Item: Hero Killer

Level9
Rarity
Rare
CategoryOther
Price-
UsageHeld in two hands
PublicationPathfinder #218: TitanbaneRemaster

Activate 1 (manipulate)


Crafted from nightshade plants that grow near sites of mythic power, this poison wreaks havoc on those with a mythic calling.

Saving Throw DC 28 Fortitude

Onset 1 round

Maximum Duration 5 rounds

Stage 1 3d6 poison damage and lose 1 Mythic Point (1 round)

Stage 2 4d6 poison and Stupefied 1 (1 round)

Stage 3 6d6 poison damage, Stupefied 2, and lose all Mythic Points (1 round)


Trait Effects

Alchemical: Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren’t magical and don’t radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.

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.

Injury: An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected. Only one injury poison can be applied to a weapon or ammunition at a time.

Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.


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