| Dante Doom |
Hhi guys, so I GMed the first part of the Adventure and the battle with the quasits was harder than I expected...
The poison and poison damage took a good amount of players HP, they felt nice that poison got upgraded, but they felt it was a little overpowered, so I'm thinking if I'm not misreading it...
For reference: Q
Quasit Venom (poison)
Saving Throw Fortitude DC 15; Maximum Duration 6 rounds;
Stage 1 1d4 poison (1 round); Stage 2 As stage 1; Stage 3 1d4 poison and slowed 1 (1 round).
So if I got this right, this is how it follows:
1) PC got attacked and failed initial save, he gets Stage 1 (takes 1d4 poison damage)
2) When he gets to his turn he needs to make a new save (In the beggining or end of his turn?) if he fails he goes to stage 2
3) He gets hit again, and fails the save. He progress to Stage 3 and takes the damage and is slowed
4) this continues until he gets to Stage 0 or he made 6 saves (Duration)
Is this right?
| shroudb |
You check for affliction on the end of your round, unless you ready an action which means you check as soon as you ready.
As for the rest, yes, that's how it plays. Take note that if you're in stage 2 and save, you get hit with the stage 1 damage.
Poison has been upgraded, but sadly only for the monsters. At level 10,with optimised poison use, using a level 10 poison (prohibitive cost wise for anyone not an alchemist) 1/3 of the monsters are immune, and the rest have around 70% chance to save against it.