Daily Punch 10-8-25 Explosive Tinnitus alchemical consumable for Pathfinder 2nd Ed

WHAT?!


Explosive Tinnitus Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Explosive Tinnitus makes your ears hurt so much you can’t hear a things.

Explosive Tinnitus (Minor)Item 1

Price 3 gp
Bulk L
When this is consumed you gain  1d4 persistent sonic damage and deafened condition. The flat check ends both conditions. 

Explosive Tinnitus (Lesser)Item 5

Price 30 gp
Bulk L
When this is consumed you gain  2d4 persistent sonic damage and deafened. The flat check ends both conditions. 

Explosive Tinnitus (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed you gain  2d4 persistent sonic damage and deafened condition. The flat check ends both conditions, but the flat check is DC 17.

Explosive Tinnitus (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed you gain  3d4 persistent sonic damage and enfeebled condition. The flat check ends both conditions.

Explosive Tinnitus (Major)Item 15

Price 1,300 gp
Bulk L
When this is consumed you gain  3d4 persistent sonic damage and deafened condition. The flat check ends both conditions, but the flat check is DC 17.

Explosive Tinnitus (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed you gain  4d4 persistent sonic damage and deafened condition. The flat check ends both conditions. 

Thoughts?

Ring Side Report- RPG review of Starfinder Society Scenario #1-01: Invasion’s Edge

Product– Starfinder Society Scenario #1-01: Invasion’s Edge

System- Starfinder 2nd Ed

Producer– Paizo

Price– $5.99 here https://paizo.com/products/btq0cn3f?Starfinder-Society-Scenario-101-Invasions-Edge 

TL; DR– A change I can belive in.  100%

Basics–  What did they do?  Starfinders!  The society calls, and so did those who call!  And SOMEONE answered!  Your job is to help set up the base, explore around it, and then explore an unknown starship.  Who did the crazy robots call last season?

Mechanics or Crunch– FIRST THINGS FIRST!  This is a level 1 adventure and an intro adventure for a season.  The formula is pretty simple.  You do a skill check, a second skill check that turns into combat, and then this one does a short dungeon exploration.  And that’s a lot.  It covers lots of things in three hours, and it does it well.  5/5

Theme or Fluff– This one has a lot going on, but it balances it well.  The story is fun.  I enjoyed it a bunch.  My players and I enjoyed the world building in this one. Now we can get onto the next steps of what else is happening this season with a bit more information.   5/5

Execution–   I don’t like what Paizo has done, but they have made it up in a few ways. The monsters are inline or just referred to somewhere else.  Not my favorite, but now there is only exactly one level band.  Players can elect to play up or play down for a challenge. I love that. I prefer the players saying I want more or less challenge today.  Some days I want crunchy  DnD and other days I want a story.  Paizo is now doing both in the same adventure, so I’m happy there.  Monsters have pictures I have to clean up, so I don’t love that. But, the kicker is the price. This adventure is three hours long.  That’s a change.  But the price is much lower.  I like that. You want less play time and more, shorter adventures.  Ok,  but you adjusted the price to reflect that. You are not greedy.  Good job paizo. 5/5

Summary– I wasn’t sure I would like the changes that Paizo said they would do.  But I am a bit of a believer now.  I like the choice of challenge.  I like short play times.  I’m old.  I LOVE 12 hour multitable battle interactives.  But I spend my Saturdays mowing the lawn now and working on my hunny do list (I’ve worked on it now to the point where my wife schedules dates because if it’s not on the list I forgot!).  The point is, I’m older.  And I think the target audience is too.  A solid three hours of games is a great way to spend an afternoon.  And if you get an hour every four to go to the bathroom and grab a snack at Gencon, then it’s even better.  I would prefer if pictures were provided clean, but I can work with that.  It’s a change, but not a bad one.  100%

Daily Punch 10-3-25 DOUBLE Strength alchemist feat for Pathfinder 2nd Ed

Ed’s still in the hospitle, so you get two to three PF posts this week.  ULTRA POWERED DRUGS!

DOUBLE Strength alchemist Feat 16

Alchemist

Prerequisite: Extra Strength


This IS the most powerful potion.  When you craft a consumable that causes persistent damage or healing of any time, increase the dice of the potion by one step.  This effect stacks with Extra Stregnth.

