Difference between revisions of "Suurbite (poison)"

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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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[[File:Suurbite (poison).jpg|right|490px|thumb]]
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'''Suurbite''' is an [[Prepare Insinuative Poisons (sage ability)|insinuative]] [[Poison (substance)|poison]] applied to [[Weapons List|weapons]] to increase the chance of killing a struck opponent.  The viscosity of suurbite is specifically designed for the [[Scimitar (weapon)|scimitar]], which upon a [[Roll to Hit|hit]] delivers the right concentration of poison.  Comparatively, a sword with its large blade surface and dual edge is likely to deliver only half the dose upon a hit.
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The scimitar has to cause at least 5 [[Damage (hit points)|damage]] on a hit, whereas a short sword or hand axe would need to cause 6 and most other swords would need to cause 7.  A [[Dagger (weapon)|dagger]] or similar slight weapon might deliver the potion with 5 damage, if a [[Critical Hits & Fumbles|critical hit]] were managed.
  
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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Suurbite must be prepared by a skilled [[Poisoning (sage study)|poisoner]]; it cannot be purchased. Moreover, it's considered a serious crime in most parts of the world to be found possessing the substance.
  
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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== Longevity ==
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After dosing the weapon, the poison remains viable for 10 full [[Combat Round|combat rounds]].  The insinuative's potential isn't affected if the victim makes his or her saving throw, but the amount of poison is diminished if a victim fails and a proper dose is given.
  
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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== Effect ==
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Once sufficient damage is done, the victim feels a sharp, fiery pain that causes an additional 1d4 damage.  The victim must then make a [[Saving Throws|saving throw]] — which, if successful, indicates the victim's flesh has been scraped by the poison rather than the substance entering the bloodstream.
  
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).
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On the other hand, if the save fails, the victim suffers an additional 3d4 damage in the following round.  If this damage succeeds in producing a [[Wounds|wound]], then a bonus 4 points of damage is added.  Until the total damage from the poison is healed — 1d4, plus 3d4, plus potentially another 4 — the victim suffers a -1 reduction to their [[Action Points|action points]].
  
See [[Prepare Insinuative Poisons (sage ability)]]
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== Longevity ==
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After dosing the weapon, the poison remains viable for 10 full [[Combat Round|combat rounds]].  The insinuative's potential isn't affected if the victim makes his or her saving throw, but the amount of poison is diminished if a victim fails save and a first proper dose is given.  Giving a second proper dose requires 2 more points of initial damage needs to be done by the weapon — for example, the scimitar would have to cause 7 damage on the hit, not 5.
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See also,<br>
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[[Prepare Insinuative Poisons (sage ability)]]
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[[Category: Reviewed]]

Latest revision as of 20:42, 19 February 2024

Suurbite (poison).jpg

Suurbite is an insinuative poison applied to weapons to increase the chance of killing a struck opponent. The viscosity of suurbite is specifically designed for the scimitar, which upon a hit delivers the right concentration of poison. Comparatively, a sword with its large blade surface and dual edge is likely to deliver only half the dose upon a hit.

The scimitar has to cause at least 5 damage on a hit, whereas a short sword or hand axe would need to cause 6 and most other swords would need to cause 7. A dagger or similar slight weapon might deliver the potion with 5 damage, if a critical hit were managed.

Suurbite must be prepared by a skilled poisoner; it cannot be purchased. Moreover, it's considered a serious crime in most parts of the world to be found possessing the substance.

Longevity

After dosing the weapon, the poison remains viable for 10 full combat rounds. The insinuative's potential isn't affected if the victim makes his or her saving throw, but the amount of poison is diminished if a victim fails and a proper dose is given.

Effect

Once sufficient damage is done, the victim feels a sharp, fiery pain that causes an additional 1d4 damage. The victim must then make a saving throw — which, if successful, indicates the victim's flesh has been scraped by the poison rather than the substance entering the bloodstream.

On the other hand, if the save fails, the victim suffers an additional 3d4 damage in the following round. If this damage succeeds in producing a wound, then a bonus 4 points of damage is added. Until the total damage from the poison is healed — 1d4, plus 3d4, plus potentially another 4 — the victim suffers a -1 reduction to their action points.

Longevity

After dosing the weapon, the poison remains viable for 10 full combat rounds. The insinuative's potential isn't affected if the victim makes his or her saving throw, but the amount of poison is diminished if a victim fails save and a first proper dose is given. Giving a second proper dose requires 2 more points of initial damage needs to be done by the weapon — for example, the scimitar would have to cause 7 damage on the hit, not 5.


See also,
Prepare Insinuative Poisons (sage ability)