Difference between revisions of "Dosing (sage ability)"

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[[File:Dosing.jpg|right|440px|]]
 
[[File:Dosing.jpg|right|440px|]]
'''Dosing''' is an amateur status ability
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'''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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Some consumable must be involved.  The 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.
  
Imbues the character with unusual skill in dosing either drink or food with [[Poison (substance)|ingestive poison]], so that the victim will consume the poisoned nourishment.  The ability presupposes the character has the freedom to move and act in the company of the victim, such as acting within the confines of a tavern, while likewise attending a dinner or feast, at a public fair or other event and so onSo long as the character has some pretext for casually passing the victim close enough to reach out and pour out a vial of poison, the dosing can be done without trouble.  Obviously, some consumable must be involved; the character may, if choosing to do so, provide food or drink with the poison already incorporated ... but the ability does not provide any assurance that the victim will trust the character, unless the character has taken the necessary role-playing steps in order to obtain this trust.  
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== Drawbacks ==
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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 mealThe chance of this is a mere 1%.
  
The ability also gives the character knowledge of how much dose to give, so that the poison will not be detected until it is too late.  In certain cases, particularly with the most dangerous of poisons, the consumable to be poisoned must have a strong, potentially bitter taste.  This may only mean waiting until such time as the victim chooses to eat or drink a food of that type, then slipping in to perform the deed.
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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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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 imbibed.  In 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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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.
  
Although the poison is consumed, the victim is yet entitled to a saving throw; a success indicates that only a small amount was consumed (perhaps due to the victim being distracted during the meal or in being convivial) before the poison was detected.  A modifier of -2 to the victim's saving throw is applied by the dosing ability.  This small amount will yet be sufficient to cause 20-50% of the poison's total potential damage.  If the save is not made, then the victim has consumed enough to suffer the full damage of the poison.
 
  
There will be no doubt for those directly observing the poisoning to know the cause; to conceal the poison so that the incident will appear to have been death by natural or undetermined causes, the character must possess the [[Subtle Poisoning (sage ability)|subtle poisoning]] ability.
 
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See [[Poisoning (sage study)|Poisoning]]
 
See [[Poisoning (sage study)|Poisoning]]

Revision as of 20:32, 19 September 2021

Dosing.jpg

Dosing is an amateur status ability that allows the character to add ingestive poison to 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.

Some consumable must be involved. The 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.

Drawbacks

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%.

Additionally, the intended victim IS allowed a 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.

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 imbibed. In 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.

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 ability.


See Poisoning