a +6 dodge bonus to Armor Class and on 
  Reflex saves. If wounded, she heals 1 hit point of 
  damage per bard level.
  This ability replaces frightening tune.
  Flying Tigerlilly (Su) At 20th level, the pole 
  dancer can unleash a whirlwind of blows while 
  performing a battle dance. As a full-round action, 
  she can take a single move action to plant her 
  pole on the ground and unleash a single attack 
  at his highest bonus against each target within 
  her reach during any point of his move, up to a 
  maximum number of attacks equal to the der-
  vish dancer’s character level. This movement 
  provokes attacks of opportunity as 
  normal.
  This ability replaces deadly perfor-
  mance.
  For even more versatile class arche-
  types that rely on a “pole” weapon, check 
  out Call to Arms: Javelins and Throwing 
  Spears from Fat Goblin Games.
   
  
  23
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  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 Publishing, 
  LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
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  James Jacobs and Russ Taylor.
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  ing, LLC; Author: Jason Bulmahn.
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  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis 
  Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan 
  Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, 
  Tork Shaw, Russ Taylor, and Ray Vallese.
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  Reynolds, and Russ Taylor.
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  Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cor-
  tijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, 
  Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Au-
  thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; based on original content from 
  TSR.
   
  Call to Arms: Ten-Foot Poles. © 2015, Fat Goblin Games; Authors: Ismael Alvarez, 
  Jeff Gomez, J Gray, Garrett Guillotte, Kiel Howell, Taylor Hubler, Lucus Palosaari, Matt 
  Roth, Jessie Staffler, Jeffrey Swank
  
  24
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Call to Arms - Ten-Foot Poles (April Fool's Edition).pdf