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visibleman
08-24-2012, 09:39 AM
From the d20srd:

Stench (Ex)
When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
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So why are my toons affected by their stench even when wearing Proof against Poison item? Have Troglodytes suddenly become magically malodorous??

doomboy
08-24-2012, 09:41 AM
uh man? i hate to break it to you, but..... proof against poison doesn't exist anymore. period.

visibleman
08-24-2012, 09:57 AM
Proof against Poison is still supposed to grant immunity to natural poisons (and their side-effects).

The question stands, are Troglodytes now magically poisonous?

Missing_Minds
08-24-2012, 09:58 AM
Proof against Poison is still supposed to grant immunity to natural poisons (and their side-effects).

The question stands, are Troglodytes now magically poisonous?

Show me your "proof against poison".

madmaxhunter
08-24-2012, 10:06 AM
I agree, stench "should" be considered natural. Some classes are granted immunity to natural poisons, but are still getting the stank.

Luxgolg
08-24-2012, 10:16 AM
http://compendium.ddo.com/wiki/Release_Notes_Update_14_Official

Skills, Feats, & Abilities-
Proof against Poison grants immunity to natural poisons, and an Enhancement bonus to saving throws against magical poisons. Additionally Disease Ward prevents the wearer from failing saving throws on a roll of a natural 1 (this renders the wearer immune to ability score damage from magical diseases with a DC of less than 7 + their Fortitude save). Additionally you gain Poison Resistance 10 against poisons that deal hit point damage.

Trog stench is a natural poison. Same with spiders.

So in theory a Proof against Poison +3 ring - would grant natural poison immunity and a +3 to magical poisons.

O.o thats not working.

He is right? I could find nothing on this in later updates that applies.

From WIKI:
Found on: Belts Necklaces Rings as a Prefix
Base price modifier: +2

Effect: This item grants its wearer immunity to natural poisons. This item also grants an Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than the Enhancement bonus + their Fortitude save). Update14

Karavek
08-24-2012, 10:33 AM
answer for any forest gump types: If it doesnt exist in the REAL world then its probably not Natural even in the D&Dverse. Virtually all humanoids except humans in D&D are not natural but magical beings. Many possess one or more magical attributes.

I actually played a Trog once in 2nd ed. The stench can be a real boon in combat but a bane in civilization. I eventually had to have my scent glands surgically removed by a Xixitchal body modifier, upside I had them replaced with sleeping gas producing glands I could control. Thats right I had the james bond sleep gas in the armpit built in naturally;)

ddo.rsmo.pt
08-24-2012, 10:39 AM
From the d20srd:

Fail. Don't quote another game into this one.

DDO is NOT D&D PnP, not does it try to be. This is the first mistake most people make (me included) when they join DDO.

Carry on.

Havok.cry
08-24-2012, 10:46 AM
As far as I can tell there are no natural poisons in DDO. not even spider and scorpion venom is natural.

oweieie
08-24-2012, 10:48 AM
Fail. Don't quote another game into this one.

DDO is NOT D&D PnP, not does it try to be. This is the first mistake most people make (me included) when they join DDO.

Carry on.

It used to usually follow 3.5 quite closely. Now however they're going more with the awful 4E garbage which even WotC realized was a complete mistake and is tossing for 5E.

eonfreon
08-24-2012, 10:48 AM
There are rules and there are interpretations of the rules. And then there is WAI and bugged effects.

The Devs wanted to do away with Poison Immunity. To placate people who don't like losing immunities, they created new categories ("magical" and "supernatural") which you could be resistant to but not immune (with other convoluted rules for being "essentially immune") and made the items that used to give full immunity now only give immunity to one category, the lowest; "natural".

Then the Devs basically made everything above that category. A few things they kept as "natural", but most everything moved to "magical" or "supernatural". And most of the "natural" poisons are bugged. And it's low on the bug fix priority, I'm sure.

And since it's ambigous as can be (what can be considered "natural" in a magic-filled world) there is no way to "reason" though it.

Basically, what would be needed is an actual list by the actual rulesmakers what is and what isn't "natural".

And even that wouldn't matter due to bugs.

