Fu WaterConsumable 5
Source Pathfinder Secrets of Magic
Price 21 gp
Weight negligible
Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu items, fu water must be created using divine magic.
Activate Interact
Effect This potion functions as a bottle of holy water. Like holy water, you throw it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it.
Activate Interact
Effect You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract level of 3 against one effect that imposes the Confused, Fascinated, Frightened, or Stupefied condition. You are then Sickened 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConsumableAn 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.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
GoodGood effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. An ability with this trait can be selected or used only by good creatures.
NecromancyEffects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.
PotionA potion is a magical liquid activated when you drink it.
SplashWhen you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target's weaknesses or resistances. You don't multiply splash damage on a critical hit.