A potion is a magical liquid that is typically contained in a Fine vial. Drinking a potion, or administering a potion to an unconscious creature,
requires a standard action. Potions cannot be safely mixed together without diluting their magic, so you cannot consume two potions with the same
action.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex and Fortitude against something within Short (30 ft.)
range.
Hit: 2d10 damage. The target also brieflycorrodes for 2d10 damage.
__________________________________________________
Rank 3 (100 gp): The damage of both the initial hit and the corrosion increases to 7d8.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex against something within Short (30 ft.)
range.
Hit: 1d6+1d8 damage.
______________________________________________________________________________________
Rank 2 (20 gp): The damage increases to 5d8.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you become resistant(+4 defenses) to Poison effects. This effect expires after 10
minutes.
_________________________________________________________________________________________________
Rank 4 (500 gp): You become immune instead of resistant.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Fortitude against everything in a Small (15 ft.) radius within Short
(30 ft.) range. Your minimum accuracy is +12.
Hit: 7d8 damage, and the target is deafened(20% verbal spell failure) as a condition.
Miss: Half damage, and creatures are not deafened.
________________________________________________________________
Rank 7 (62,500 gp): The minimum accuracy increases to +16, and the damage increases to 11d10.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, your outline blurs. Targeted attacks against you have a 20% miss chance. This effect
expires after 10 minutes.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex against something within Short (30 ft.)
range.
Hit: 5d8 damage. The target also brieflyburns for 5d8 damage.
______________________________________________________
Rank 6 (12,500 gp): The damage of both the initial hit and the burn increases to 8d10.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Fortitude against something within Medium (60 ft.)
range.
Hit: 3d10 damage.
Injury: The target is dazed(-2 defenses) as a condition and brieflyblinded(50% miss chance, -2 defenses).
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Mental against all enemies in a Small (15 ft.) radius within Short
(30 ft.) range. Your minimum accuracy is +14.
Hit: 11d10 subdual damage.
Injury: The target is brieflyconfused(-2 defenses, randomly attack or defend).
Miss: Half damage.
_______________________________________________________________________________________________________
When you drink this potion, you remove a condition affecting you and reduce your stamina by one.
__________________________
Rank 4 (500 gp): You remove two conditions instead of only one. You reduce your stamina by one for each condition that you remove in this
way.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex against something within Short (30 ft.)
range.
Hit: If the target is undead or an evil soulforged, it regains 8d10 hit points and reduces its stamina by one. Otherwise, it takes 8d10
damage.
_________________________________________________________________________________________________
Rank 6 (12,500 gp): The damage and healing increases to 16d10.
_______________________________________________________________________________________________________
You can throw this item as a action. When you do, make an attack vs. Fortitude against all creatures in a Small (15 ft.) radius within Short (30 ft.)
range. Your minimum accuracy is +6.
Hit: Each injured creature is dazed(-2 defenses) as a condition.
_____________________________________________________
Rank 5 (2,500 gp): The minimum accuracy increases to +12, and each target does not have to be injured to be dazed.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you gain a +1 enhancement bonus to accuracy. This effect expires after 10
minutes.
_________________________________________________________________________________________________
Rank 5 (2,500 gp): The bonus increases to +2.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you gain a +2 enhancement bonus to your Balance, Flexibility, and Stealth skills. This
effect expires after 10 minutes.
________________________________________________________________________________
Rank 5 (2,500 gp): The bonus increases to +4.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you become invisible. This effect expires after ten minutes, or immediately if you attack or
take damage.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you gain a +1 enhancement bonus to your Strength that only applies for the purpose of
determining your weight limits (see Weight Limits). This effect expires after 8 hours.
______________________________________
Rank 4 (500 gp): The bonus increases to +2.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you gain a +2 enhancement bonus to your Creature Handling, Deception, and Persuasion
skills. This effect expires after 10 minutes.
_______________________________________________________________________
Rank 5 (2,500 gp): The bonus increases to +4.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you become resistant(+4 defenses) to attacks from the polymorph sphere. This effect
expires after ten minutes.
____________________________________________________________________________________
Rank 4 (500 gp): You become immune instead of resistant.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you gain the ability to breathe water as easily as a human breathes air. This does not grant
you the ability to breathe other liquids. This effect expires after ten minutes.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you treat the surface of all liquids as if they were firm ground. Your feet hover about an
inch above the liquid’s surface, allowing you to traverse dangerous liquids without harm as long as the surface is calm. If you are below the surface
of the liquid, you rise towards the surface at a rate of 60 feet per turn. Thick liquids, such as mud and lava, may cause you to rise more
slowly.
This effect expires after ten minutes.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you become empowered(add rank to damage). This effect expires after 10
minutes.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you take no damage when an area ability attacks and misses your Armor or Reflex defense.
This does not protect you from any non-damaging effects of those abilities, or from abilities that affect multiple specific targets without affecting an
area. This effect expires after 10 minutes.
