If you are one of my players....leave now.
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Okay...now that the kids are gone....here is the scoop. There is an assasin that is trying to kill the noble they been put told by their lord to be in his entourage and protect. He is shooken up after a failed sniper attempt and the assassin is getting miffed that he keeps failing at his mission. When the noble sends for a physician to dispense with medicine (he needs something for his nerves) he instead poisons him with a variant of Dark Reaver Powder. The first symptoms takes effect 30 minutes later. He decides to lace 6 doses in the medcines he has him take. It does this
Dark Reave Powder Variant - Ingested - DC 20 - Initial is 1d6 CON + 2d6 Vitality Points- Secondary is 1d6 CON + 1d4 Wound Points.....BTW I use the Vitality and Wound Point system found in Unearthed Arcana and in the old Star Wars RPG. If you need a rough translation....treat the extra non Con damage as HP damage in the initial and in the secondary he is paralyzed with pain and is "fatigued" until healed.
Anyhow...he has about 6 doses from the medcines he was given by the assassin disguised as the doctor. He is about screwed unless the PCs can figure out what to do.
Well the Con damage definitely does not stack - but it depends on whether this is "damge" or not. If it is damage then the rules for damge would apply.
IIRC there is a save involved for Wound Damage, like the massive damage rule.
Doesn't UA talk about how to handle various damages (like ability damge and spells) when using the Vitality point/wound point system since it functions differently then the "normal" hit point system?
I would rule that the vitality or wound damage does not stack for mutiple doses since the onset time is so long - it appears to the body like a single "attack" and not multiple ones (which to me is what was meant by "instance"). But vitality and wound are different types of damage so they both apply.
Now it is reasonable to increase the save DC due to the amount of poison being "defended" by the body at once time.
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