Implement Questions! The messiest kinds of questions in the world! Edit: added a couple clarifications J: That's actually an excellent question which has caused some contention in the past. Short answer: a non-magical (+0) quarterstaff can be used as an implement. Additionally, if you take staff expertise, you get a +1 bonus to both melee attacks with it and any implement powers you cast with it. Magical Staffs (+1 or higher) are more complicated Long answer: Technically staff implements and quarterstaffs are completely different things. There is some confusion about this because 1. a staff implement can be used as a quarterstaff, and 2. A regular quarterstaff and a staff implement cost and weigh and look the same (5 gp, 4 lbs, it's a wooden stick). Because of #2, The short answer makes logical sense (for the non rules lawyers) for non-magical quarterstaves because you could technically consider it to be a staff implement instead of a quarterstaff and there would be no difference in price or powers anything. There are a couple key differences, though, that are more nit-picky. Firstly, you can wield a staff implement one-handed for as long as you use it as an implement. If you want to use it as a quarterstaff, you have to have both hands to do so. Secondly, technically you cannot use a quarterstaff as a staff implement (though with the 5gp +0 version I just pretend that people bought the correct one since they are otherwise the same). Therefore, if you have a quarterstaff with a magical weapon bonus (e.g. +1 lightning weapon quarterstaff), then it cannot be used as an implement, and the weapon enhancement bonus and any properties or powers thereof would only count toward attacks with the weapon keyword, NOT the implement keyword (seriously, imagine how OP it would be if a wizard could use a burst spell with the lightning weapon's daily power). However, if you got a magic staff implement, such as a +1 Fiery Might staff implement, you do get the bonus to all attacks with the implement keyword. Additionally, when you use your magically enchanted arcane implement as a big stick, you also gain the enhancement bonus to the attack and damage rolls for that melee attack. In short: staff implements can be used as quarterstaves, quarterstaves cannot be used as an implement, but for non-magical +0 quarterstaves and staffs, the price is the same, so I just pretend that everyone bought a staff implement rather than give this incredibly long speech to them XD. Daggers are another whole crazy matter that start to fit in the category of these crazy things we call "weapliments" If you check PHB2, there are actually a couple magic daggers that seem to only be implements. That being said, in my understanding of the rules, daggers are kind of the reverse of staffs because you can use a magical dagger weapon as an implement, and you can use it to stab people. David: At first I thought "Sounds like a doozy!" But then I remembered a couple quick rules. 1. The hybrid character combines all the weapon proficiencies and all the implement proficiencies from both classes. The character can use implement powers of both classes with an implement of either class. 2. With Holy Symbols: "Unlike other implements, you need only to wear [not hold] a holy symbol for its property or power to function." As a hybrid paladin, you gain holy symbol proficiency, and by the rules you can channel all implement powers through the holy symbol, which you do not need to hold (imagine it as a brooch or a symbol/coat of arms on your armor or something). This will work as a rule-abiding fix for as long as you are fine to use a holy symbol as your implement. If you decide that the properties of the magically enhanced HS's are crap and you really want a magically enhanced wand with properties/powers you like more, I think you will have to rethink your two-weapon outfitting though, or else go for something like a pact weapon. For now, I recommend you take this feat as your expertise feat, as it will give you a +1 to your weapon AND to your implement-based attack rolls: Mighty Crusader Expertise (D402 Tools of Two Trades) You use your weapon to fend off attacks while you unleash your prayers through the symbol of your faith. Prerequisite: Proficiency with holy symbols Benefit: You gain a +1 feat bonus to weapon attack rolls you make with any two-handed melee weapon and a +1 feat bonus to implement attack rolls you make with holy symbols. These bonuses increase to +2 at 11th level and +3 at 21st level. In addition, while you wield a two-handed melee weapon, ranged and area attacks you make with a holy symbol do not provoke opportunity attacks.