homebrew drug


Advice


so i'm making a homebrew drug that works like a minor addiction version of a potion of Acute Senses

the potion itself would cost 400gp, a bit expensive for something that short lived out of combat so im looking to discount it by making it addictive (cause some people would want the hightend sensations), are there any rules on this?


Rules for Drugs.

But don't do drugs, m'kay? Drugs are bad...


Mudfoot wrote:

Rules for Drugs.

But don't do drugs, m'kay? Drugs are bad...

i saw that but it doesn't have anything for costing new drugs or calculating their DC


stormborn125 wrote:
Mudfoot wrote:

Rules for Drugs.

But don't do drugs, m'kay? Drugs are bad...

i saw that but it doesn't have anything for costing new drugs or calculating their DC

Look through the drugs. Cheap drugs give very minor bonuses, do minor stat damage, and have other minor downsides that last longer than the bonuses. Expensive drugs have some fairly nice effects, and the downsides are all much worse.

A drug that gives +10 to perception is more powerful than all of the examples on the list. So if it gives +10 or more, it should also have huge downsides and do a lot of stat damage. It should be expensive, but compared to the potion cheaper.

My example: Rush - the user feels a sense of euphoria as their senses of hearing and sight are accelerated, while their sense of touch is numbed. While under the effect of Rush the user has a difficult time matching their actions with their heightened perceptions.
Price: 100gp
Details: drug ingested, addiction: moderate. Fortitude DC 20
Effect: for 1d4x10 minutes the user gains +10 to perception.
Effect: for 1d4 hours the user can not take full round actions. Anytime the user attempts a dex or cha (skill) check the user rolls 1d4 and subtracts this from the result.
Damage: 1d4 Dex damage.


Meirril wrote:
stormborn125 wrote:
Mudfoot wrote:

Rules for Drugs.

But don't do drugs, m'kay? Drugs are bad...

i saw that but it doesn't have anything for costing new drugs or calculating their DC

Look through the drugs. Cheap drugs give very minor bonuses, do minor stat damage, and have other minor downsides that last longer than the bonuses. Expensive drugs have some fairly nice effects, and the downsides are all much worse.

A drug that gives +10 to perception is more powerful than all of the examples on the list. So if it gives +10 or more, it should also have huge downsides and do a lot of stat damage. It should be expensive, but compared to the potion cheaper.

My example: Rush - the user feels a sense of euphoria as their senses of hearing and sight are accelerated, while their sense of touch is numbed. While under the effect of Rush the user has a difficult time matching their actions with their heightened perceptions.
Price: 100gp
Details: drug ingested, addiction: moderate. Fortitude DC 20
Effect: for 1d4x10 minutes the user gains +10 to perception.
Effect: for 1d4 hours the user can not take full round actions. Anytime the user attempts a dex or cha (skill) check the user rolls 1d4 and subtracts this from the result.
Damage: 1d4 Dex damage.

i agree that +10 is a bit much but having a look at other drugs that have spell effects the drugs aren't as powerful so i was going to make it +5 with 1d3 wis damage after the effect wears off

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