Stupor Poison
Activate ◆◆ (manipulate)
Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage.
Saving Throw DC 20 fortitude
Maximum Duration 6 hours
Stage 1 Slowed 1 and Off-Guard (1 round)
Stage 2 Slowed 2 and off-guard (1 round)
Stage 3 Unconscious with no Perception check to wake up (1 round)
Stage 4 unconscious with no Perception check to wake up (1d6 hours)
Traits
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.
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.
An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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.
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
This effect can cause a creature to fall asleep or get drowsy.