Difference between revisions of "Suurbite (poison)"

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(Created page with "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...")
 
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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.
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This acidic concoction is designed to kill a victim quickly.  It's meant to be used with a scimitar, as a greater amount is needed to bring about the effect.  A sword, on the other hand, with their larger blade surfaces and dual edges, cannot effectively concentrate enough poison to achieve the desired effect.  Once 5 damage is done with the scimitar, a sharp fiery scourge will be felt by the victim that causes 1-4 damage — after which, the victim makes a saving throw.
  
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, armour or other equipment, the character will suffer a -1 penalty to their action points. This table will sufficiently determine the location of the hit.
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If successful, their flesh has been merely scraped by the poison and not entered the blood stream. Yet as the poison lasts upon the dagger's blade for 10 combat rounds, there's always a chance to strike successfully with the next attack.
  
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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If the saving throw fails, then an additional 3-12 damage is given immediately.  If the weapon succeeds in producing a wound (damage caused by the poison is not considered), then the total damage caused by the poison is increased by four points. A further effect is that the pain originating from the poison will reduce 1 point from the victim's [[Action Points|action points]] until the damage is healed.
  
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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The first hit depletes the amount of dose on the weapon, so that a second hit must cause at least 7 damage to repeat the effect described.
  
Suurbite can be subdivided into one-third doses for use with arrows and bolts, which will produce the effects of a second-touch above (+1-4 damage per hit, +1 if save, no additional effects).
 
  
 
See [[Prepare Insinuative Poisons (sage ability)]]
 
See [[Prepare Insinuative Poisons (sage ability)]]

Revision as of 04:03, 3 October 2023

This acidic concoction is designed to kill a victim quickly. It's meant to be used with a scimitar, as a greater amount is needed to bring about the effect. A sword, on the other hand, with their larger blade surfaces and dual edges, cannot effectively concentrate enough poison to achieve the desired effect. Once 5 damage is done with the scimitar, a sharp fiery scourge will be felt by the victim that causes 1-4 damage — after which, the victim makes a saving throw.

If successful, their flesh has been merely scraped by the poison and not entered the blood stream. Yet as the poison lasts upon the dagger's blade for 10 combat rounds, there's always a chance to strike successfully with the next attack.

If the saving throw fails, then an additional 3-12 damage is given immediately. If the weapon succeeds in producing a wound (damage caused by the poison is not considered), then the total damage caused by the poison is increased by four points. A further effect is that the pain originating from the poison will reduce 1 point from the victim's action points until the damage is healed.

The first hit depletes the amount of dose on the weapon, so that a second hit must cause at least 7 damage to repeat the effect described.


See Prepare Insinuative Poisons (sage ability)