Scour — Pathfinder 1e Drug Rules
Scour
Scour is a Pathfinder First Edition drug that makes a user more agile at the cost of impaired judgment and physical harm. Its Dexterity bonus and Wisdom penalty last three hours; the Constitution damage and severe addiction risk are separate consequences. In play, those distinctions matter more than the apparent combat advantage.
Pathfinder 1e statistics
- Price: 45 gp per dose. Type: ingested or inhaled.
- Addiction: major; Fortitude DC 24.
- Effects (3 hours): +1d4 alchemical bonus to Dexterity and –1d4 penalty to Wisdom.
- Damage: 1d6 Constitution damage.
Using Scour in an adventure
A courier who can cross the rooftops with uncanny speed may still misjudge the people offering the job. The party has a practical choice: capture the courier, protect an informant compromised by drug use, or investigate the employer exploiting that dependence. A Wisdom penalty is not the same thing as Wisdom damage; keep the drug’s temporary effects, ability damage and addiction distinct.
Rules source: Pathfinder RPG GameMastery Guide — Drugs and Addiction (2010). Pathfinder First Edition only. Browse the Drugs and Substances index.
Section 15: Copyright Notice – Pathfinder RPG GameMastery Guide
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
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