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Enlightened Grognard: Poisons
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<blockquote data-quote="amnuxoll" data-source="post: 5078533" data-attributes="member: 13028"><p>Thanks everyone, particularly Kerrick and Ahnehnois, for your suggestions. Here's what I came up with:</p><p></p><p>[sblock]</p><p>Poisons</p><p></p><p>All poisons have a primary and secondary effect. For example:</p><p></p><p><strong>Arsenic</strong></p><p>Ingested; Heal DC 13 </p><p>Primary effect: 1 Constitution damage</p><p>Secondary effect: 1d4 Constitution damage</p><p></p><p>Once per round a poisoned creature suffers both the primary and</p><p>secondary effect of the poison <em>unless</em> it uses a swift action to</p><p>make a successful Fortitude saving throw. A successful save means the</p><p>creature only suffers the primary effect.</p><p></p><p>Unlike many effects, a creature can not remove itself from the</p><p>poisoned condition with a saving throw. A saving throw can only be</p><p>used to avoid the secondary effect of a poison as described above.</p><p></p><p>Multiple doses of the same poison do not stack. </p><p></p><p>Poison can be treated with magic (e.g., a <em>neutralize poison</em></p><p>spell) or with the Heal skill. To treat someone with the Heal skill</p><p>requires 1 minute. The healer must reach the DC that is listed in the</p><p>poison description. A healer can attempt to treat poison as</p><p>a standard action, but this applies a large penalty (usually -10) to</p><p>the skill check. </p><p></p><p>It is possible to treat yourself for poison.</p><p></p><p>Applying poison to a weapon or a piece of ammunition requires 2 rounds</p><p>(about 12 seconds) of time without distraction. Alternatively, poison</p><p>can be applied as a standard action with a DC 15 Sleight of Hand</p><p>check. On a failure, you accidentally poison yourself. When poison</p><p>is applied to a weapon it remains potent for 1 hour or until you</p><p>successfully strike a creature with the weapon. A creature struck</p><p>with a poisoned weapons suffers the effects of the poison.</p><p>[/sblock]</p><p></p><p>I think this is the best compromise. It still requires you to remember the poison but it's every round instead of every 10 rounds as was suggested by the other posters. Also, it's a simple mechanic that still does a great job of making poison the scary, urgent insidious thing that I want it to be.</p></blockquote><p></p>
[QUOTE="amnuxoll, post: 5078533, member: 13028"] Thanks everyone, particularly Kerrick and Ahnehnois, for your suggestions. Here's what I came up with: [sblock] Poisons All poisons have a primary and secondary effect. For example: [b]Arsenic[/b] Ingested; Heal DC 13 Primary effect: 1 Constitution damage Secondary effect: 1d4 Constitution damage Once per round a poisoned creature suffers both the primary and secondary effect of the poison [i]unless[/i] it uses a swift action to make a successful Fortitude saving throw. A successful save means the creature only suffers the primary effect. Unlike many effects, a creature can not remove itself from the poisoned condition with a saving throw. A saving throw can only be used to avoid the secondary effect of a poison as described above. Multiple doses of the same poison do not stack. Poison can be treated with magic (e.g., a [i]neutralize poison[/i] spell) or with the Heal skill. To treat someone with the Heal skill requires 1 minute. The healer must reach the DC that is listed in the poison description. A healer can attempt to treat poison as a standard action, but this applies a large penalty (usually -10) to the skill check. It is possible to treat yourself for poison. Applying poison to a weapon or a piece of ammunition requires 2 rounds (about 12 seconds) of time without distraction. Alternatively, poison can be applied as a standard action with a DC 15 Sleight of Hand check. On a failure, you accidentally poison yourself. When poison is applied to a weapon it remains potent for 1 hour or until you successfully strike a creature with the weapon. A creature struck with a poisoned weapons suffers the effects of the poison. [/sblock] I think this is the best compromise. It still requires you to remember the poison but it's every round instead of every 10 rounds as was suggested by the other posters. Also, it's a simple mechanic that still does a great job of making poison the scary, urgent insidious thing that I want it to be. [/QUOTE]
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