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 11-23-22 Shock optional rule for Pathfinder 2e

How about time for the option in Pathfinder!


This options simulates taking massive damage to the point a creature is knocked unconscious. When a creature takes at least 50% of its maximum hit points in damage between the start of its turn to the start of its next turn, divine the amount of damage takes by its max hit point. Multiply that by 20 and round to the nearest whole number, rounded down. At the start of the its turn, the creature must make a flat d20 roll with the DC equal to the calculated value. On a failure, the creature fall unconscious As an action, another creature can rouse the target back to conscious. Any additional damage also wakes the target up. Creatures immune to unconscious condition can not be subjected to shock.


Daily Punch 11-9-22 Preventative Medicine fear for Pathfinder 2nd Ed.

How about we fix ourselves up before we die?

Preventative Medicine Feat 5

General Healing Manipulate Skill
Prerequisites expert in Medicine
Requirements You are holding healer’s tools, or you are wearing them and have a hand free

You prepare for the damage to prevent the worst. When you attempt a medicine check, any additional hit points over the target’s maximum are gained as temporary hit points for up to 24 hours. The target is then temporarily immune to your Preventative Medicine for 1 day.


Daily Punch 11-2-22 Reflection general feat for Pathfinder 2nd Ed

Time to look back on your day.

Reflection Feat 7


Spending a bit of time looking back can make you better. Before a rest, you can spend 30 minutes to review the day. Choose a die roll you failed at the day before. After your rest, when you attempt that same roll, you can choose to gain a +1 circumstance bonus to that roll. You can do this a number of times equal to your intelligence modifier, minimum 1.


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.


Daily Punch 10-13-22 Belt of Potions item for Pathfinder 2nd Ed

Ok, one last system for this one.

Belt of Potions Item 3

Price 55 gp
Usage wornBulk 1
This belt features ten different loops that a character can put potions into as well as a long thin rubber straw that is placed into a potion and rungs under a characters armor to a their mouth. As an action, a character can put a potion into a loop. As a separate action, a character can move the straw to a different potion. As a free action, a character can drink the potion that the straw is currently in.