Source Alien Archive 3 pg. 47 Level 6; Price 600 Type drug (ingested, inhaled); Save Fortitude DC 19; Addiction DC 19 (physical) Track Dexterity; Effect For 1 hour, a +2 morale bonus to saving throws against fear effects and +5 to subsequent saves against the same effect.Source Starfinder Armory pg. 132 Level 7; Price 4,000 Type drug (ingested or injury); Save Fortitude DC 17; Addiction DC 17 (physical) Track Constitution; Effect +4 morale bonus to Athletics and Acrobatics checks and Strength score is treated as 4 higher for the purpose of determining bulk limit for 3 hours.Source Starfinder Armory pg. 132 Level 15; Price 80,000 Type drug (ingested); Save Fortitude DC 23; Addiction DC 23 (physical) Track Dexterity; Effect +4 morale bonus to saves against death effects and, if reduced to 0 Hit Points, stabilize automatically without spending any Resolve Points for 1d4 hours.Source Alien Archive 4 pg. 45 Level 6; Price 650 Type drug (drug (injury)); Save Fortitude DC 16; Addiction DC 16 (mental) Track Dexterity; Effect +1 morale bonus to Culture checks for 2 hours. During this time, gain fear (2nd level) and share language as spell-like abilities (CL 6th), each usable once. Dragontongue bonds to the language center of the brain, granting psychic confidence and an intuitive understanding of languages. Source Starfinder Core Rulebook pg. 419 Level 5; Price 2,500 Type drug (ingested or injury); Save Fortitude DC 18; Addiction DC 18 (mental and physical) Track Constitution; Effect 50% chance of falling unconscious (as per the Constitution poison track state) for 1d4 hours or +8 morale bonus to saves against fear for 1d20 minutes.Source Alien Archive 2 pg. 45 Level 8; Price 1,500 Type drug (inhaled); Save Fortitude DC 18; Addiction DC 18 (mental) Track Charisma; Effect +4 morale bonus to Perception checks and saves against mind-affecting effects for 1 hour.Source Alien Archive 4 pg. 45 Level 9; Price 2,000 Type drug (drug (injury)); Save Fortitude DC 18; Addiction DC 18 (mental) Track Charisma; Effect +2 morale bonus to Will saves against magic effects and –2 penalty to Perception checks for 2 hours. During this time, gain dancing lights, deep slumber, and wisp ally as spell-like abilities (CL 9th), each usable once. The most challenging mogrant to refine, fairy tale triggers soothing hallucinations, which the user can project into the minds of others or conjure into reality as flitting lights. Source Starfinder #44: Allies Against the Eye pg. 57 Level 3; Price 550 Type drug (drug (ingested or injury)); Save Fortitude DC 16; Addiction DC 16 (physical) Track Dexterity; Effect +1 morale bonus to all saves and –4 penalty to Perception checks for 1 hourSource Starfinder Core Rulebook pg. 419 Level 1; Price 95 Type drug (ingested or inhaled); Save Fortitude DC 12; Addiction DC 12 (physical) Track Strength; Effect +2 morale bonus to saves against mind-affecting effects for 1 hour.Source Starfinder #13: Fire Starters pg. 45 Level 3; Price 500 Type drug (ingested or injury); Save Fortitude DC 14; Addiction DC 14 (physical) Track Dexterity; Effect Act as if you have the Psychic Insight feat and gain a +2 morale bonus to your effective caster level for mind-affecting effects for 1 hour.Source Starfinder Core Rulebook pg. 419 Level 12; Price 22,000 Type drug (ingested, inhaled, or injury); Save Fortitude DC 20; Addiction DC 20 (mental and physical) Track Strength; Effect +4 morale bonus to saves against pain effects and gain DR 5/— for 1 hour.Source Alien Archive 4 pg. 45 Level 4; Price 335 Type drug (drug (injury)); Save Fortitude DC 15; Addiction DC 15 (mental) Track Wisdom; Effect +1 morale bonus to Intimidate checks and light blindness for 3 hours. During this