Looter's LethargyConsumable 2
Source Pathfinder #157: Devil at the Dreaming Palace
Price 6 gp
Weight light
Traps may keep many a thief at bay, but the poison known as looter's lethargy ensures that no thieves are strong enough to walk off with pilfered treasures. Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser.
Activate Interact (Contact)
Saving Throw DC 19 fortitude
Onset 1 minute
Maximum Duration 1 hour
Stage 1 reduce Bulk limit by 3 (1 minute)
Stage 2 Flat-Footed, reduce Bulk limit by 4 (10 minutes)
Stage 3 flat-footed, reduce Bulk limit by 5 (10 minutes)
Traits
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.
AlchemicalAlchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.
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.
ContactThis poison is delivered by contact with the skin.
PoisonAn effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.