________________________________________________________________________
Rank 5 (2,500 gp): This effect also protects you from area attacks against your Brawn, Fortitude, and Mental defenses.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex against everything in a Small (15 ft.) radius within Short (30
ft.) range. Your minimum accuracy is +4.
Hit: 1d6+1d8 damage.
Miss: Half damage.
________________________________________________________________________________________
Rank 3 (100 gp): The minimum accuracy increases to +8, and the damage increases to 3d10.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you become resistant(+4 defenses) to Fire effects. This effect expires after 10
minutes.
_________________________________________________________________________________________________
Rank 4 (500 gp): You become immune instead of resistant.
_______________________________________________________________________________________________________
You can throw this powder in the air in your location as a standard action. When you do, it briefly emits bright illumination in a Large (60 ft.)
radius.
__________________________________________________________________________________________________
Rank 2 (20 gp): The light is brilliant illumination, which banishes shadows completely, instead of bright illumination.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you become focused(roll attacks twice). This effect expires after you attack, or after 10
minutes, whichever comes first.
_______________________________________________________________________________
Rank 5 (2,500 gp): When you attack, the effect expires at the end of your next turn instead of immediately.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you become fortified(+2 Brawn, Fort, Ment). This effect expires after 10
minutes.
_______________________________________________________________________________________________________
When you drink this potion, you regain 22d10 hit points and reduce your stamina by one. In addition, you increase all of your vital wounds with a
vital roll of less than 1 to be equal to 1. At the end of your next turn, this effect repeats.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex against something within Short (30 ft.)
range.
Hit: If the target is undead or an evil soulforged, it takes 2d10 damage. Some creatures have specific effects when they are hit by holy
water.
___________________________________________________________________________________________________
Rank 2 (20 gp): The damage increases to 7d8.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Fortitude against something within Short (30 ft.)
range.
Hit: 11d10 damage.
Injury: The target is slowed(-10 speed, -2 Armor and Ref) as a condition.
_____________________________________________
Rank 7 (62,500 gp): The range increases to Medium (60 ft.) range, and the damage increases to 16d10.
_______________________________________________________________________________________________________
When you drink this potion, you are brieflyempowered(add rank to damage) and fortified(+2 Brawn, Fort, Ment).
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex against everything in a Small (15 ft.) radius within Short (30
ft.) range. Your minimum accuracy is +12.
Hit: 7d8 damage. The target also brieflyburns for 7d8 damage.
Miss: Half damage, and the target does not burn.
__________________________________________________________________
Rank 7 (62,500 gp): The minimum accuracy increases to +16, and the damage of both the initial hit and the burn increases to
11d10.
_______________________________________________________________________________________________________
When you drink this potion, you are brieflyempowered(add rank to damage) and focused(roll attacks twice).
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Mental against all creatures in a Small (15 ft.) radius within Short
(30 ft.) range. Your minimum accuracy is +6.
Hit: 2d10 subdual damage.
Injury: The target is brieflydazed(-2 defenses).
Miss: Half damage.
________________________________________________________________________________________
Rank 4 (500 gp): The minimum accuracy increases to +10, and the damage increases to 7d8.
_______________________________________________________________________________________________________
You can activate this item as a standard action. When you do, it creates bright illumination in a 60 foot radius for 10 minutes.
_______
Rank 2 (20 gp): The effect lasts for 8 hours.
_______________________________________________________________________________________________________
This is an ingestion-based powder poison (see Poison).
The poison’s accuracy is +6. It inflicts 2d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +4. A poisoned creature is dazed(-2 defenses) while the poison lasts. The second escalation also inflicts 1d6+1d8
damage.
_______________________________________________________________________________________________________
This is an ingestion-based liquid poison (see Poison).
The poison’s accuracy is +4. It inflicts 1d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +7. It inflicts 2d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +14. It inflicts 5d8 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +15. It inflicts 3d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is a contact-based powder poison (see Poison).
The poison’s accuracy is +8. It inflicts 3d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +10. It inflicts 2d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +8. A poisoned creature is slowed(-10 speed, -2 Armor and Ref) while the poison lasts. The second escalation also
inflicts 2d10 damage.
_______________________________________________________________________________________________________
This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +4. It inflicts 1d6 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is an ingestion-based gas poison (see Poison).
The poison’s accuracy is +10. It inflicts 1d6+1d8 damage immediately and with each escalation. The second escalation also makes the target dazed(-2 defenses).
_______________________________________________________________________________________________________
This is an ingestion-based powder poison (see Poison).
The poison’s accuracy is +3. It inflicts 3d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +13. It inflicts 7d8 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is a contact-based powder poison (see Poison).
The poison’s accuracy is +4. It inflicts 1d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +3. It inflicts 1d6+1d8 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is a contact-based powder poison (see Poison).
The poison’s accuracy is +8. It inflicts 1d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +9. It inflicts 2d10 damage immediately and with each escalation.
