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The price and weight in the table above is for a bundle of 10 tranquilizer darts.
Tranquilizer darts are projectiles that dispense a payload of numbing agent upon impact with their target. Tranquilizer darts deal no actual damage on impact, but cause [[Numbed (3.5e Condition)|numbing]] and [[SRD:Unconscious|unconsciousness]]. When fired, tranquilizer darts are treated as darts (thrown, or from blowpipes and the like), bolts (from [[SRD:Crossbow|crossbows]]) or arrows (from bows), but 'damage' should only be rolled to check if the dart pierces a creature's [[SRD:Damage Reduction|damage reduction]]. When a tranquilizer dart does enough effective damage to bypass [[SRD:Damage Reduction|damage reduction]], the target must make an initial DC 13 [[SRD:Fortitude|Fortitude]] save or become [[Numbed (3.5e Condition)|numbed]]at the start of its next turn, followed by a secondary [[SRD:Fortitude|Fortitude]] save vs [[SRD:Unconscious|unconsciousness]] two rounds later. A creature that makes the initial save will only be [[Numbed (3.5e Condition)|numbed]] if they fail the secondary save. Creatures must continue to make subsequent [[SRD:Fortitude|Fortitude]] saves against numbing or unconsciousness every minute after the initial save until 10 minutes have passed.
If a creature is hit by a new tranquilizer dart while under the effect of a previous dart, the new dart restarts the saving process, but instead the DC heightens by +2 for every subsequent dart affecting the target (maximum +12). Numbing and unconsciousness caused by tranquilizer darts last 10 minutes. Regardless of the number of darts fired, only one [[SRD:Fortitude|Fortitude]] save may be provoked per [[SRD:Round|round]].