Item: Holy Water

TypeWeapon
Level1
Rarity
Common
CategorySimple
Damage1d6 spirit
Price3 gp
UsageHeld in one hand
PublicationPathfinder GM Core

Activate A Strike


This vial contains water blessed by a benevolent deity. You activate a vial of holy water by throwing it as a Strike. It's a simple thrown weapon with a range increment of 20 feet.

Holy water deals 1d6 spirit damage and 1 spirit splash damage. Holy water can damage only creatures with the unholy trait.


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.

Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Holy: Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

Splash: Some weapons and effects, such as alchemical bombs, have the splash trait. When you use a weapon or effect with the splash trait, you don’t add your Strength modifier to the damage roll. A splash weapon or effect deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. On a critical failure, the weapon or effect misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target’s resistance or weakness. You don’t multiply splash damage on a critical hit.

Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.


Related Items

NameLevelRarityDamage
Unholy Water1Common1d6
Dart-Common1d4
Javelin-Common1d6
Dagger of Eternal Sleep5Uncommon1d4
Stoneraiser Javelin11Uncommon1d6
Spellsap Grenade12Rare1d6
Hardened Harrow Deck14Rare1d4
Fiendbreaker15Unique1d4
Thorn Brush15Rare1d6
Celestial Staff17Uncommon1d4
Zealot Staff17Common1d4
Spellsap Grenade (Greater)18Rare1d6
Fiendbreaker (Heroic)20Unique1d4
Cane of the Maelstrom22Unique1d6
Alchemical Gauntlet1Common1d4
Granny's Hedge Trimmer1Rare1d4
Scrollstaff1Uncommon1d4
Stiletto Pen1Uncommon1d4
Air Repeater-Uncommon1d4
Alchemical Crossbow-Uncommon1d8