_______________________________________________________________________________________________________
When you drink this potion, you can briefly breathe in clean, fresh air regardless of your environment.
_______________________________________________________________________________________________________
When you drink this potion, you regain 3d10 hit points and reduce your stamina by one. In addition, you can increase one of your vital wounds
with a vital roll of 0 to be equal to 1 instead (see Weight Limits).
______________________________________________________
Rank 1 (4 gp): The healing increases to 5d8, and the minimum vital roll affected improves to -1.
Rank 3 (100 gp): The healing increases to 11d10, and the minimum vital roll affected improves to -2.
Rank 5 (2,500 gp): The healing increases to 22d10, and the minimum vital roll affected improves to -3.
_______________________________________________________________________________________________________
When you drink this potion, you are brieflyprimed(always explode) and enraged(must attack).
_______________________________________________________________________________________________________
When you drink this potion, you are brieflymaximized(deal max damage).
_______________________________________________________________________________________________________
When you drink this potion, you are brieflyempowered(add rank to damage) and maximized(deal max damage).
_______________________________________________________________________________________________________
When you drink this potion, your body’s natural healing process is accelerated. The next time you finish a long rest, you can remove an additional
vital wound. If you drink multiple potions of regeneration, their effects do not stack.
_______________________________________
Rank 4 (500 gp): You remove two additional vital wounds instead of only one.
_______________________________________________________________________________________________________
When you drink this potion, you are brieflyhoned(+4 accuracy with crits) and steeled(crits deal less damage).
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex and Fortitude against everything in a Tiny (5 ft.) radius
within Short (30 ft.) range. Your minimum accuracy is +12.
Hit: 8d10 damage. The target also brieflycorrodes for 8d10 damage.
Miss: Half damage, and the target does not corrode.
________________________________________________________________
Rank 7 (62,500 gp): The minimum accuracy increases to +16, and the damage of both the initial hit and the corrosion increases to
16d10.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex against something within Short (30 ft.)
range.
Hit: If the target is undead or an evil soulforged, it takes 8d10 damage. Otherwise, it regains 8d10 hit points and reduces its stamina by
one.
____________________________________________________________________________________________________
Rank 6 (12,500 gp): The damage and healing increases to 16d10.
_______________________________________________________________________________________________________
When you drink this potion, if you attune to its effects, you fade into shadows. While you are shadowed, attacks against you have a 20% failure
chance. This effect expires after 10 minutes.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Fortitude against something within Medium (60 ft.)
range.
Hit: 3d10 damage.
Injury: The target is dazed(-2 defenses) as a condition.
____________________________________________________________
Rank 4 (500 gp): The damage increases 7d8.
_______________________________________________________________________________________________________
You can activate this item as a standard action. As part of that action, you can optionally throw it anywhere within Short (30 ft.) range. When you
activate this item, it immediately creates a cloud of smoke in a Medium (30 ft.) radius from its location. The smoke provides concealment for
everything in the area.
This item continues emitting smoke for one minute. After that time, the smoke dissipates normally, which generally takes about a
minute.
_________________________________________________________________________________________________
Rank 3 (100 gp): The area increases to a Huge (90 ft.) radius.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Fortitude against something within Short (30 ft.)
range.
Hit: If the target is injured, it becomes slowed(-10 speed, -2 Armor and Ref) as a condition.
_______________________________
Rank 3 (100 gp): The range increases to Long (90 ft.) range.
_______________________________________________________________________________________________________
You can activate this item as a standard action. When you do, it creates brilliant illumination in a 60 foot radius for 10 minutes.
_____
Rank 5 (2,500 gp): The effect lasts for 8 hours.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex against one Large or smaller creature within Short (30 ft.)
range.
Hit: The target is brieflyslowed(-10 speed, -2 Armor and Ref). This effect is immediately removed if the target takes damage from a Acid or
Fire ability.
______________________________________________________________________________________________
Rank 2 (20 gp): The attack affects each Large or smaller creature in a Small (15 ft.) radius within Medium (60 ft.) range.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Fortitude against something within Short (30 ft.)
range.
Hit: 1d6+1d8 damage.
Injury: The target is deafened(20% verbal spell failure) as a condition.
________________________________________________
Rank 3 (100 gp): The damage increases to 5d8, and each target does not have to be injured to be deafened.
_______________________________________________________________________________________________________
You can activate this small, wooden stick by striking it against any hard surface as a minor action. When you do, it bursts into flame, allowing you
to light other fires with it. A tindertwig burns for one minute.
_______________________________________________________________________________________________________
You can throw this item as a standard action. When you do, make an attack vs. Reflex against something within Short (30 ft.)
range.
Hit: If the target is a good soulforged, it takes 2d10 damage. Some creatures have specific effects when they are hit by unholy
water.
___________________________________________________________________________________________________
Rank 2 (20 gp): The damage increases to 5d8.