Terrifying AmmunitionConsumable 6
Source Pathfinder Advanced Player's Guide
Price 50 gp
Weight negligible
Activate Interact
This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, it fills the creature's mind with visions of their own failures, tragedies, and eventually, their own death. The creature must attempt a DC 20 will save.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 1 and can't reduce its frightened value below 1 until it spends an action, which has the concentrate trait, to calm itself down.
Critical Failure As failure, but the creature is frightened 2.
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.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
EnchantmentEffects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
FearFear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
MagicalSomething 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.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.