Poison (Witch-Hunter's Sword) Gear Ingested; Fort DC 19; Onset 10 min; Freq 1 hr (8); Effect 1 Int, Wis, and Cha dmg, -5 on concentration, concentration to cast spells or use spell-like abilities (see text); Cure 2 saves 850 gp ultimate-wilderness gear goods poison
Poison Ward Salve Gear Gives second save against contact poison 15 gp advanced-class-guide gear goods alchemical
Rager's Aid Gear Ignore fatigue for 6 rounds; exhausted at end 25 gp advanced-class-guide gear goods alchemical
Rake's Friend Gear Accept alchemical burn to gain 1 grit or panache point for up to an hour. 120 gp ultimate-intrigue gear goods alchemical
Reagent Paper Gear +2 bonus on Craft (alchemy) or Spellcraft to identify liquids 1 gp advanced-class-guide gear goods alchemical
Scavenger Beetle Colony Tool Break down dead corpse to bones in 1d4 days; needs 1/4 lb. 3 gp · 1.00 lb advanced-class-guide tool goods tools
Seeing Slime Gear Profession (Herbalist) DC 19; Yield 1 dose; Terrain - any underground 160 gp · 0.10 lb ultimate-wilderness gear goods herbalism
Singer's Solution Gear Accept alchemical burn to gain an additional 4 rounds of bardic performance or raging song for up to an hour. 120 gp ultimate-intrigue gear goods alchemical
Snake Oil Gear This mildly toxic liniment numbs flesh and can soothe injuries. 20 gp occult-adventures gear alchemical goods
Speech Resin Gear Allows alchemical inspiration on 1d4 Charisma-based skill checks, makes Wisdom-based skill checks more difficult. 410 gp ultimate-intrigue gear goods alchemical
Sugar Glass Bottle Tool Looks like glass, but doesn't do damage; +2 bonus to Bluff and Perform involving creating seemingly realistic fights with bottles 1 gp advanced-class-guide tool goods tools