Difference between revisions of "Prepare Insinuative Poisons (sage ability)"

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Provides [[Knowledge Points|knowledge]] regarding the mixing/making of '''insinuative [[Poison (substance)|poisons]]''' and [[Acid (substance)|acids]] for the purpose of increasing the damage done through the use of weaponsThese are introduced into the enemy's body through knowledge of [[Dose Weapon (sage ability)|dosing weapons]].
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[[File:Prepare Insinuative Poisons (sage ability).jpg|right|525px|thumb]]
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'''Prepare insinuative poisons''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Poisoning (sage study)|Poisoning]], providing the capacity to concock and formulate "insinuative" [[Poison (substance)|poisons]], those that are introduced into the body through a blade that breaks the skin.  The skill incorporates a deep understanding of both poison alchemy and the anatomy of potential targets.
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To clarify, insinuative poisons are not your conventional toxins, which might be ingested, inhaled, or applied topically. Instead, they are a cunning and covert category of poisons specifically engineered for a more surreptitious approachBy leveraging the knowledge of [[Dose Weapon (sage ability)|dosing weapons]], practitioners of this art can prepare insinuative poisons tailored for use in conjunction with blades, ensuring that these poisons are administered discreetly in the midst of combat or subterfuge.
  
== Amateur-made ==
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Poisoners must calculate precise dosages to ensure that the effects of the insinuative poison are potent enough to incapacitate or eliminate a foe swiftly and efficiently. Additionally, the practitioner must possess expertise in selecting the appropriate blade type, considering factors such as blade sharpness, length, and the ease with which it can breach the skin, all while minimizing the risk of detection.
The character is able to make a group of somewhat weak and inconstant poisons which dry quickly and often fail to produce the desired effect.  However, once introduced into the enemy's body, they do satisfactorily increase the effect of weapons against victims.
 
  
When a hit with a weapon is made, the attacker using an insinuative poison rolls to determine if the weapon interacts with the victim's flesh AND the part of the weapon interacting is still dosed with poison.  This combination of events, called a "touch," has a 1 in 4 chance of occurring.
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The skill also allows the formulation and distillation of [[Acid (substance)|acids]], opening a wide array of strategic and nefarious [[Acid-based Attacks|possibilities]], including [[Acid Trap|acid traps]] and [[Acid Projectile|projectiles]], traps that employ time-delayed acid, [[Burglary (sage study)|burglary]] and disabling of dangerous [[Trap|mechanisms]] and [[Lock|locks]], as well as substances designed to render existing acids inert.
  
==== Carroder ====
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== Amateur-made Poisons ==
This poisonous toxin is designed for one touch that is meant to kill the victim slowly and over time.  When used with a dagger, the touch is automatic — if used in conjunction with either [[Backstabbing (sage study)|backstabbing]] or [[Assassination (sage ability)|assassination]].  When the victim is hit, the poison adds +2 [[Damage (hit points)|damage]].  The victim makes a saving throw against poison; if successful, then they have only been scraped by the poison and no additional damage will accrue.
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Characters with the ability who have between 10 and 29 points of knowledge are able to create two forms of poison, '''[[Carroder (poison)|carroder]]''' and '''[[Suurbite (poison)|suurbite]]'''; the effects of each can be found on their respective pagesEach is prepared and contained in a vial containing 4 fluid ounces of the substance.
  
If the saving throw fails, then one half-hour after the hit, the victim will begin to feel acute pain that will increase rapidly for the next hour, until the victim is bedridden with digestive complaints and, following the fourth round after the touch, diarrhea and sleeplessnessMeanwhile, the victim will suffer 2 h.p. every hour after the touch occurred (beginning a half-hour after acute pain is first felt), for the next 12 hours (a total of 24 h.p.).  The victim can be sustained through [[Healing Salve (remedy)|salves]] and [[Healing|healing]] spells if an antidote is not available.  
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=== Physical Characteristics ===
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These poisons are specifically designed for application on either a dagger or a scimitar. The reason for this restriction is that swords, with their larger blade surfaces and dual edges, cannot effectively concentrate enough poison to achieve the desired effects, due to the somewhat crude nature of these concoctionsA substantial dose must be delivered into the target's wound, a task more suited for the smaller, more precise blades.
  
the victim will continue to suffer 2 h.p. of damage every hour, for the next 24 hours. An additional affect of the poison is a steady, debilitating pain, with diarrhea and sleeplessness, so that the victim will be unable to take any action or rest starting one half hour.
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Furthermore, for the poison to take effect, the inflicted damage upon the target must meet specific criteria. When using a dagger with carroder, the damage dealt must be a minimum of 3 points; when using a scimitar with suurbite, the attacker must inflict at least 5 points of damage. This threshold ensures that enough of the blade's poisoned surface comes into contact with the victim's skin, facilitating the transfer of a sufficient quantity of poison to activate its effects.
  
