Item: Looter's Lethargy
Activate 3 (manipulate)
The poison known as looter's lethargy ensures no thieves are strong enough to walk off with pilfered treasures. Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser.
Saving Throw DC 19 Fortitude
Onset 1 minute
Maximum Duration 1 hour
Stage 1 reduce Bulk limit by 3 (1 minute)
Stage 2 Off Guard, reduce Bulk limit by 4 (10 minutes)
Stage 3 off-guard, reduce Bulk limit by 5 (10 minutes)
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.
Contact: A contact poison is activated by applying it to an item or directly onto a living creature’s skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute.
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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