Maug
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This depends highly on the campaign/GM
In the last two campaigns I played a melee alchemist (up to level 17 at end) and an Exploiter mage (to 19)
Big 6
Armor:
melee alchemist: was so ahead of the curve on AC at almost every point that I didn't even buy over +2 armor until 12th level (and then it was more of a meh.. what else am I gonna buy?) I spent cash on more novelty items like bracer of armor+1 with deathless etc because he so much cash to burn
wizard: early levels many spells are superior to armor( mage armor/shield if really needed, mirror image, invisibility) but there is a strange place mid game where invisibility doesn't work many times and your ac is so low that if you do get threatened you will most likely die. In addition being reliant on buffs so much makes ambushes very deadly if you aren't going first. This gets better late game but mid game you need to buff your AC to some reasonable amount just to have a hope to live in some situations.
Weapon:
Alchemist: yes huge and very important cost
Wizard: doesn't care about a weapon... his weapon is his spells.. the cost of acquiring and scribing spells is huge. I spent more as a wizard on spells than I did on my alchemist weapon. Did I need every spell I bought? of course not but I like to be prepared.
Ring of deflection and Amulet of Nat Armor:
alchemist: as for armor didn't even upgrade it all the way (ac 44 for most fights with haste-self provided). nat armor used barksin from a potion since I was natural attack build.
Wizard: I'll usually take a Natural armor amulet for the mid levels but the ring of deflection is a must- touch attacks from incorporeal creatures need to be mitigated against at any level.
Cloak of Resistance:
Everyone needs saves. Poor fort saves will kill you, poor will saves with take you out of the combat, poor reflex save are usually just more damage. Wizards need it to bolster their fort/reflex, melee usually need to help their will
Stat item:
most classes need/want at least two stat bumps. Casters can usually get away with Int/Cha/Wis etc item and a Con belt.. cost is spread. Melee classes usually need at two Physical stats so pay a penalty cost to get both on an item.
utility items:
everyone needs flight at some point (usually late in the game) or at least ways to deal with flying creatures. Everyone needs ways to mitigate/escape grapples. For casters they can use some of their spells to satisfy these options but it takes away from their resources or could be resources they are not willing to spend. I normally prioritize a way for my melee to fly and a way for my casters to get out of a grapple.
In both campaigns both chars had money to burn and chose to spend it very differently.. Both spent a large sum on novelty or fun items, indicating that I had cash to burn on both. If I had played a spontaneous caster it could change the balance but pages of spell knowledge aren't cheap either...
Ultimately the DM controls how much money the party receives as well as what they are allowed to do/buy with that money... If your campaigns the melee characters struggle more with cash then maybe armor or weapons costs are cheaper in that town/city/kingdom. In my experience they only ones that sometimes have any gearing issues are people with companions or leadership cohorts that accompany the party. They are in effect gearing up two characters but the trade off in action economy for controlling two creatures should have some price.
