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War Blood Mutagen (Moderate)Consumable 3

Source Pathfinder #178: Punks in a Powder Keg
Price 12 gp
Weight light

Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.

Benefit Choose one melee weapon you're holding in one or both hands. You gain a +2 item bonus to your attack rolls with this weapon and to Will saves against fear effects for 10 minutes. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed DC 30 or the attempt fails.

Effect: War Blood Mutagen (Moderate)

Drawback You can't voluntarily remove the weapon unless you succeed at a DC 30 athletics, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat or the action is lost.



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.


Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.


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.


Elixirs are alchemical liquids that are used by drinking them.


An elixir with the mutagen trait temporarily transmogrifies the subject's body and alters its mind. A mutagen always conveys one or more beneficial effects paired with one or more detrimental effects. Mutagens are polymorph effects, meaning you can benefit from only one at a time.


These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.