Energizing Pill

Level 10180 gpConsumableBulk UncommonRemaster

Activate (manipulate)

This special blend of potent herbs comes in the form of a compact ball the size of a marble that allows it to be held in the mouth, where it remains for 1 hour. An energizing pill has a bitter taste at first, but the longer one lets it soak, the more complex and sweet its flavor grows. It heightens your reactions, granting you a +2 item bonus to initiative rolls with Perception.

Effect: Energizing Pill

Secondary Effect r

Trigger You would become Clumsy, Drained, Enfeebled, Frightened, Sickened, Slowed, or Stupefied


Effect Reduce the value of the condition you just gained by 1; if this reduces the value to 0, you don't gain the triggering condition.

Traits

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. When a character creates consumable items, they can make them in batches of four.

Lozenge

You Activate an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva.