Item: Gravebane Ammunition (Greater)

TypeAmmo
Level10
Rarity
Common
Price175 gp
PublicationPathfinder Impossible MagicRemaster

Ammunition any

Activate 1 (manipulate)


First made to deal with a wicked necromancer's encroaching horde, gravebane ammunition is crafted with materials soaked in blessed waters. On a successful Strike, the attack deals an additional 2d10 vitality damage to creatures with void healing. If the target takes vitality damage, it must succeed at a DC 27 Fortitude save or become Enfeebled 1 (or Enfeebled 2 on a critical failure) until the start of your next turn.


Trait Effects

Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Vitality: Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy. These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.


Related Items

NameLevelRarityPrice
Gravebane Ammunition4Common16 gp
Conduit Shot (Moderate)10Common200 gp
Depth Charge III10Common165 gp
Feather Token (Swan Boat) (Ammunition)10Common152 gp
Golden-Cased Bullet (Greater)10Uncommon200 gp
Stepping Stone Shot (Greater)10Uncommon185 gp
Weapon Shot (Moderate)10Common200 gp
Big Rock Bullet (Greater)11Uncommon250 gp
Corpsecaller Round9Uncommon130 gp
Enfilading Arrow9Uncommon125 gp
Explosive Ammunition9Common130 gp
Juxtaposition Ammunition11Uncommon225 gp
Mindlock Shot11Common250 gp
Resonating Ammunition11Common300 gp
Silencing Ammunition9Uncommon125 gp
Silencing Shot11Common300 gp
Spellstrike Ammunition (Type IV)9Common150 gp
Spellstrike Ammunition (Type V)11Common300 gp
Storm Arrow9Common130 gp
Transposition Ammunition9Uncommon125 gp

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