Unconscious after being poisoned


Rules Questions


Greetings, fellow travellers.

Couldn't find an answer to that question - so here is my go at it:

Our party got ambushed and we were peppered with arrows which were poisoned with blue whinnis.
Two of our party members failed both saves and fell unconscious.
Can we wake them up just like that (cold water in the face, kicking or shaking them) or does the poison have to run its course and we have to wait the 1d3 hours as written in the description before they regain consciousness?

Thanks in advance!

Ruyan.


RuyanVe wrote:

Greetings, fellow travellers.

Couldn't find an answer to that question - so here is my go at it:

Our party got ambushed and we were peppered with arrows which were poisoned with blue whinnis.
Two of our party members failed both saves and fell unconscious.
Can we wake them up just like that (cold water in the face, kicking or shaking them) or does the poison have to run its course and we have to wait the 1d3 hours as written in the description before they regain consciousness?

Thanks in advance!

Ruyan.

I think they would stay asleep. The poison is a good way to kidnap people. The only reason people can be waken up out of the sleep spell is because the spell says they can.

The Exchange

Consider it a drug-induced coma. The GM may rule that a Heal check can bring them out earlier, and delay poison or neutralize poison might work (since this is an ongoing effect rather than ability damage), but means that would merely awaken a sleeper won't.

Silver Crusade

They'll have to make their saves again next round, too. Since the poison has a frequency of 1/round for 2 rounds, that is. The duration of poisons stack, so if they fail both their saves next round, its 2d3 hours. Getting another dose of the poison and failing those saves also stack, should these archers really want them unconscious for a while.


Nightskies wrote:
They'll have to make their saves again next round, too. Since the poison has a frequency of 1/round for 2 rounds, that is. The duration of poisons stack, so if they fail both their saves next round, its 2d3 hours. Getting another dose of the poison and failing those saves also stack, should these archers really want them unconscious for a while.

Not quite.

He already said they failed both saves. On the first failed save, you take 1 Con damage. On the second failed save, you fall unconscious for d3 hours. There are no more saves. That's it.

And the rules for adding doses aren't quite just "it stacks." Rather, when you receive multiple doses, the DC to resist the poison increases by 2, and the duration of the poison (not it's effects) increases by 50%. So 2 doses of blue whinnis would turn it from a DC 14 to a DC 16 save, and increase the frequency to 1/rd for 3 rounds.

On the third round, there would be another save at DC 16 against the secondary effect of unconscious for 1d3 rounds. However, since effects do not stack with the same effect from the same source unless specifically stated, this would not increase the duration of the unconscious effect. Rather, you would roll 2d3 and take the highest to see how long you would be unconscious for.


Look up Smelling Salts here:
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/alchemicalRemedie s.html

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