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 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?

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 9-29-25 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?

Ring Side Report- RPG review of Pathfinder Society Intro to the Year of Battle’s Spark—Enough is Enough

Product– Pathfinder Society Intro to the Year of Battle’s Spark—Enough is Enough

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $8.99 here https://paizo.com/products/btq0cn39?Pathfinder-Society-Intro-to-the-Year-of-Battle-s-Spark-Enough-is-Enough 

TL; DR– A time of change. 97%

Basics–  WAR!  Breachill is under attack.  Your job is to save who you can.  Search the no man’s land to save civilians and maybe even learn secrets of more attacks!

Mechanics or Crunch–  Paizo knows the math of their system.  This adventure has a strong mix of social and combat.  There isn’t much exploration, but that’s not the goal of the adventure.  The math that’s on display is solid and makes this a pretty balanced adventure.  5/5

Theme or Fluff–  This is a fun story.  The adventure starts with the players choosing three of five different locations and finding people there to save.  After enough saving people, the adventure switches to running from the ravages of war.  Finally, some the people you save tell the players about goblins being sacrificed and the players are off to save them. It’s a solid story that is fun to run and play.  5/5

Execution–  This adventure worries me.  We are seeing more of the mix of the old and new styles of book.  Some of the monsters were given pictures, but not all.  Some of the stat blocks are in the adventure, but not all.  I don’t like the reliance on external resources.  I know this is more of an indication of what is to come.  4.5/5

Summary– The adventure is solid, but Paizo adventures are at a time of change.  The story and crunch is fun.  The execution is changing, and it’s into something I don’t love.  The price is not changing, but there will be less in the book.  However, if you want to jump into the fray and save who you can, this is a fun adventure! 97%