Difference between revisions of "Dosing (sage ability)"

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Embues 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 on.  So 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 troubleObviously, 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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'''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 distractedSuch 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 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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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.
  
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.
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== Poisoning Results ==
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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%.
  
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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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.
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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 ability.  Additionally, those who save still experience 20% to 50% of the poison's impact.
See [[Poisoning (sage study)|Poisoning]]
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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.
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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)