Shiver — Pathfinder 1e Drug Rules

Shiver

smoke, human, alone, Shiver

Shiver is a dangerous Pathfinder First Edition drug with an unpredictable immediate effect. One dose can put a character to sleep for hours or grant brief immunity to fear; neither outcome removes the Constitution damage or risk of addiction. It is a risky choice where staying conscious matters.

Pathfinder 1e statistics

  • Price: 500 gp per dose. Type: injury or ingested.
  • Addiction: major; Fortitude DC 18.
  • Effect: 50% chance the user sleeps for 1d4 hours; otherwise, the user gains immunity to fear for 1d4 minutes.
  • Damage: 1d2 Constitution damage.

Resolve the two possible effects separately: the sleeping result lasts hours, but the protection from fear lasts minutes. The addiction Fortitude save is a separate check and does not determine which outcome occurs.

At the gaming table

Someone offered Shiver before confronting a frightening undead guardian cannot count on its protection: the dose might leave them asleep as the encounter begins. Make the uncertainty and consequences clear to players, and resolve addiction separately from its immediate effect.

Rules source: Pathfinder RPG GameMastery Guide — Drugs and Addiction (2010). Pathfinder First Edition only. See 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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