Thoughts?

Daily Punch 10-1-25 Arthralgia alchemical consumable for Pathfinder 2nd Ed

Joints just seize up!


Arthralgia Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Arthralgia causes your joints to literally freeze up limiting your movements as you can’t move.

Arthralgia (Minor)Item 1

Price 3 gp
Bulk L
When this is consumed you gain  1d4 persistent cold damage and enfeebled 1 condition. The flat check ends both conditions, and the enfeebled condition does decrease until the flat check is succeeded. 

Arthralgia(Lesser)Item 5

Price 30 gp
Bulk L
When this is consumed you gain  2d4 persistent cold damage and enfeebled 1 condition. The flat check ends both conditions, and the enfeebled condition does decrease until the flat check is succeeded. 

Arthralgia (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed you gain  2d4 persistent cold damage and enfeebled 1 condition. The flat check ends both conditions, and the enfeebled condition does decrease until the flat check is succeeded, but the flat check is DC 17.

Arthralgia (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed you gain  3d4 persistent cold damage and enfeebled 1 condition. The flat check ends both conditions, and the enfeebled condition does decrease until the flat check is succeeded.

Arthralgia (Major)Item 15

Price 1,300 gp
Bulk L
When this is consumed you gain  3d4 persistent cold damage and enfeebled 1 condition. The flat check ends both conditions, and the enfeebled condition does decrease until the flat check is succeeded, but the flat check is DC 17.

Arthralgia (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed you gain  4d4 persistent cold damage and enfeebled 1 condition. The flat check ends both conditions, and the enfeebled condition does decrease until the flat check is succeeded. 

Thoughts?

Daily Punch 9-30-25 Rest Requirements undead drawback for DCC RPG

Where do you sleep?

Rest Requirements
Level: 1Range SelfDuration: permanentCasting time: noneSave: none
GeneralYou need specific requirements to rest
Manifestationroll 1d4: (1) You must rest in your coffin. (2) You must rest in a graveyard (3)You must sleep on the soil of your homeland. (4) You must rest in a pool of blood
1Roll this mutation check again, plus roll one additional defect.
2-4If you do not rest as required, you die by morning
5-7If you do not rest as required, you do not regain hit points and you lose 2d8 hit points instead
8-11If you do not rest as required, you do not regain hit points and you lose 1d8 hit points instead
12-15If you do not rest as required, you do not regain hit points and you lose 1d4 hit points instead
16-17If you do not rest as required, you do not regain hit points.
18-19Who cares where you sleep?
20+If you do not rest as required, you actually gain 1d8 temp hit points!

Daily Punch 9-29-25 Lasting Relief alchemical consumable for Pathfinder 2nd Ed

Why just have one?


Lasting Relief Item 1+

Alchemical Consumable Elixir Healing

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


This potion doesnt provide instant relief, but ti does last a long time!.

Lasting Relief (Minor)Item 1

Price 3 gp
Bulk L
When this is consumed, you regain 1d4 hit points at the start of each turn. At the end of a turn, roll flat DC 8 check to end this effect. You must roll the check. 

Lasting Relief (Lesser)Item 5

Price 30 gp
Bulk L
When this is consumed, you regain 2d4 hit points at the start of each turn. At the end of a turn, roll flat DC 8 check to end this effect. You must roll the check. 

Lasting Relief (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed, you regain 2d4 hit points at the start of each turn. At the end of a turn, roll flat DC 11 check to end this effect. You must roll the check. 

Lasting Relief (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed, you regain 3d4 hit points at the start of each turn. At the end of a turn, roll flat DC 8 check to end this effect. You must roll the check. 

Lasting Relief (Major)Item 15

Price 1,300 gp
Bulk L
When this is consumed, you regain 3d4 hit points at the start of each turn. At the end of a turn, roll flat DC 11 check to end this effect. You must roll the check. 

Lasting Relief (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed, you regain 4d4 hit points at the start of each turn. At the end of a turn, roll flat DC 11 check to end this effect. You must roll the check. 

Thoughts?