Addiction Rules Help


Rules Questions

Liberty's Edge

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Hi,

Was hoping someone could help me out parsing the addiction rules from the GMG. Using Slaver's Drops as an example here's what I believe the mechanics to be and what I'm asking for verification or correction. First an example with a minor addiction drug, thena second one with a moderate addiction drug:

1) PC takes the Slaver's Drops. 
2) The PC makes two Fortitude (DC 13) saving throws:
  2.1) First to see if PC will take the immediate damage of 1d2 Strength after the effects end.
  2.2) Second to determine if the Minor Addiction takes hold.  
3) Effects kick in for 3 hours: the PC has -3 to Will, +3 to Perception.
4) After 3 hours... 
  4.1) If the first saving throw succeeded, no Strength damage is taken. If it failed then 1d2 Strength damage is taken and will heal naturally even if the addiction save fails.
  4.2) If the second saving throw succeeded, no Constitution damage is taken. If it fails, then Constitution damage is taken after the 1 day onset time and will only be cured if the Fortitude DC 13 with two consecutive rolls (rolling 1/day) without a supernatural curative.

In a second scenario using a Moderate Addiction substance.

1) PC takes the Elven Absinthe.
2) The PC makes two Fortitude (DC 16) saving throws:
  2.1) First to see if PC will take the immediate damage of 1d4 Con after the effects end.
  2.2) Second to determine if the Moderate Addiction takes hold.  
3) Effects kick in for 1 hour: the PC has +1d4 Charisma.
4) After 1 hour...
  4.1) If the first saving throw succeeded, no Con damage is taken. If it failed then 1d4 Con  damage is taken and if the addiction save fails then this damage *cannot* heal naturally (otherwise it can heal naturally.)
  4.2) If the second saving throw vs. addiction succeeded, no Constitution or Strength damage is taken. If it fails, then Constitution and Strength damage is taken after the 1 day onset time and will only be cured if the Fortitude DC 16 is made with three consecutive success rolls (rolling 1/day) without a supernatural curative.

Cheers,
Ed

References:
Slaver's Drops: http://www.d20pfsrd.com/gamemastering/afflictions/drugs/slaver-s-dro ps
Elven Absinthe (double the vision, double the fun!)  http://www.d20pfsrd.com/gamemastering/afflictions/drugs/elven-absinthe
Addiction Rules:
http://www.d20pfsrd.com/gamemastering/afflictions/drugs


Chow'd Mouse wrote:

1) PC takes the Slaver's Drops. 

2) The PC makes two Fortitude (DC 13) saving throws

Drugs: "When a character takes a drug, he immediately gains the effects, an amount of ability damage, and must make a Fortitude save to resist becoming addicted to that drug (see Addiction)."

Addiction: "Anytime a character takes a drug he must make a saving throw, noted in the drug's description, to resist becoming addicted. If a character makes the save, he is not addicted and the effects of the drug persist as normal. If he fails the save, he contracts the noted form of addiction (see below)."

So first you take the drops. Then you make a DC 13 Fort save vs addiction.

If you make the save, you take 1d2 Str damage and have 3 hours of -3 on Will saves, and +3 on Perception checks.

If you fail the save, you have Minor Addiction and any time you're not under the effects of the drops, you have a -2 penalty to Con. (And the drug takes effect normally)

Each day that you're not under the effects of the drops, you make a save against the addiction as detailed in Curing Addiction.

The effect of the drug happens immediately with no save.

Liberty's Edge

Thanks Grick. That helps me to unravel my confusion.

Cheers,
Ed

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