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FollypopsConsumable 10


UncommonConsumableEvocationMagical
Source Pathfinder Lost Omens: The Grand Bazaar
Price 175 gp
Weight light

Activate One Action Interact


These savory breaded snacks stuffed with cheese, peppers, and "secret ingredients" of draconic or demonic origin are often offered alongside a challenge-complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential. During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop.


Type hotpops

You begin to sweat profusely after consuming the serving. When you unleash magic, you breathe out a blast of fire in a 15-foot cone. Creatures in the cone take 4d6 fire damage with the first blast, 2d6 fire damage with the second blast, and 1d6 fire damage with the final blast. The creatures must attempt a DC 27 basic reflex for each blast.


Type rotters

Your breath smells of rotting garbage after you consume the serving. When you unleash magic, you exhale a noxious breath in a 15-foot cone. Creatures in the cone take 4d6 poison damage with the first breath, 2d6 poison damage with the second breath, and 1d6 poison damage with the final breath. The creatures must attempt a DC 27 basic fortitude for each breath.


Type sizzlers

Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that travels in a 30-foot line. The first bolt deals 2d12 electricity damage, the second 1d12 electricity damage, and the third 1d6 electricity damage. The targeted creatures must attempt a DC 27 basic reflex for each bolt.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.