
Majuba |

Goblin Witchlord wrote:With respect to the Wyvern Poison, it should be. If the poison managed to last all six rounds, a victim would take an average of 15 Con damage… enough to kill a healthy man. That seems about right to me. And multiple stings… ouch! Hope you brought some antitoxin!Wyvern Poison
Type poison, injury; Save Fortitude DC 17
Frequency 1/round for 6 rounds
Effect 1d4 Con damage; Cure 2 consecutive saves[/i]Fracking. Deadly.
Hmmm.. Two Hasted Wyverns, 4 attacks, DC starts cranking upwards.. hmm.

Abraham spalding |

stuffs
OOOH, make the Haste and effect from a magical pool! The wyverns drink from it regularly so have a near constant effect on. The PC's can find it and it will be semi useful, however it's not something they can take with them either. This way if the PC's think they can "wait the haste off" by retreating, it's still there when they come back!

Watcher |

YES! I love the new poison rules! Deadly poison is good!
And I'm VERY happy the DC rises with additional doses...and the duration increases, that's a nice touch also...
Yes.. I appreciated how a previous poster illustrated how deadly multiple doses might be, but I think this is as deadly but easier and cleaner for the GM to adjudicate.

Abraham spalding |

YES! I love the new poison rules! Deadly poison is good!
And I'm VERY happy the DC rises with additional doses...and the duration increases, that's a nice touch also...
I worry it might be a touch too much, however what is good for the goose is good for the gander -- don't be too upset when my Medium Viper AC doses up your NPCs real good, with Haste and Multiattack.