Item: Nethershade

Level10
Rarity
Common
CategoryPoison
Price160 gp
UsageHeld in two hands
PublicationPathfinder Player Core 2Remaster

Distilled from the Netherworld, this oily substance imposes tenebrous effects. The enfeebled condition from nethershade lasts for 24 hours.


Activate 2 (manipulate)

Saving Throw DC 29 Fortitude

Maximum Duration 6 rounds

Stage 1 2d6 void and 2d6 poison damage (1 round)

Stage 2 3d6 void and 2d6 poison damage, and Enfeebled 1 (1 round)

Stage 3 3d6 void and 3d6 poison damage, and Enfeebled 2 (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.

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.

Void: Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy. Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).


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