Daily Punch 10-15-25 Bottled Hemophilia alchemical consumable for Pathfinder 2nd Ed

It’s everywhere!


Bottled Hemophilia Item 1+

Alchemical Consumable Elixir

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


Hemophilia is a persistent bleeding and this focus on your joints. It hurts to move and you constantly bleed out from your joints hampering their movement.

Bottled Hemophilia (Minor)Item 1

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

Bottled Hemophilia (Lesser)Item 5

Price 30 gp
Bulk L
When this is consumed you gain  2d4 persistent bleed damage and clumsy 1. The flat check ends both conditions. 

Bottled Hemophilia (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed you gain  2d4 persistent bleed damage and clumsy 1 \. The flat check ends both conditions, but the flat check is DC 17.

Bottled Hemophilia (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed you gain  3d4 persistent bleed damage and clumsy 1. The flat check ends both conditions.

Bottled Hemophilia (Major)Item 15

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

Bottled Hemophilia (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed you gain  4d4 persistent bleed damage and clumsy 1. The flat check ends both conditions. 

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 9-10-25 Attachment Ampule alchemical consumable for Pathfinder 2nd Ed

Why not make friends!


Attachment Ampule Item 1+

Alchemical Consumable Elixir

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


Attachment Ampule contains a single dose of a mind poison. Targets who consume tis poinson are friendly to those around them.

Attachment Ampule(Minor)Item 1

Price 3 gp
Bulk L
When this is consumed, you attempt a will save DC 15

Critical Success You are immune to all doses of Attachment Ampule for 24 hours.
Success You are unaffected.
Failure You are friendly to the administrator for 1 round.
Critical Failure You are friendly to the administrator for 1 round.

Attachment Ampule (Lesser)Item 5

Price 30 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 19.

Attachment Ampule(Moderate)Item 9

Price 150 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 24.

Attachment Ampule(Greater)Item 13

Price 600 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 29.

Attachment Ampule(Major)Item 15

Price 1,300 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 34.

Attachment Ampule (True)Item 19

Price 8,000 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 39.

Thoughts?

Daily Punch 10-28-22 Elixir of Regeneration alchemical elixir for Pathfinder 2nd Ed

Had an idea and I think it will be a fun one!

Elixir of Regeneration Item 1+

Alchemical Consumable Elixir Healing
Usage held in 1 hand; Bulk L
Activate  Interact


Elixirs of Regeneration enhances the natural healing abilities of a target for 10 minutes. Upon drinking this elixir, you gain fast healing for 10 minutes while you are alive.

Elixir of Regeneration (Minor)Item 1

Price 3 gp
You gain fast healing 2 for 10 minutes.

Elixir of Regeneration (Lesser)Item 5

Price 30 gp
You gain fast healing 4 for 10 minutes.

Elixir of Regeneration (Moderate)Item 9

Price 150 gp
You gain fast healing 6 for 10 minutes.

Elixir of Regeneration (Greater)Item 13

Price 600 gp
You gain fast healing 8 for 10 minutes.

Elixir of Regeneration (Major)Item 15

Price 1,300 gp
You gain fast healing 10 for 10 minutes.

Elixir of Regeneration (True)Item 19

Price 8,000 gp
You gain fast healing 12 for 10 minutes.

Thoughts?

Daily Punch 7-6-20 Corpsebane Potion for Pathfinder 2e

Another witcher inspired potion! I like the potion that damages undead that just hang out near you. Wonder if Pathfinder needs that?

Corpsebane Item 1+

Alchemical Elixir Consumable
Usage held in 1 hand; Bulk L
Activate

Single Action

 


This flask filled with the essence of undead distilled and purified with prayer. When consumed, you emit a faint light out to 30 feet. Any undead in the area must make a Fortitude saving throw or they are damaged by holy energy at the start of their turn or when they enter the area. They must repeat this at the start of any turn in the area or when they enter the area.

Corpsebane (Lesser)Item 1

Price 3 gp
Bulk L
Saving Throw DC 17 Fortitude. It deals 1d3 positive damage.

Corpsebane (Moderate)Item 3

Price 10 gp
Bulk L
Saving Throw DC 19 Fortitude. It deals 1d6 positive damage.

Corpsebane (Greater)Item 11

Price 250 gp
Bulk L
Saving Throw DC 28 Fortitude. It deals 3d3 positive damage.

Corpsebane (Major)Item 17

Price 2,500 gp
Bulk L
You Saving Throw DC 37 Fortitude. It deals 2d6 positive damage.