False Death Vial (Greater)Consumable 16
Source Pathfinder Treasure Vault (Remastered)
Type Talisman
Price 2,000 gp
Weight negligible
Activate f (concentrate)
Trigger You would be reduced to 0 Hit Points by damage but not immediately killed
Requirements You are unarmored.
This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your Wounded condition increases by 1, and the talisman casts Drop Dead on you. The talisman teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and holding with you, as well as up to one other creature currently in contact with you—including if you're carrying it in an extradimensional container. This effect has the teleportation trait.
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.
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition 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.
TalismanA talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently.