Zerk — Pathfinder 1e Drug and Addiction Rules
The Cost of Zerk
Zerk is a fictional Pathfinder 1e alchemical drug associated with short-lived readiness for violence. It offers a small initiative bonus, but inflicts Constitution damage and risks addiction. Its separate Strength bonus applies only to a character already suffering that addiction; it is not a harmless improvement or a permanent character ability.
Pathfinder 1e drug rules
Price 50 gp; Type drug (injury); Addiction minor, Fortitude DC 18; Effect 1 hour, +1 alchemical bonus on initiative checks; Additional effect while addicted +1d4 alchemical bonus to Strength; Damage 1d2 Constitution damage.
Using Zerk in an adventure
A prize fighter who once relied on Zerk may still win bouts, yet struggle with the condition imposed by addiction. A Games Master can make a tournament or criminal investigation turn on the fighter’s damaged health, medical care and dependence, rather than treating the drug as a free combat bonus. Use the Pathfinder addiction disease rules as well as the immediate drug effects.
Related rules: Addiction, Substance Index and Alchemical Items. Rules source: Pathfinder RPG GameMastery Guide — Drugs and Addiction (Paizo, 2010). These are Pathfinder First Edition rules, not official D&D 5e or 2024 rules.
| Section 15: Copyright Notice – Pathfinder RPG Game Mastery 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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