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You can throw this item as a standard action. When you do, make an attack vs. Reflex and Fortitude against anything within Short (30 ft.)
range.
Hit: 3d6 acid damage immediately, and again during your next action.
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Rank 4 (1,000 gp): The damage increases to 5d8.
Rank 6 (25,000 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 anything within Short (30 ft.)
range.
Hit: 1d6+1d8 fire damage.
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Rank 3 (200 gp): The damage increases to 3d10.
Rank 5 (5,000 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. The effects expire after 10
minutes.
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Rank 4 (1,000 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 bludgeoning 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 anything within Short (30 ft.)
range.
Hit: 11d10 fire and energy 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 6 (25,000 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 vital rolls. The effects expire after 10
minutes.
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Rank 4 (1,000 gp): The bonus increases to +3.
Rank 6 (25,000 gp): The bonus increases to +4.
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When you drink this potion, if you attune to its effects, you gain a +4 enhancement bonus to your damage resistance. The effects expire after 10
minutes.
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Rank 3 (200 gp): The damage resistance bonus increases to +8.
Rank 5 (5,000 gp): The damage resistance bonus increases to +16.
Rank 7 (125,000 gp): The damage resistance bonus increases to +32.
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When you drink this potion, if you attune to its effects, you gain a +1 enhancement bonus to your Strength for the purpose of determining your
weight limits (see Weight Limits). The effects expire after 10 minutes.
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Rank 3 (200 gp): The bonus increases to +2.
Rank 5 (5,000 gp): The bonus increases to +3.
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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 +1.
Hit: 1d10 fire damage.
Miss: Half damage.
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Rank 3 (200 gp): The minimum accuracy increases to +5, and the damage increases to 3d6.
Rank 5 (5,000 gp): The minimum accuracy increases to +8, and the damage increases to 5d8.
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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 (40 gp): The light is brilliant illumination, which banishes shadows completely, instead of bright illumination.
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You can throw this item as a standard action. When you do, make an attack vs. Fortitude against anything within Short (30 ft.)
range.
Hit: 7d8 cold damage. If the target takes damage, it is slowed(half speed, -2 Armor and Ref) as a condition.
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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 +2.
Hit: 1d6 damage.
Miss: Half damage.
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Rank 3 (200 gp): The minimum accuracy increases to +6, and the damage increases to 1d6+1d8.
Rank 5 (5,000 gp): The minimum accuracy increases to +9, and the damage increases to 3d10.
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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.
_______
Rank 2 (40 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 3d10 poison damage per poison stage. Its stage 3 effect also ends the poison.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +2. Its stage 1 effect makes the target stunned(-2 defenses) while the poison lasts. Its stage 3 effect makes the target
blinded(50% miss chance, -2 Armor and Ref) while the poison lasts.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +4. It inflicts 3d10 poison damage per poison stage.
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This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +12. It inflicts 5d8 poison damage per poison stage.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +7. Its stage 1 effect makes the target vulnerable(-4 defenses) to all damage while the poison lasts.
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This is a contact-based powder poison (see Poison).
The poison’s accuracy is +4. Each poison stage makes the target brieflyslowed(half speed, -2 Armor and Ref). Its stage 3 effect also ends the
poison.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +9. Its stage 1 effect makes the target slowed(half speed, -2 Armor and Ref) and stunned(-2 defenses) while the poison
lasts. Its stage 3 effect makes the target petrified while the poison lasts. This makes the target paralyzed(cannot move), except that they remain
standing in the form of a statue.
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This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +8. It inflicts 3d6 poison damage per poison stage.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +5. Its stage 1 effect makes the target slowed(half speed, -2 Armor and Ref) while the poison lasts. Its stage 3 effect
makes the target immobilized(-4 Armor and Ref, cannot use movement speeds) while the poison lasts.
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This is an ingestion-based gas poison (see Poison).
The poison’s accuracy is +8. Its stage 1 effect makes the target stunned(-2 defenses) while the poison lasts. Its stage 3 effect makes the target
confused(-2 defenses, randomly attack or defend) while the poison lasts.
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This is a contact-based liquid poison (see Poison).
The poison’s accuracy is +3. It inflicts 1d6 poison damage per poison stage. Its stage 3 effect also ends the poison.
_______________________________________________________________________________________________________
This is a contact-based powder poison (see Poison).
The poison’s accuracy is +1. It inflicts 1d10 poison damage per poison stage. Its stage 3 effect also ends the poison.
_______________________________________________________________________________________________________
This is a contact-based powder poison (see Poison).
The poison’s accuracy is +1. Each poison stage makes the target brieflystunned(-2 defenses). Its stage 3 effect also ends the
poison.
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This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +8. It inflicts 7d8 poison damage per poison stage.
_______________________________________________________________________________________________________
This is a contact-based powder poison (see Poison).
The poison’s accuracy is +1. It inflicts 1d6+1d8 poison damage per poison stage. Its stage 3 effect also ends the poison.
_______________________________________________________________________________________________________
This is an injury-based liquid poison (see Poison).
The poison’s accuracy is +6. It inflicts 5d8 poison damage per poison stage.
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When you drink this potion, you regain 3d6 hit points. This cannot increase your hit points above half your maximum hit points. 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 3 (200 gp): The healing increases to 5d8, and the minimum vital roll affected improves to -2.
Rank 5 (5,000 gp): The healing increases to 8d10, and the minimum vital roll affected improves to -3.
Rank 7 (125,000 gp): The healing increases to 16d10, and the minimum vital roll affected improves to -4.
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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 5 (5,000 gp): You remove two additional vital wounds instead of only one.
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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 electricity damage. Each creature that loses hit points is stunned(-2 defenses) as a condition.
Miss: Half damage, and creatures are not stunned.
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Rank 5 (5,000 gp): The minimum accuracy increases to +8, and the damage increases to 3d10.
Rank 7 (125,000 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 does not lose hit points.
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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 (200 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 anything within Short (30 ft.)
range.
Hit: 1d6+1d8 cold damage. If the target loses hit points, it is slowed(half speed, -2 Armor and Ref) as a condition.
_______________
Rank 4 (1,000 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 creature with no remaining damage resistance is stunned(-2 defenses) as a condition.
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Rank 6 (25,000 gp): The minimum accuracy increases to +10, 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.
_____
Rank 5 (5,000 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(half speed, -2 Armor and Ref) as a condition.
This condition can be removed if the target makes a difficulty value 10 Strength check as a movement to break the plants. If the
target makes this check as a standard action, it gains a +5 bonus. In addition, this condition is removed if the target is dealt fire
damage.
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Rank 4 (1,000 gp): The condition cannot be removed with a Strength check. It is still removed if the target is dealt fire damage.
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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 bludgeoning 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 4 (1,000 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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As a standard action, you can light a torch if you have flint and steel or another source of flame handy. When you do, it sheds bright illumination
in a Small (15 ft.) radius. A torch burns for one hour before it is destroyed. You can extinguish the torch to preserve its remaining usable
time.
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Rank 2 (40 gp): The torch burns for up to one week.