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21

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 ...


9

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

Scores a hit RAW Attack Roll An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target's Armor Class, you hit and deal damage. It doesn't matter if ...


8

Damage Reduction is covered in the special ability section, under Damage Reduction. Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Emphasis mine. Temporary hit points are not covered specifically ...


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

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 ...


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 ...


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

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 ...


5

Contingency, Poison Spell, and the melee touch spell of your choice The Poison Spell feat from Drow of the Underdark allows you to apply the effects of any contact or injury poison to the target of the modified melee touch attack spell. So pick an appropriate melee touch attack spell, say resistance for ease of access, and have a contingency upon being ...


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.


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 ...


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

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

I don’t think so; I’m reasonably sure you have to prepare doses of your venom ahead of time. Drow of the Underdark has this rule under Handle Animal on page 46: Bestow Venom (DC 15): By succeeding on a DC 15 Handle Animal check to handle a vermin that has a poison special attack, you can compel the vermin to give up some of its venom. The creature ...


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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