Daily Punch 10-10-25 Poisoner research field for the Alchemist for Pathfinder 2nd Ed
Let’s make a research field for my damage over time alchemist
Poisoner
You on poisoning those who run afoul of you.
Formulas
Two common 1st-level alchemical consumables that deal damage with a flat check to end
Field Benefit
You gain proficiency with firearms.
Field Vials
Your versatile vials can be used to poison a target. On injection a living creature take poison damage a number of Hit Points equal to the vial’s initial damage.
Field Discovery 5th
Your poisons are double potent. When the target consumes or is injected with a consumable that does damage a flat check can stop, the target take the damage twice at the start of the first turn it is subjected to that damage.
Advanced Vials 11th
When you use your field vials an an injectable on a living creature via a firearm, it does maximum damage.
Greater Field Discovery 13th
When deal damage to a target via an alchemical consumable that a flat check can end, if the target fails its first flat check, the second turn the damage of the alchemical consumable is maximized.
Daily Punch 10-9-25 Hunger undead vulnerabilities
More undead penalties! You hungry?
| Hunger | ||||
| Level: 1 | Range Self | Duration: permanent | Casting time: none | Save: none |
| General | You’re just hungry! | |||
| Manifestation | roll 1d4: (1) You eat flesh and your body grows. (2) You eat and chunks fall out of your rotting body (3)You must draw the soul out of the target. (4) Suck fluids out of the target | |||
| 1 | Roll this mutation check again, plus roll one additional defect. | |||
| 2-4 | If you don’t eat every hour, you lose 1d8 hit points | |||
| 5-7 | If you don’t eat every 1d8 hours, you lose 1d8 hit points | |||
| 8-11 | If you don’t eat every 2d8 hours, you lose 1d6 hit points | |||
| 12-15 | If you don’t eat every 3d8 hours, you lose 1d6 hit points | |||
| 16-17 | If you don’t eat every 4d8 hours, you lose 1d3 hit points | |||
| 18-19 | You have to eat? | |||
| 20+ | Every day you don’t eat, you gain 1d3 temporary hit points. | |||
Daily Punch 10-8-25 Explosive Tinnitus alchemical consumable for Pathfinder 2nd Ed
WHAT?!
Explosive Tinnitus Item 1+
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?
Daily Punch 10-7-25 Whip Movements barathu ancestry feat for Starfinder 2nd Ed
Sure, play a agile balloon
Whip Movements Feat 9
BARATHU
Those are pretty flexible tendrils! You treat all weapons you wield as having the agile trait.
Thoughts?
Daily Punch 10-6-25 Second Opinion alchemist feat for Pathfinder 2nd Ed
YOU DON’T GET BETTER!
Second Opinion reaction Feat 10
Alchemist
Trigger A creature succeeds at a flat check for on of your alchemical consumables
Frequency Twice per day
Are you sure? When something affected by an alchemical consumable succeeds on a flat check to end an effect, you can force them to reroll. They must accept the second result.
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 10-2-25 Extra Stregnth alchemist potion for Pathfinder 2nd Ed
Ed’s in the hospitle, so you get two to three PF posts this week. SUPER POWERED DRUGS!
Extra Strength Feat 8
Alchemist
Fighter, you can’t stand my power 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.
Thoughts?
Daily Punch 10-1-25 Arthralgia alchemical consumable for Pathfinder 2nd Ed
Joints just seize up!
Arthralgia Item 1+
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?






