Archives of Nethys

Pathfinder | Starfinder

Curses | Diseases | Drugs | Poisons


Drugs

Source Starfinder Core Rulebook pg. 231
Though numerous pharmaceuticals and similar substances can be referred to as drugs, this entry refers specifically to narcotics that are not typically used for medicinal purposes. Drugs are normally weaponized by loading a single dose into a weapon with the injection weapon property, such as an injection glove or needler pistol. Drugs can also be slipped into the food or drink of a target, normally requiring both that a character succeed at a DC 20 Sleight of Hand check and that the imbiber fail a separate DC 20 Perception check to notice the change in the drugged food or drink. For more information about drugs, including stat blocks for specific drugs and details about addiction and their other effects, see Afflictions on page 414.

Brawn

Source Starfinder Armory pg. 132
Level 7; Price 4,000
Type drug (ingested or injury); Save Fortitude DC 17; Addiction DC 17 (physical)
Track Constitution; Effect +4 morale bonus to Athletics and Acrobatics checks and Strength score is treated as 4 higher for the purpose of determining bulk limit for 3 hours.

Corpseflower Pollen

Source Starfinder Armory pg. 132
Level 15; Price 80,000
Type drug (ingested); Save Fortitude DC 23; Addiction DC 23 (physical)
Track Dexterity; Effect +4 morale bonus to saves against death effects and, if reduced to 0 Hit Points, stabilize automatically without spending any Resolve Points for 1d4 hours.

Dreamshiver

Source Starfinder Core Rulebook pg. 419
Level 5; Price 2,500
Type drug (ingested or injury); Save Fortitude DC 18; Addiction DC 18 (mental and physical)
Track Constitution; 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.

Dreamsnuff

Source Alien Archive 2 pg. 45
Level 8; Price 1,500
Type drug (inhaled); Save Fortitude DC 18; Addiction DC 18 (mental)
Track Charisma; Effect +4 morale bonus to Perception checks and saves against mind-affecting effects for 1 hour.

Hyperleaf

Source Starfinder Core Rulebook pg. 419
Level 1; Price 95
Type drug (ingested or inhaled); Save Fortitude DC 12; Addiction DC 12 (physical)
Track Strength; Effect +2 morale bonus to saves against mind-affecting effects for 1 hour.

Megaopiate

Source Starfinder Core Rulebook pg. 419
Level 12; Price 22,000
Type drug (ingested, inhaled, or injury); Save Fortitude DC 20; Addiction DC 20 (mental and physical)
Track Strength; Effect +4 morale bonus to saves against pain effects and gain DR 5/— for 1 hour.

Peace of the Void

Source Starfinder Armory pg. 132
Level 8; Price 6,000
Type drug (injury); Save Fortitude DC 18; Addiction DC 18 (physical)
Track Charisma; Effect +4 morale bonus to Constitution checks to hold one’s breath to avoid suffocating or drowning and +4 morale bonus to saves against fear for 2d4 hours.

Rapture Dust

Source Starfinder Armory pg. 132
Level 2; Price 200
Type drug (ingested or inhaled); Save Fortitude DC 13; Addiction DC 13 (mental)
Track Charisma; Effect +2 morale bonus to saves against fear effects and being sickened or nauseated and a –2 penalty to Sense Motive checks for 1 hour.

Transdimensional Pesh

Source Starfinder Core Rulebook pg. 419
Level 10; Price 14,000
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.)

Twinkle

Source Starfinder Armory pg. 132
Level 3; Price 550
Type drug (ingested or injury); Save Fortitude DC 14; Addiction DC 14 (mental)
Track Wisdom; Effect +2 morale bonus to Charisma-based skill checks for 1 hour.

Zero

Source Starfinder Armory pg. 132
Level 3; Price 500
Type drug (ingested); Save Fortitude DC 14; Addiction DC 14 (physical)
Track Strength; Effect +2 morale bonus to Perception checks and saves against fatigue or exhaustion for 1d4 hours.