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.
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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 immediately, and again during your next action.
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Rank 3 (100 gp): The damage increases to 5d8.
Rank 5 (2,500 gp): The damage increases to 8d10.
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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.
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Rank 2 (20 gp): The damage increases to 3d10.
Rank 4 (500 gp): The damage increases to 7d8.
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When you drink this potion, if you attune to its effects, you become impervious(+4 defenses) to poisons. This effect expires after 10
minutes.
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Rank 4 (500 gp): You become immune instead of impervious.
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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 +10.
Hit: 7d8 damage. Each creature that takes damage is deafened(20% verbal spell failure) as a condition.
Miss: Half damage, and creatures are not deafened.
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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: 11d10 damage.
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When you drink this potion, you remove a condition affecting you and increase your fatigue level by one.
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Rank 5 (2,500 gp): You remove two conditions instead of only one. You increase your fatigue level by one for each condition that you remove in
this way.
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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.
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Rank 4 (500 gp): The bonus increases to +3.
Rank 6 (12,500 gp): The bonus increases to +4.
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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.
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Rank 4 (500 gp): The bonus increases to +2.
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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.
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Rank 4 (500 gp): The bonus increases to +3.
Rank 6 (12,500 gp): The bonus increases to +4.
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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 +3.
Hit: 1d10 damage.
Miss: Half damage.
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Rank 2 (20 gp): The minimum accuracy increases to +5, and the damage increases to 2d10.
Rank 4 (500 gp): The minimum accuracy increases to +9, and the damage increases to 5d8.
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When you drink this potion, if you attune to its effects, you become impervious(+4 defenses) to Fire abilities. This effect expires after 10
minutes.
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Rank 4 (500 gp): You become immune instead of impervious.
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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.
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Rank 2 (20 gp): The light is brilliant illumination, which banishes shadows completely, instead of bright illumination.
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When you drink this potion, you are brieflyfortified(+2 Brawn, Fort, Ment). This has the Swift tag, so it protects you against attacks during the
current phase.
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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 planeforged, it takes 1d6+1d8 damage. Some creatures have specific effects when they are hit by holy
water.
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Rank 2 (20 gp): The damage increases to 3d10.
Rank 4 (500 gp): The damage increases to 7d8.
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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: 7d8 damage. If the target takes damage, it becomes slowed(-10 speed, -2 Armor and Ref) as a condition.
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When you drink this potion, you are brieflyempowered(add rank to damage) and fortified(+2 Brawn, Fort, Ment).
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Rank 6 (12,500 gp): This gains the Swift tag, so it protects you against attacks during the current phase.
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When you drink this potion, you are brieflyempowered(add rank to damage) and focused(roll attacks twice).
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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 +3.
Hit: 1d6+1d8 subdual damage.
Miss: Half damage.
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Rank 3 (100 gp): The minimum accuracy increases to +7, and the damage increases to 2d10.
Rank 5 (2,500 gp): The minimum accuracy increases to +10, and the damage increases to 5d8.
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You can activate this item as a standard action. When you do, it creates bright illumination in a 60 foot radius for 10 minutes.
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Rank 2 (20 gp): The effect lasts for 8 hours.
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This is an ingestion-based powder poison (see Poison).
The poison’s accuracy is +5. It inflicts 2d10 damage immediately and with each escalation. The second escalation also ends the
poison.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +3. A poisoned creature is stunned(-2 defenses) while the poison lasts. The second escalation also inflicts 1d6+1d8
damage.
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This is an ingestion-based liquid poison (see Poison).
The poison’s accuracy is +3. It inflicts 1d10 damage immediately and with each escalation. The second escalation also ends the
poison.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +5. It inflicts 2d10 damage immediately and with each escalation.
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This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +13. It inflicts 5d8 damage per poison stage.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +9. It inflicts 5d8 damage immediately and with each escalation.
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This is a contact-based powder poison (see Poison).
The poison’s accuracy is +7. It inflicts 3d10 damage immediately and with each escalation. The second escalation also ends the
poison.
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This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +9. It inflicts 2d10 damage immediately and with each escalation.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +7. A poisoned creature is slowed(-10 speed, -2 Armor and Ref) while the poison lasts. The second escalation also
inflicts 2d10 damage.
