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Bill Dunn wrote:


With injested or inhaled poisons, the poisoner could pack the food/drink/air delivery method with double the dose (or more) but putting in or setting it up with more of the poison substance. Consume the same amount of poisoned wine with 2x the dose of poison and you injest twice the poison.

That makes sense. Thanks for the clarification.

At some point that drink is less of a goblet of wine with a bit of poison in it and more of a goblet of poison with a bit of wine in it. If I can put 2 doses of poison in food/drink, I can put 10 doses, or 20 doses. This must be where a game master's judgment comes in since there surely are no core rules covering it. When the taste/smell is so nasty and foul that it no longer something 'laced' with poison but instead like eating or drinking a venom sac.

Thanks all for helping me understand poison better!


Yes, I agree that the later example is clear. But that example doesn't correlate to the verbage at the beginning of the poison section, hence my confusion. As an editorial comment, I am not sure why injested and inhaled poison needs to be different than contact and injury poison.

EDIT: Thanks for the google link. I actually googled this topic but I didn't find the one you linked, so it is off to research for me :)


Sorry to resurrect an old thread, but I'm having a hard time interpreting the poison rules.

From the Core Rulebook:

"Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative"

Please tell me how an injury poison, which cannot inflict more than one dose at a time, can have additional doses that extend the duration and worsen the save?

Then tell me how an inhaled poison can have multiple doses, and how that plays out with the extended duration and worsen saves?

We got attacked by Giant Spiders and Ettercaps. We were making saves versus two kinds of poison from multiple attacks, and it got crazy. I guess I got hung up on the sentance "Poisons delivered by injury...cannot inflict more than one dose of poison at a time." It kind of makes the rest of this more confusing.


mdt wrote:

Just a thought,

Perhaps a bonus/penalty to initiative based on your weapons/shield layout? It might be a little complex to work out the bonus/penalty, but you'd do it ahead of time and just adjust initative based on it.

...

I was actually thinking something the same. You allow an initiative modifier based on equipped item. It can get sticky in situations where you change items, such as you start a round with a long bow 'in hand' but your action is to drop the bow, draw a shortsword, take a 5' step, and make a standard attack. For simplicity sake, you should probably use a long bow initiative modifier, but that's not really the weapon speed you are using.

And it could be abused (what rule can't, honestly). Start the round with a dagger (arguably the fastest weapon) then drop, draw a greatsword, and attack without the init. penalty of the big weapon in that swapping round.