Drugs are a special kind of poison that grant a beneficial effect right away but also move the user a single step down the associated poison track. However, the user doesn’t lose Hit Points, even if the drug functions as a Constitution poison. Taking a drug also exposes the user to the addiction disease, with a DC that depends on how addictive the drug is. If a character is dosed with a drug against his will, he can attempt a Fortitude save against the drug’s DC. If he succeeds, this negates both the drug’s beneficial and negative effects, as well the chance for addiction. Immunity to poison or a similar effect prevents a character from experiencing the drug’s beneficial effects, and removing or suppressing a drug’s negative effects with restorative spells also cancels the benefits.
Type drug (ingested or injury); Save Fortitude DC 18; Addiction DC 18 (mental and physical)
Effect 50% chance of falling unconscious (as per the Constitution poison track state) for 1d4 hours or +8 morale bonus to saves against fear for 1d20 minutes.
Type drug (ingested or inhaled); Save Fortitude DC 12; Addiction DC 12 (physical)
Effect +2 morale bonus to saves against mind-affecting effects for 1 hour.
Type drug (ingested, inhaled, or injury); Save Fortitude DC 20; Addiction DC 20 (mental and physical)
Effect +4 morale bonus to saves against pain effects and gain DR 5/— for 1 hour.
Type drug (ingested or inhaled); Save Fortitude DC 20; Addiction DC 20 (physical)
Track Dexterity and Wisdom
Effect +2 morale bonus to saves against fear for 1 hour and gain 2 Stamina Points per level. (Any Stamina Points exceeding the user’s maximum are lost first and can’t be recovered; any remaining are lost the next time the user rests to recover Stamina.)