If that means duration or effect I can't say.
I can say, however, that I'm very dissappointed in this subclass. I'll never play a character that does drugs from a roleplaying point of view, and since I want to play more diverse monks, this is a definite loss of options for me. I don't mind controversial themes on companions, but having specializations with controversial themes is a really limiting option.
The other subclasses so far also represent popular fantasy archetypes, which is not exactly the case for potheads. And on a mechanical level, its also boring - following joshs description, if you never use drugs in the first place, nothing changes to playing that character, whereas every other subclass implies a necessary change of gameplay.
The lore of monks has been changed massively from the DnD version, so I'd much prefer a subclass that lets me get back closer to the original martial artist.
1) Just turning the fist bonus into something for weapons would grant an easy DnD2 Kensai.
2) A subclass that increases deflection when no armor is equipped and lets you get wounds by evasion rather than being hit would be mechanically cool.
3) There are also a dozen of interesting archetypes for monks in pathfinder alone (Zen Archer, Sensei, Four Winds and Ki Mystic alone come to mind)
I don't mind drugs being in the game, and I wouldn't mind having some kind of optional talent that makes their use more efficient. But why do we need to waste one of the few available subclass slots for something which is (imho) not really a popular archetype, with powers that won't necessarily change the way you play, and is tied to a controversial theme?
You mean controversial as in stealing bribing lying threathen assaulting breaking and entering and last but not least... murdering?
The game is full of "controversy"