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Tranquilizer Dart (3.5e Equipment)

270 bytes added, 07:34, 24 March 2011
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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]].
Sedating a creature is precarious however, and too great a dose can be harmful. A creature rendered unconscious by tranquilizer darts must continue to make [[SRD:Fortitude|Fortitude]] saves every minute for as long as it remains so. If it fails 3 or more subsequent saves while unconscious, the creature becomes comatose and must seek out magical ''[[SRD:Restoration|restoration]]''. Using ''[[SRD:Neutralize Poison|neutralize poison]]'' on a creature affected by multiple tranquilizers will lower the save DC of any subsequent saves back to 13, and ''[[SRD:Restoration|restoration]]'' or stronger similar spells will remove the tranquilization effect entirely.
The effectiveness of a tranquilizer dart depends on the size and mass of its target. Creatures incur a -2 penalty to saves against a tranquilizer dart for every size category below [[SRD:Medium Size|Medium]], and a +2 bonus for every size category above [[SRD:Medium|Medium]]. Living creatures immune to [[SRD:Poison|poison]] are not immune to tranquilizer darts, but do get a +4 bonus to any [[SRD:Fortitude|Fortitude]] saves to defend against them. Creatures without a metabolism of any kind cannot be tranquilized.

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