Luxgolg
08-24-2012, 10:50 AM
Basically, what would be needed is an actual list by the actual rulesmakers what is and what isn't "natural".



yes please

Gadget2775
08-24-2012, 10:54 AM
I think it's related the the bug where rolling a 1 still causes fails for any save, even if it shouldn't. Fix was listed in the release notes for 15, but didn't actually make it into the game.

Qhualor
08-24-2012, 11:04 AM
Theres no such thing as poison immunity in this game anymore. There was no profit in being immune to everything. Soon there will be no immunity to fear and blindness, only saves.

Qhualor
08-24-2012, 11:07 AM
There are rules and there are interpretations of the rules. And then there is WAI and bugged effects.

The Devs wanted to do away with Poison Immunity. To placate people who don't like losing immunities, they created new categories ("magical" and "supernatural") which you could be resistant to but not immune (with other convoluted rules for being "essentially immune") and made the items that used to give full immunity now only give immunity to one category, the lowest; "natural".

Then the Devs basically made everything above that category. A few things they kept as "natural", but most everything moved to "magical" or "supernatural". And most of the "natural" poisons are bugged. And it's low on the bug fix priority, I'm sure.

And since it's ambigous as can be (what can be considered "natural" in a magic-filled world) there is no way to "reason" though it.

Basically, what would be needed is an actual list by the actual rulesmakers what is and what isn't "natural".

And even that wouldn't matter due to bugs.

Good luck trying to get that list. The rules and interpretations are up to the DM. In our case, Turbine.

visibleman
08-24-2012, 11:21 AM
Show me your "proof against poison".

I don't know if you are being sarcastic or not so here you go.

http://ddowiki.com/images/Pvp.JPG


[QUOTE=eonfreon;4660400]
To placate people who don't like losing immunities, they created new categories ("magical" and "supernatural") .[QUOTE]

Not quite true, they implemented rules from the 3.5OGL.

The 3 categories of abilities are:

Extraordinary (Natural): Note my first post identifies a Troglodytes Stench with an (Ex) to indicate it is an Extraordinary NOT MAGICAL ability.
Spell-Like
Supernatural


'Magical' Poisons would usually fall into the 3rd category, however core in DnD there are very few 'magical' poisons. Interestingly, the Pit Fiend's Poison (I'm looking at you Harry) is also identified as Extraordinary.

True, in PnP you may have a 3 hour fight in which you have to save against Drow weapons twice. Whereas in DDO, you'll save against Harry's poison 100+ times in 5 minutes.
Clearly the mechanics need an overhaul.
Equally clearly, its broken.

Luxgolg
08-24-2012, 11:31 AM
I don't know if you are being sarcastic or not so here you go.

http://ddowiki.com/images/Pvp.JPG

The worst part being we arent being told which monsters have natural poison and which have magical/supernatural poisons.

dterror
08-24-2012, 11:39 AM
The worst part being we arent being told which monsters have natural poison and which have magical/supernatural poisons.

It's quite simple. The only 'natural' poison in the game now is the arsenic they're sneaking into your tea.

FrancisP.Fancypants
08-24-2012, 12:07 PM
The worst part being we arent being told which monsters have natural poison and which have magical/supernatural poisons.

Maybe it's addressed in the monster manual?

Alaunra2010
08-24-2012, 12:17 PM
The question stands, are Troglodytes now magically poisonous?


Ibid!



[Edit: Aww they took my friggin kidney! And my picture!]

MindCake
08-24-2012, 12:34 PM
It's quite simple. The only 'natural' poison in the game now is the arsenic they're sneaking into your tea.
Nope, that's alchemy, ergo magic.

Seriously though, is there, any natural poison or disease currently in the game? Anyone seen one?

Daggyr
08-24-2012, 12:43 PM
Trog stench isn't poison, it is nauseating ... similar to stinking cloud.

http://ddowiki.com/page/Stinking_Cloud

Cap_Man
08-24-2012, 01:01 PM
Nope, that's alchemy, ergo magic.

Seriously though, is there, any natural poison or disease currently in the game? Anyone seen one?

Filth Fever?