Tranquilizer (3.5e Equipment)
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Tranquilizers[edit]
These tranquilizers are poisons designed to render a creature unconscious. They are delivered via injury.
Poison | Type | Initial Damage | Secondary Damage | Price |
---|---|---|---|---|
Tainted Tranquilizer | Injury DC 10 | Semiconsciousness 1 minute | Unconsciousness 1d4 minutes | 100 gp |
Tranquilizer | Injury DC 15 | Numbed 1 minute | Unconsciousness (1d4 × 10 minutes) | 200 gp |
Concentrated Tranquilizer | Injury DC 20 | Numbed 1 minute | Unconsciousness (1d4 hours) | 300 gp |
Tainted tranquilizer isn't pure or as strong as other tranquilizers, but it's often still effective enough when needed. It renders the affected target semiconscious for 1 minute on a failure against a DC of 10. Each round, the target is allowed another save to shrug off the effects that round (acting normally) while semiconscious or another save to wake after falling unconscious. After 1 minute, the target must save against falling unconscious for 1d4 minutes. It costs 100 gp per dose.
Tranquilizer hinders a creature's ability to move and act, often resulting in unconsciousness. It renders the affected target numbed for 1 minute on a failure against a DC of 15. After 1 minute, the target must save against falling unconscious for 1d4 × 10 minutes. It costs 200 gp per dose.
Concentrated tranquilizer is a stronger, longer lasting tranquilizer. It renders the affected target numbed for 1 minute on a failure against a DC of 20. After 1 minute, the target must save against falling unconscious for 1d4 hours. It costs 300 gp per dose.
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