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23

As far as I am aware, there is no way to give a creature the incapacitated condition directly. However, there are 4 conditions that give a creature the incapacitated condition as part of their effects. These are: Paralysed Petrified Stunned Unconscious There are a number of ways to apply these conditions without damaging your beloved pet. Within the ...


14

The DC for Poison is a formula. The static value listed in a monster's stat block is a convenience so that GMs don't have to calculate it themselves. From the d20 SRD: The Fortitude save DC against a creature’s natural poison attack is equal to 10 + ½ poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the ...


13

All attacks do a minimum of one point of damage regardless of damage penalties. Therefore the poison would still potentially affect the target. If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage. Note that in Pathfinder the rule is slightly different - If penalties reduce the damage result to less than 1, a ...


8

A creature needs only the feat Simple Weapon Proficiency and a blowgun to make all of its iterative ranged attacks The blowgun is the only simple ranged weapon capable of making iterative attacks without devoting additional resources to doing so. Unlike a crossbow or sling, no extra time's needed to load a blowgun. Unlike a thrown weapon, the feat Quick ...


8

You would regain consciousness after 1 minute and remain conscious until after the delay poison wears off. This is because "remain unconscious for 2d4 hours" is the secondary damage of the drow poison. You don't receive the secondary damage while under the effect of the slow poison, therefore you will not remain unconscious. If they don't regain ...


7

Although the word "remain" is confusing here, I would tend to answer that yes, you have to make both saves (unless the poison description states otherwise). In the case of drow knockout poison, the results could be expressed as this: Fail/Fail: It knocked you out cold, right from the get-go. Fail/Pass: It got the drop on you, but you shook it off and got ...


7

Slightly off because this is not a direct answer, but if I may, let me examine the premise of this question a bit... There does not always need to be "a point" to a weapon, in the sense that every weapon is superior to all other weapons in some game technical fashion. Weapons have been invented in different cultures and at different points in time. Because ...


6

Arsenic & Old Lace For your animal companion, you can consider these options. Virulent Poison (Feat, Savage Species) - +2 DC to a natural poison Deadly Poison (Feat, Save Species) - Doubles secondary ability damage from natural poison. Ability Focus (Poison) (Feat, MM1) - +2 DC for a poisonous attack. Venomous Strike (Feat, DotU) - req. 2d6 sneak ...


6

One need only make 2 saving throws against each poisoning incident A poison deals its initial damage upon being delivered if the saving throw against it is failed, then, 1 min. later, the poison deals its secondary damage if a second saving throw is failed. But that's all the damage it deals; it doesn't continue dealing damage thereafter. That's according ...


6

Looking on the poisons table in the Dungeon Master's Guide, page 297, the poisons table lists the Primary effect of Drow Poison as Unconsciousness and the Secondary effect as Unconsciousness for 2d4 hours, with no mention of the ambiguous "remain unconscious" language. So it appears that the answer to your question is Yes, the character must roll both ...


4

Yes, you make each roll independent of the result of the other. The usage of the term "damage" here is confusing, but is used simply because damage (either in the form of hit point damage or ability damage) is by far the most common effect; you could use the term "effect" instead in order to make it more grammatically accurate. The secondary effect of ...


4

The DC remains at 11. For the extra effects you cited to take place, this would have to happen instead. Save against Black Adder venom, DC 11. Failed saving throw. Hit again; Save against Black Adder venom, DC 11. Failed saving throw. Poison's duration extended by half again and consecutive saves against the poison are against a DC increased by 2.


2

The ability doesn't say it changes the onset time or frequency. If it did, it would say so. If it did, King's Sleep would become absolutely amazing, especially if your party could land a bestow curse or other save-reducer first. And could you picture maybe earlier in the fight hitting with a Deadly Cocktail (preferably with Lasting Poison so you can hit ...


1

It isn't a Warlock Special Ability or anything but... The Unconcious condition confers the Incapacitated condition. As indicated by the Sleep spell description, sleeping creatures have the unconscious condition. Sleeping creatures are therefore incapacitated. Wyverns sleep more more than 1 minute on a regular basis, ergo Wyverns are regularly ...


1

Spells that Increase a Venom's Saving Throw DC There are very few of these. I found no items--magical or otherwise--that increased a creature's venom's save DC. The 1st-level Drd spell breath of the jungle [conj] (SpC 39) for 1 min./level at medium range creates a 40-ft.-radius-and-20-ft.-high mist in which poison DCs increase by 2. The 2nd-level Sor/Wiz ...


1

http://paizo.com/paizo/blog/v5748dyo5lc12 This sums up the rules with the scenarios pretty well. It seems that you do take the damage of the poison on your initial saving throw at the moment you were hit with the poison. you make another save on your turn and start the frequency clock.



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