Prepare Insinuative Poisons (sage ability)

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Provides knowledge regarding the mixing/making of insinuative poisons and acids for the purpose of increasing the damage done through the use of weapons. These are introduced into the enemy's body through knowledge of dosing weapons.

Amateur-made

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. The chance of this combination of events occurring is 1 in 4.

Suurbite

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 against poison. 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 wound, suurbite will cause 1 additional 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, armor or other equipment, the character will suffer a -1 penalty to their action points. This 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.

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.