Poisoned: Difference between revisions

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| Flavor = You have become poisoned by some powerful drug, allergen, or agent.  Such things can have wildly different effects, harming body, mind, or soul.
| Flavor = You have become poisoned by some powerful drug, allergen, or agent.  Such things can have wildly different effects, harming body, mind, or soul.


| Effects = Poisons have the following characteristics, which detail how they affect a creature which fails a saving throw against them: Name, Vector, Save, Onset, Frequency, Effect, and Cure.
| Effects = Poisons have the following characteristics, which detail how they affect a creature which fails a saving throw against them: Name, Vector, Save, Onset, Frequency, Effect, Fruition, and Cure.


::* '''Name:''' This is the name of the poison.
::* '''Name:''' This is the name of the poison.
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::* '''Onset:''' While many poisons have an immediate onset, inflicting their effects as soon as the first saving throw is failed, some poisons take longer to cause an effect.  In most cases, creatures won't know they are poisoned until effects begin to manifest.
::* '''Onset:''' While many poisons have an immediate onset, inflicting their effects as soon as the first saving throw is failed, some poisons take longer to cause an effect.  In most cases, creatures won't know they are poisoned until effects begin to manifest.
::* '''Frequency:''' After a creature has been poisoned, they must make additional saves periodically, as described by the frequency, or suffer additional effects.  The frequency also lists the total number of times the poison will attempt to inflict its effects before it has run its course.  For example, "1/round for 6 rounds" means a character must make a new save every round for the next 6 rounds (in addition to the save they already failed to become poisoned in the first place).  Some particularly powerful poisons may have a frequency like "1/round until cured".
::* '''Frequency:''' After a creature has been poisoned, they must make additional saves periodically, as described by the frequency, or suffer additional effects.  The frequency also lists the total number of times the poison will attempt to inflict its effects before it has run its course.  For example, "1/round for 6 rounds" means a character must make a new save every round for the next 6 rounds (in addition to the save they already failed to become poisoned in the first place).  Some particularly powerful poisons may have a frequency like "1/round until cured".
::* '''Effect:''' This is what the poison does to an afflicted creature when the onset first occurs, and each interval of its frequency.  The most common poisons inflict a combination of ability damage (or ability drain) and non-lethal damage, though poison effects can vary wildly.  Some inflict petrification, while others may simply make the victim more compliant to commands.
::* '''Effect:''' This is what the poison does to an afflicted creature when the onset first occurs, and each interval of its frequency.  The most common poisons inflict a combination of ability damage (or ability drain) and non-lethal damage, though poison effects can vary wildly.  Note that non-lethal damage from poison, though physical damage, cannot be mitigated with DR, unless the DR explicitly states it can be used to mitigate non-lethal damage (such as the [[Endurance (Feat)]]).
::* '''Fruition:''' This is the effect inflicted if the saving throw on the last ''tick'' of the frequency is failed (and the poison has not yet been cured). For drugs and poisons which inflict the ''poisoned'' condition, the fruition causes the victim to  
::* '''Fruition:''' This is the effect inflicted if the poison's final ''tick'' of its frequency is able to complete without the poison being successfully ended by sufficient saving throws. Note that a poison's ''fruition'' can occur even if the afflicted creature succeeds on the saving throw for that final ''tick'', unless by making that save, the poison is cured (i.e. the requisite number of saves is achieved with this saving throw's success). For drugs and poisons which inflict the ''poisoned'' condition, a very common ''fruition'' is to inflict 1d6 points of lethal damage per CR of the creature which inflicted the poison (or the CL of the poison, if that is more appropriate).  However, other effects are possible, such as [[Petrified|petrification]], forcing the victim to speak the truth for the next hour, or even making them compliant with commands.
::* '''Cure:''' This is the required number of successful saving throws to end a poison's effects prior to its frequency expiring.  Poisons and drugs which inflict the ''poisoned'' status condition always require two successful saving throws, though these need not be made in consecutive attempts. Saving throws may only be made each time the frequency "ticks" (unless an additional saving throw is granted by some spell or effect, such as [[Neutralize Poison (Spell)]]).  If the saving throw is successful, the poison does not inflict its effects, even if it isn't cured by that successful save alone.
::* '''Cure:''' This is the required number of successful saving throws to end a poison's effects prior to its frequency expiring.  Poisons and drugs which inflict the ''poisoned'' status condition always require two or more successful saving throws, though it is rare that they must also be made consecutively (that is usually a feature of a ''blighted'' level poison). Saving throws may only be made each time the frequency "ticks", unless an additional saving throw is granted by some spell or effect, such as [[Neutralize Poison (Spell)]].  If the saving throw is successful, the poison does not inflict its effect for that tick, even if it isn't cured by that successful save alone.


: All effects inflicted by the poison linger after the poison is cured or runs its course, regardless of any successful saving throws made by the afflicted creature.  These effects must be cured separately.
: All effects inflicted by the poison linger after the poison is cured or runs its course, regardless of any successful saving throws made by the afflicted creature.  These effects must be cured separately.


| Ended-By = Poison usually cannot be ended prematurely by spells, abilities, or effects.  Instead, most such abilities simply grant the afflicted creature a bonus saving throw.  Bonus saving throws against poison (such as those granted by [[Neutralize Poison (Spell)]]) do not count against the poison's frequency (i.e. they don't shorten the time remaining on the poison's efficacy), but they also cannot inflict the poison's effects on the creature if they fail the bonus saving throw.  Bonus saving throws which are successful count against the number of saving throws needed to end the poison prematurely.
| Ended-By = Poison usually cannot be ended prematurely by spells, abilities, or effects.  Instead, most such abilities simply grant the afflicted creature a bonus saving throw.  Bonus saving throws against poison (such as those granted by [[Neutralize Poison (Spell)]]) do not count against the poison's frequency (i.e. they don't shorten the time remaining on the poison's efficacy), but they also cannot inflict the poison's effects on the creature if they fail the bonus saving throw.  Bonus saving throws which are successful count against the number of saving throws needed to end the poison prematurely.
:* Unlike most conditions, [[Restoration (Spell)|restoration]] spells and similar effects which broadly cure weak status conditions do not work on ''Tainted'' creatures, unless they explicitly state they can be used to treat poison.  If the spell, ability, or effect can be used to treat poisons, it typically behaves like [[Neutralize Poison (Spell)]], granting a bonus saving throw with a bonus to the roll.
:* If not ended by achieving the listed number of successful saving throws, the poison ends when the listed frequency expires.   
:* If not ended by achieving the listed number of successful saving throws, the poison ends when the listed frequency expires.   



Revision as of 21:11, 24 June 2017