Repulsion ResinConsumable 16
Source Pathfinder #160: Assault on Hunting Lodge Seven
Price 1,650 gp
Weight light
Activate Interact
This clear, tasteless tar causes the victim to emit waves of harmful mental energy that repel other creatures. Desperate users might consume this poison to keep enemies at bay despite the poison's debilitating effects. While you're Stupefied from this poison, a creature that starts its turn within 10 feet of you or approaches within 10 feet of you must attempt a DC 35 will saving throw. On a failure, the creature can't voluntarily move closer to you; this is a mental effect. Once the approaching creature has attempted to save, it uses the same result for all saves from that dose of repulsion resin.
Saving Throw DC 38 fortitude
Onset 10 minutes
Maximum Duration 6 minutes
Stage 1 12d6 mental damage and stupefied 1 (1 minute)
Stage 2 16d6 poison damage and stupefied 1 (1 minute)
Stage 3 20d6 poison damage and stupefied 2 (1 minute)
Craft Requirements Supply one casting of Repulsion.
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.
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.
IngestedThis poison is delivered when drunk or eaten.
PoisonAn effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.