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This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +3. It inflicts 1d6 damage immediately and with each escalation. The second escalation also ends the
poison.
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This is an ingestion-based gas poison (see Poison).
The poison’s accuracy is +9. It inflicts 1d6+1d8 damage immediately and with each escalation. The second escalation also makes the target
stunned(-2 defenses).
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This is an ingestion-based powder poison (see Poison).
The poison’s accuracy is +2. It inflicts 3d10 damage immediately and with each escalation. The second escalation also ends the
poison.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +10. It inflicts 7d8 damage immediately and with each escalation.
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This is a contact-based powder poison (see Poison).
The poison’s accuracy is +3. It inflicts 1d10 damage immediately and with each escalation. The second escalation also ends the
poison.
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This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +2. It inflicts 1d6+1d8 damage immediately and with each escalation. The second escalation also ends the
poison.
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This is a contact-based powder poison (see Poison).
The poison’s accuracy is +7. It inflicts 1d10 damage immediately and with each escalation. The second escalation also ends the
poison.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +11. It inflicts 2d10 damage immediately and with each escalation.
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When you drink this potion, you regain 2d10 hit points and increase your fatigue level by one. In addition, if you have a vital wound gith a vital
roll of 0 or -1, you treat that vital roll as a 1 instead (see Vital Wounds).
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Rank 2 (20 gp): The healing increases to 5d8, and the minimum vital roll affected improves to -2.
Rank 4 (500 gp): The healing increases to 8d10, and the minimum vital roll affected improves to -3.
Rank 6 (12,500 gp): The healing increases to 16d10, and the minimum vital roll affected improves to -4.
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When you drink this potion, you are brieflyprimed(always explode) and enraged(must attack).
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When you drink this potion, you are brieflymaximized(deal max damage).
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When you drink this potion, you are brieflyempowered(add rank to damage) and maximized(deal max damage).
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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.
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Rank 4 (500 gp): You remove two additional vital wounds instead of only one.
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When you drink this potion, you are brieflyhoned(+4 accuracy with crits) and steeled(immune to crits).
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When you drink this potion, you are brieflyshielded(+2 Armor and Ref). This has the Swift tag, so it protects you against attacks during the
current phase.
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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 +5.
Hit: 1d10 damage.
Injury: The target is stunned(-2 defenses) as a condition.
Miss: Half damage, and creatures are not stunned.
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Rank 4 (500 gp): The minimum accuracy increases to +9, and the damage increases to 3d10.
Rank 6 (12,500 gp): The minimum accuracy increases to +12, and the damage increases to 5d8. In addition, each creature that takes damage from
the hit is stunned, even if it was not injured.
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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.
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Rank 3 (100 gp): The area increases to a Huge (90 ft.) radius.
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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 becomes slowed(-10 speed, -2 Armor and Ref) as a condition.
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Rank 3 (100 gp): The damage increases to 5d8.
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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 +7.
Hit: Each injured creature is stunned(-2 defenses) as a condition.
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Rank 6 (12,500 gp): The minimum accuracy increases to +12, and the area increases to a Large (60 ft.) radius.
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You can activate this item as a standard action. When you do, it creates brilliant illumination in a 60 foot radius for 10 minutes.
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Rank 5 (2,500 gp): The effect lasts for 8 hours.
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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. On a hit, the target is slowed(-10 speed, -2 Armor and Ref) as a condition.
This condition can be removed if the target makes a difficulty value 8 Strength check as a move action to break the entangling glue. If the target
makes this check as a standard action, it gains a +5 bonus. In addition, this condition is removed if the target takes damage from a Acid or Fire
ability.
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Rank 3 (100 gp): The condition cannot be removed with a Strength check. It is still removed if the target takes damage from a Acid or Fire
ability.
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You can throw this item as a standard 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 +3.
Hit: 1d6+1d8 damage. Each creature that loses hit points is deafened(20% verbal spell failure) as a condition.
Miss: Half damage, and creatures are not deafened.
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Rank 3 (100 gp): The minimum accuracy increases to +7, and the damage increases to 3d10.
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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.
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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 planeforged, it takes 1d6+1d8 damage. Some creatures have specific effects when they are hit by unholy
water.
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Rank 2 (20 gp): The damage increases to 3d10.
Rank 4 (500 gp): The damage increases to 7d8.