||The shiver addicts are a nervous, cagey lot that just want to be left alone. They are paranoid and intoxicated former soldiers who defend themselves as feasibly as possible.
They snipe with wrackers until foes are close, then uses swords. They hurls thunderstones at spellcasters, and tanglefoot bags at foes wearing heavy armour.
potion of cure light wounds, tanglefoot bags (2), thunderstone (2); Other Gear leather armour, broadsword,
sap,(any blow from surprise to the head that causes a serious would will instead knock target to 1 HP and cause immediate unconsciousness).
Taurus loaded with 45 facet widowmaker crystals (6): Roll damage twice and take the best result. Armour is doubled.
12 normal 45 facet crystals in speed loaders.
A small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged attack with a range increment of 5/10/20), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –10 penalty on attack rolls and a –1 shift on balance manoeuvres and must make an Evade roll (with -1 shift) or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. larger creatures(SIZ 20+) are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make an evade roll or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a (-2 shift Brawn roll or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check as if the had suffered a minor injury or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
You can throw this stone as a ranged attack with a range of 5/10/20) feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang, each creature within a 3 m (10 foot)radius spread must make a hard Endurance save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don’t need to hit a specific target, you can simply aim at a particular area but the target can make an opposed evade to avoid the effects.