time, gain detect thoughts and mind thrust (1st level) as spell-like abilities (CL 4th), each usable once. Moonflower develops into webs of sensory filaments that cause synesthesia, and they let the user sense psychic emanations and focus their own psychokinetic energy into a powerful attack. Source Starfinder #11: The Penumbra Protocol pg. 57 Level 6; Price 3,500 Type drug (ingested or injury); Save Fortitude DC 15; Addiction DC 19 (mental and physical) Track Wisdom; Effect euphoria, hallucinations, and cold resistance 10 for 1 hour.Source Starfinder #34: We’re No Heroes pg. 47 Level 1; Price 15 Type drug (ingested); Save Fortitude DC 15; Addiction DC 15 (mental and physical) Track Strength; Effect After 1 minute, you gain a +2 morale bonus to saves against pain effects for 1 hour.Source Starfinder Armory pg. 132 Level 8; Price 6,000 Type drug (injury); Save Fortitude DC 18; Addiction DC 18 (physical) Track Charisma; Effect +4 morale bonus to Constitution checks to hold one’s breath to avoid suffocating or drowning and +4 morale bonus to saves against fear for 2d4 hours.Source Starfinder Armory pg. 132 Level 2; Price 200 Type drug (ingested or inhaled); Save Fortitude DC 13; Addiction DC 13 (mental) Track Charisma; Effect +2 morale bonus to saves against fear effects and being sickened or nauseated and a –2 penalty to Sense Motive checks for 1 hour.Source Starfinder #34: We’re No Heroes pg. 47 Level 1; Price 5 Type drug (ingested); Save Fortitude DC 12; Addiction DC 12 (mental and physical) Track Dexterity; Effect After 1 minute, you gain a +2 circumstance bonus to saving throws against effects that cause the asleep condition and to Fortitude saves from sleep deprivation for 24 hours. If you use three stay-awakes in a week, you immediately gain the exhausted condition when the effects of the third dose wear off.Source Starfinder #23: Hive of Minds pg. 47 Level 5; Price 500 Type drug (ingested); Save Fortitude DC 18; Addiction DC 18 (mental) Track Wisdom; Effect Increase the saving throw DC of your mind-affecting effects by 2 and gain a +2 morale bonus to your Will saving throws and caster level checks for mind-affecting effects. When you use a mind-affecting effect, you must attempt a DC 15 Will saving throw. If you fail, you become confused for 1 round. These effects last 1d3 hours.Source Starfinder Core Rulebook pg. 419 Level 10; Price 14,000 Type drug (ingested or inhaled); Save Fortitude DC 20; Addiction DC 20 (physical) Track Dexterity and Wisdom; Effect +2 morale bonus to saves against fear for 1 hour and gain 2 Stamina Points per level. (Any Stamina Points exceeding the user’s maximum are lost first and can’t be recovered; any remaining are lost the next time the user rests to recover Stamina.)Source Starfinder Armory pg. 132 Level 3; Price 550 Type drug (ingested or injury); Save Fortitude DC 14; Addiction DC 14 (mental) Track Wisdom; Effect +2 morale bonus to Charisma-based skill checks for 1 hour.Source Alien Archive 4 pg. 45 Level 2; Price 150 Type drug (drug (injury)); Save Fortitude DC 13; Addiction DC 13 (mental) Track Charisma; Effect –2 penalty to initiative checks and regain an additional 1d4 Hit Points when recovering Hit Points naturally for 10 hours. During this time, gain detect magic as a spell-like ability (CL 2nd), usable three times. The most common mogrant on the market, white petal causes a mild, dreamy high that lends itself to restful sleep. Source Starfinder Armory pg. 132 Level 3; Price 500 Type drug (ingested); Save Fortitude DC 14; Addiction DC 14 (physical) Track Strength; Effect +2 morale bonus to Perception checks and saves against fatigue or exhaustion for 1d4 hours.
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