Difference between revisions of "Suurbite (poison)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(2 intermediate revisions by one other user not shown)
Line 1: Line 1:
 
[[File:Suurbite (poison).jpg|right|490px|thumb]]
 
[[File:Suurbite (poison).jpg|right|490px|thumb]]
This acidic concoction is designed to kill a victim quicklyIt's meant to be used with a scimitar, as a greater amount is needed to bring about the effectA 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.
+
'''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 opponentThe viscosity of suurbite is specifically designed for the [[Scimitar (weapon)|scimitar]], which upon a [[Roll to Hit|hit]] delivers the right concentration of poisonComparatively, a sword with its large blade surface and dual edge is likely to deliver only half the dose upon a hit.
 +
__TOC__
 +
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 successful, their flesh has been merely scraped by the poison and not entered the blood streamYet 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.
+
Suurbite must be prepared by a skilled [[Poisoning (sage study)|poisoner]]; it cannot be purchasedMoreover, it's considered a serious crime in most parts of the world to be found possessing the substance.
  
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 pointsA 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.
+
== Longevity ==
 +
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.
  
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.
+
== 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 Throws|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 [[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)]]
+
== Longevity ==
 +
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.
 +
 
 +
 
 +
See also,<br>
 +
[[Prepare Insinuative Poisons (sage ability)]]
 +
 
 +
[[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)