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Likely poison mechanics
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<blockquote data-quote="Abstraction" data-source="post: 3896186" data-attributes="member: 25995"><p>The article on terrain:</p><p></p><p><em>Doomspore (Any)</em></p><p><em>Usually found in large, natural caverns, this fungus takes the form of a clump of toadstools, some of which reach a height of about 3 feet tall. A square of doomspore is difficult terrain and provides cover to anyone standing within.</em></p><p><em></em></p><p><em>If any creature enters a doomspore's square (or uses a standard action to kick or poke at it, if within reach), a doomspore releases a cloud of spores that provides concealment to all creatures within its own and adjacent squares. Furthermore, a bloodied creature in the area of a cloud when created, who moves into the cloud, or begins its turn in the cloud, is subject to a Fortitude attack (+10) that deals 1d10 points of poison damage on a hit. In addition, a target hit by a doomspore is weakened and takes ongoing poison 5 (save ends both conditions; creatures with immunity to or resist poison 5 are immune to the weakened condition also).</em></p><p><em></em></p><p><em>This cloud (and its effects on a bloodied character) persists for the remainder of the encounter (or for 5 minutes). Once the cloud settles, the doomspore can't produce another for 24 hours.</em></p><p></p><p>So poison is a fortitude attack, instead of save. We knew that pretty well.</p><p></p><p>Poison deals poison damage. That's new. Poison as a damage type and a resistance type.</p><p></p><p>Ongoing poison damage. The text seems to say that once poisoned, the character takes 5 points of poison damage every round until a successful save. That stinks for wizards, I'm sure!</p><p></p><p>Attack only happening if the bloodied condition is met. Seems the poison goes away if the bloodied condition is removed.</p><p></p><p>Weakened is a state. Like fatigued?</p></blockquote><p></p>
[QUOTE="Abstraction, post: 3896186, member: 25995"] The article on terrain: [i]Doomspore (Any) Usually found in large, natural caverns, this fungus takes the form of a clump of toadstools, some of which reach a height of about 3 feet tall. A square of doomspore is difficult terrain and provides cover to anyone standing within. If any creature enters a doomspore's square (or uses a standard action to kick or poke at it, if within reach), a doomspore releases a cloud of spores that provides concealment to all creatures within its own and adjacent squares. Furthermore, a bloodied creature in the area of a cloud when created, who moves into the cloud, or begins its turn in the cloud, is subject to a Fortitude attack (+10) that deals 1d10 points of poison damage on a hit. In addition, a target hit by a doomspore is weakened and takes ongoing poison 5 (save ends both conditions; creatures with immunity to or resist poison 5 are immune to the weakened condition also). This cloud (and its effects on a bloodied character) persists for the remainder of the encounter (or for 5 minutes). Once the cloud settles, the doomspore can't produce another for 24 hours.[/i] So poison is a fortitude attack, instead of save. We knew that pretty well. Poison deals poison damage. That's new. Poison as a damage type and a resistance type. Ongoing poison damage. The text seems to say that once poisoned, the character takes 5 points of poison damage every round until a successful save. That stinks for wizards, I'm sure! Attack only happening if the bloodied condition is met. Seems the poison goes away if the bloodied condition is removed. Weakened is a state. Like fatigued? [/QUOTE]
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