==== Suurbite ====
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There is a crucial caveat to bear in mind. Both carroder and suurbite poisons possess a limited lifespan once applied. These toxins begin to dry and lose their potency within a mere 2 minutes, equivalent to 10 combat rounds in game time. Beyond this point, the poison becomes inert and entirely ineffective, so timing and precision in the application are of paramount importance to ensure that the poison remains potent when the blade strikes its target.
This acidic concoction delivers a fierce scourge that the enemy will feel acutely, causing them to cry out in pain and make a saving throw. A success will mean that the victim will suffer 1-4 additional damage over and above the damage caused by the weapon.  There will be no other effects.
 
  
If the saving throw fails, the amount of damage will be 3-12.  If the weapon and poison (added together) succeed in producing a [[Wounds|wound]], suurbite will cause 1 additional [[Hit Points|hit point]] of damage in excess to that normally caused by bleeding.  Additionally, the area that is hit will produce a wide burn, typically 4-6 inches across.  If this is thereafter aggravated by clothes, armour or other equipment, the character will suffer a -1 penalty to their [[Action Points|action points]].  This [[Hit Location Table|table]] will sufficiently determine the location of the hit.
 
  
The first hit will deplete the amount of dose on the weapon, so that following hits will have only a 1 in 8 chance of the poison touching the victim.  Success is also much reduced, so that a saving throw will reduce additional damage to 1 point.  A failed saving throw will cause only 1-4 additional damage above the weapon.  The poison will no longer have sufficient strength to affect the victim's wounds or action points.
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See also,<br>
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[[Harvest Poisonous Herb (sage ability)]]<br>
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[[Prepare Ingestive Poisons (sage ability)]]
  
A third touch is possible, but the chance is reduced to 1 in 12, with a successful saving throw discounting the effects completely.  A failed saving throw will cause only 1-2 additional damage above the weapon.
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''' ''Additional content needs to be added regarding authority and expert-made poisons, when this information is needed''. '''
  
Suurbite can be subdivided into one-third doses for use with [[Arrow (missile)|arrows]] and [[Bolt (missile)|bolts]], which will produce the effects of a second-touch above (+1-4 damage per hit, +1 if save, no additional effects).
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[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 04:07, 3 October 2023

Prepare Insinuative Poisons (sage ability).jpg

Prepare insinuative poisons is an amateur-status sage ability in the study of Poisoning, providing the capacity to concock and formulate "insinuative" poisons, those that are introduced into the body through a blade that breaks the skin. The skill incorporates a deep understanding of both poison alchemy and the anatomy of potential targets.

To clarify, insinuative poisons are not your conventional toxins, which might be ingested, inhaled, or applied topically. Instead, they are a cunning and covert category of poisons specifically engineered for a more surreptitious approach. By leveraging the knowledge of dosing weapons, practitioners of this art can prepare insinuative poisons tailored for use in conjunction with blades, ensuring that these poisons are administered discreetly in the midst of combat or subterfuge.

Poisoners must calculate precise dosages to ensure that the effects of the insinuative poison are potent enough to incapacitate or eliminate a foe swiftly and efficiently. Additionally, the practitioner must possess expertise in selecting the appropriate blade type, considering factors such as blade sharpness, length, and the ease with which it can breach the skin, all while minimizing the risk of detection.

The skill also allows the formulation and distillation of acids, opening a wide array of strategic and nefarious possibilities, including acid traps and projectiles, traps that employ time-delayed acid, burglary and disabling of dangerous mechanisms and locks, as well as substances designed to render existing acids inert.

Amateur-made Poisons

Characters with the ability who have between 10 and 29 points of knowledge are able to create two forms of poison, carroder and suurbite; the effects of each can be found on their respective pages. Each is prepared and contained in a vial containing 4 fluid ounces of the substance.

Physical Characteristics

These poisons are specifically designed for application on either a dagger or a scimitar. The reason for this restriction is that swords, with their larger blade surfaces and dual edges, cannot effectively concentrate enough poison to achieve the desired effects, due to the somewhat crude nature of these concoctions. A substantial dose must be delivered into the target's wound, a task more suited for the smaller, more precise blades.

Furthermore, for the poison to take effect, the inflicted damage upon the target must meet specific criteria. When using a dagger with carroder, the damage dealt must be a minimum of 3 points; when using a scimitar with suurbite, the attacker must inflict at least 5 points of damage. This threshold ensures that enough of the blade's poisoned surface comes into contact with the victim's skin, facilitating the transfer of a sufficient quantity of poison to activate its effects.

There is a crucial caveat to bear in mind. Both carroder and suurbite poisons possess a limited lifespan once applied. These toxins begin to dry and lose their potency within a mere 2 minutes, equivalent to 10 combat rounds in game time. Beyond this point, the poison becomes inert and entirely ineffective, so timing and precision in the application are of paramount importance to ensure that the poison remains potent when the blade strikes its target.


See also,
Harvest Poisonous Herb (sage ability)
Prepare Ingestive Poisons (sage ability)

Additional content needs to be added regarding authority and expert-made poisons, when this information is needed.