Unending Itch

Level 14700 gpConsumableBulk LCommonRemaster

Activate ◆◆ (manipulate)


Invented to cause a lengthy and unpleasant demise, this poison manifests as an itch that can't be soothed. The victim experiences the poison damage as irritation rather than pain or sickness and must succeed at a DC 34 perception check to realize they're poisoned. The poison can also be identified with a DC 34 medicine check. Once the victim has lost half or more of its Hit Points, the DC drops to 30 for either check. As long as the victim doesn't realize it's poisoned, the GM makes its saving throws in secret.

Saving Throw DC 34 fortitude (secret)

Maximum Duration 5 minutes

Stages 1–5 1d6 poison damage (1 round)

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.

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.

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.

Virulent

Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2.