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?

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?

Daily Punch 9-3-25 Bloodburn alchemical consumable for Pathfinder 2nd Ed

Let’s build enough consumables for an alchemist to inject into a target!


Bloodburn Item 1+

Alchemical Consumable Elixir

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


Bloodburn is a potential emetics that burns as it causes the vomiting.

Bloodburn (Minor)Item 1

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

Bloodburn (Lesser)Item 5

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

Bloodburn (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed you gain  2d4 persistent fire damage and sickened 2. The flat check ends both conditions.

Bloodburn (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed you gain  3d4 persistent fire damage and sickened 2. The flat check ends both conditions.

Bloodburn (Major)Item 15

Price 1,300 gp
Bulk L
When this is consumed you gain  3d4 persistent fire damage and sickened 3. The flat check ends both conditions.

Bloodburn (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed you gain  4d4 persistent fire damage and sickened 3. The flat check ends both conditions.

Thoughts?

Daily Punch 8-18-25 Painkiller alchemical item for Pathfinder 2nd Ed

one more time to kill the pain!


Painkiller Item 1+

Alchemical Consumable Elixir

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


Painkillers are pills that don’t prevent damage, but numb you to the pain your experiencing so you don’t care! These pills last for one hour and provide you temporary hit points at the start of each of your turns for the duration. If another source provides more temporary hit points, that amount is instead provided. If you are not damaged, you only game temporary hit points equal to the number provided each round and these do not build up.

Painkiller (Minor)Item 1

Price 3 gp
Bulk L
Duration 1 hour
You gain 1 temporary hit point at the start of each round.

Painkiller (Lesser)Item 5

Price 30 gp
Bulk L
Duration 1 hour
You gain 3 temporary hit point at the start of each round.

Painkiller (Moderate)Item 9

Price 150 gp
Bulk L
Duration 1 hour
You gain 6 temporary hit point at the start of each round.

Painkiller (Greater)Item 13

Price 600 gp
Bulk L
Duration 1 hour
You gain 9 temporary hit point at the start of each round.

Painkiller (Major)Item 15

Price 1,300 gp
Bulk L
Duration 1 hour
You gain 12 temporary hit point at the start of each round.

Painkiller (True)Item 19

Price 8,000 gp
Bulk L
Duration 1 hour
You gain 15 temporary hit point at the start of each round.

Daily Punch 10-23-23 Witch Salts alchemical item for Pathfinder 2nd Ed.

what a clever little witch!

Witch Salts Item 1+

Alchemical Consumable

Usage sprinkled on ground; Bulk L
Activate [one-action] Interact


Witch salts may be a simple salt, but it protects you from the occult. As an action, you can spread the salt around yourself or one large creature in a circle. Any witch or spell on the occult spell list cast at the target in the circle is automictically cancelled unless the caster succeeds at a counteract check. Witches or any creature casting occult spells cannot itself remove the salt nor can they enter the salt. The salt lasts until it is removed or the creature voluntarily leaves the circle.

Witch Salts (Lesser)Item 1

Price 3 gp
Bulk L
The DC for counteract check is 15.

Witch Salts (Moderate)Item 6

Price 35 gp
Bulk L
The DC for counteract check is 20.

Witch Salts (Greater)Item 10

Price 160 gp
Bulk L
The DC for counteract check is 26.

Witch Salts (Major)Item 14

Price 675 gp
Bulk L
The DC for counteract check is 33.

Daily Punch 11-29-22 Reactive Battery alchemical item for Pathfinder 2nd Ed

My brother plays an inventor and hes machine goes down a bunch. Let’s help him stay in the fight.

Reactive Battery Item 4

Uncommon Alchemical
Price 75 gp
Usage attached; Bulk 1


Designed to revive the fallen, this device provides jolt of electric charge to a construct giving it just enough energy to jump back into the fight.

Activate  reaction; Trigger the construct is reduced to zero hit points;  Frequency once per day Effect After the current creatures turn or reaction, the construct is revived with 1/8 its hit points.

Reactive Battery Item 8

Uncommon Alchemical
Price 415 gp
Usage attached; Bulk 1

As per the level 4, but the construct is revived to 1/4 its hit points.

Reactive Battery Item 12

Uncommon Alchemical
Price 8000 gp
Usage attached; Bulk 1

As per the level 4, but the construct is revived to 1/2 its hit points.

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 9-21-22 Confusion Bomb alchemical bomb for Pathfinder 2nd Ed.

How about one more confusion bomb?

Confusion Bomb Item 4+

Alchemical Bomb Consumable Emotion Enchantment Mental Olfactory
Usage held in 1 hand; Bulk L
Activate  Strike


This flask holds a pressurized purple gas. When the bomb explodes, it releases the purple gas. On a hit the target must make a Will save DC 19 or be affected by confusion, as per the spell, for one round. The gas is inhaled by the target only and not any creature around it.

Confusion Bomb (Moderate)Item 4

Price 16 gp
Bulk L

Confusion Bomb (Greater)Item 12

Price 350 gp
Bulk L
The Will save DC is 30, the effect lasts for 2 rounds, and item gains the splash trait affecting creatures up to 1 square away.

Confusion Bomb (Major)Item 18

Price 4,000 gp
Bulk L
The Will save DC is 38, the effect lasts for 3 rounds, and item gains the splash trait affecting creatures up to 2 square away.