Difference between revisions of "Dosing (sage ability)"

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[[File:Dosing.jpg|right|490px|thumb]]
'''Dosing''' is an amateur status ability that allows the character to add [[Poison (substance)|ingestive poison]] to [[Food|food]] or drink without being seen.  This requires no check for success and the right amount is always chosen. The deed can be done in the company of the intended victim, choosing a moment when potential witnesses, including the erstwhile victim, are distracted.  This can be done during a dinner or a feast, or in any public place, so long as the character has a pretext for casually passing by, so that a dollop of poison can be poured into or dusted over food and drink.
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'''Dosing''' is an [[Knowledge Points|amateur]]-status ability, in the [[Sage Study|study]] of [[Poisoning (sage study)|Poisoning]], allowing
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a character to seamlessly introduce ingestible [[Poison (substance)|toxins]] into [[Food|food or drink]] without being seen.  The application is so intuitive that no skill check is necessary, and the correct dose is always used.
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The character can perform this act even in the direct presence of the intended victim, particularly during moments when others, including the target, are briefly distracted.  Such occasions could arise during dinners, feasts, or any social setting, provided the character has a logical reason to be nearby, enabling the discreet addition of the poison.
  
Some consumable must be involvedThe ability makes it unnecessary for the character to provide food or drink that's already been poisoned. There is no certainty that the intended victim trusts the character, however — only that it's for certain the character won't be actually seen adding poison to the meal. Apart from the skill, the player must take steps to obtain the intended victim's trust, if that's important.
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The technique requires a consumable food to be presentThere's no need for the character to serve already-poisoned edibles. However, it's vital to note that while the act of dosing can remain undetected, it doesn't automatically ensure the trust of the intended recipient. Beyond the act itself, effort might be needed to gain the victim's confidence in cases where the latter is already convinced that his or her life is being threatened by poisoners.  This gaining of trust must be role-played.
  
== Drawbacks ==
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== Poisoning Results ==
It's considered a near-certainty that the victim will eat the food that's poisoned — though a crisis could arise that would cause the would-be consumer to abandon the meal. The chance of this is a mere 1%.
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While it's that a victim will consume the poisoned food, unforeseen circumstances might cause them to leave the meal untouched. The likelihood of such an event is a slim 1%.
  
Additionally, the intended victim IS allowed a [[Saving Throws|saving throw]]; the poison might be detected by odour, tasting only a small bite at first by chance or the experience of the victim.  The dosing ability grants a -2 penalty to the victim's throw.  If the roll is 5 points higher than the number needed, the consumer has smelled something — and will be cautious about taking a bite.  In this case, the poison is detected and no damage accrues.
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The intended target does have a chance to resist the poison's effects with a [[Saving Throws|saving throw]].  Factors like a distinct smell, tasting only a small portion initially by happenstance, or the victim's past experiences might raise suspicions.  The sage ability imposes a -2 penalty on the victim's saving throw, increasing the likelihood of the poisoning being successful.
  
However, if a save nearer to the number needed is made, the poison won't be detected until after some food or drink has been imbibedIn this case, the victim suffers 20-50% of the poison's effect.  If a save fails, then the victim consumes enough to suffer the full effects of the poison.
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If the '''saving throw is successful''', however, it reveals to the intended victim that there's something wrong with the dish; an examination by an individual experienced with poison will be able to identify the presence of some substance, identifying it according to their own abilityAdditionally, those who save still experience 20% to 50% of the poison's impact.
  
It will be obvious to all that a poisoning has taken place; to master the means of producing an effect that will appear to be naturally caused, or at least undetermined, the character must possess the [[Subtle Poisoning (sage ability)|subtle poisoning]] ability.
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If the '''save fails''', the victim ingests a sufficient quantity to experience the poison's full effects.  Thereupon with lesser poisons it becomes obvious to all that a poisoning has taken place, from the reaction of the victim.  More subtle poisons delay their effects for an hour or more, allowing a more surreptitious success.
  
  
See [[Poisoning (sage study)|Poisoning]]
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See also,<br>
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[[Detect Poison (spell)]]<br>
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[[Poisoning (sage study)]]
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[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 20:19, 31 October 2023

Dosing.jpg

Dosing is an amateur-status ability, in the study of Poisoning, allowing a character to seamlessly introduce ingestible toxins into food or drink without being seen. The application is so intuitive that no skill check is necessary, and the correct dose is always used.

The character can perform this act even in the direct presence of the intended victim, particularly during moments when others, including the target, are briefly distracted. Such occasions could arise during dinners, feasts, or any social setting, provided the character has a logical reason to be nearby, enabling the discreet addition of the poison.

The technique requires a consumable food to be present. There's no need for the character to serve already-poisoned edibles. However, it's vital to note that while the act of dosing can remain undetected, it doesn't automatically ensure the trust of the intended recipient. Beyond the act itself, effort might be needed to gain the victim's confidence in cases where the latter is already convinced that his or her life is being threatened by poisoners. This gaining of trust must be role-played.

Poisoning Results

While it's that a victim will consume the poisoned food, unforeseen circumstances might cause them to leave the meal untouched. The likelihood of such an event is a slim 1%.

The intended target does have a chance to resist the poison's effects with a saving throw. Factors like a distinct smell, tasting only a small portion initially by happenstance, or the victim's past experiences might raise suspicions. The sage ability imposes a -2 penalty on the victim's saving throw, increasing the likelihood of the poisoning being successful.

If the saving throw is successful, however, it reveals to the intended victim that there's something wrong with the dish; an examination by an individual experienced with poison will be able to identify the presence of some substance, identifying it according to their own ability. Additionally, those who save still experience 20% to 50% of the poison's impact.

If the save fails, the victim ingests a sufficient quantity to experience the poison's full effects. Thereupon with lesser poisons it becomes obvious to all that a poisoning has taken place, from the reaction of the victim. More subtle poisons delay their effects for an hour or more, allowing a more surreptitious success.


See also,
Detect Poison (spell)
Poisoning (sage study)