
Scipion del Ferro RPG Superstar 2011 Top 4 |

Alright, so we're at 4th level in Council of Thieves, and my Alchemist has about 2,300gp. I was all excited cause this is usually when you pick up some super helpful magical item.
I can't really seem to find anything to purchase though...
Armor? Eh...I suppose but not exactly a front line fighter
Weapon? I never use my bow or morningstar to begin with splash damage never misses and it deals as much as a max hit with either of them. I've yet to run out of bombs in a day.
Scrolls? Can't use them
Potions? Suppose I could get a couple situational ones (any suggestions?)
Wands? A full 50 charges of Cure Light Wounds will actually probably come in handy.
I ended up purchasing a Cloak of Resistance +1 since saves are always nice, I've been crafting my own poisons during any down time so those are actually pretty cheap, ditto for alchemical items.
Any suggestions for what else to look out for? Some minor wondrous item that screams useful? Maybe I should hunt down a wizard to make me some Gloves of the Brewer (made up magical item giving +5 to Craft (alchemy)) for 2,500gp...

The Fool |

Alright, so we're at 4th level in Council of Thieves, and my Alchemist has about 2,300gp. I was all excited cause this is usually when you pick up some super helpful magical item.
I can't really seem to find anything to purchase though...
Armor? Eh...I suppose but not exactly a front line fighter
Weapon? I never use my bow or morningstar to begin with splash damage never misses and it deals as much as a max hit with either of them. I've yet to run out of bombs in a day.
Scrolls? Can't use them
Potions? Suppose I could get a couple situational ones (any suggestions?)
Wands? A full 50 charges of Cure Light Wounds will actually probably come in handy.I ended up purchasing a Cloak of Resistance +1 since saves are always nice, I've been crafting my own poisons during any down time so those are actually pretty cheap, ditto for alchemical items.
Any suggestions for what else to look out for? Some minor wondrous item that screams useful? Maybe I should hunt down a wizard to make me some Gloves of the Brewer (made up magical item giving +5 to Craft (alchemy)) for 2,500gp...
There is a pair of magical gloves found in a source book from the 3.0 era. They let you launch a small object like a coin or a vial really far ( I believe it was 200 ft) at will. That would probably come in handy.
It's a bit hard to know what to recommend as I don't know what your character is like. What kind of feat/extracts/discoveries have you got?

Scipion del Ferro RPG Superstar 2011 Top 4 |

He's a mad bomber. 4th level, Point Blank Shot and Grenadier, with the Infusion discovery.
I was more meaning for alchemists in general, this class probably has the least things to spend money on I've ever played.
Fighters need weapons and armor. Wizards go for scrolls, wands, rods and the like instead of weapons and armor. See what I mean?

The Fool |

Well A bag of holding sounds good. But it might be even better to find a cheap amulet/ring/whatever that gives you fire resistance of 10 or so. Those things can save yourself from a bit of nasty splash damage if the enemy get too close.
Or you might want to suggest the frontline fighter to pick one of those up instead, to save him from a nasty burn.
Again, which extracts does he know?

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He's a mad bomber. 4th level, Point Blank Shot and Grenadier, with the Infusion discovery.
I was more meaning for alchemists in general, this class probably has the least things to spend money on I've ever played.
Fighters need weapons and armor. Wizards go for scrolls, wands, rods and the like instead of weapons and armor. See what I mean?
Well... to a certain extent, this need will be addressed by the Advanced Player's Guide, which will have chapters on equipment and on magic items, which will, in theory, include not only items that Alchemists would want, but items ALL the new base classes would want. In addition to items the core classes would want as well.
In the meantime, anything that increases defensive stuff (AC, saves, etc.) is good for alchemists, as are stat boosting items. Potions can be good as well. Wands and staves can be good too, since IIRC they can use wands (at least, they could in the initial turnover I gave to Jason). And there's always the items that EVERYONE can use, like rings of freedom of movement, boots of speed, or wings of flying.

lodiir |

Masterwork Alchemist lab?
A normal lab gives +2
I've already got one of those and masterwork artisan tool's as well.
The masterworked quality adds another +2 since the basic alchemist's lab isn't masterworked in quality. or did I read this wrong (PF 161)
But since you already have the masterworked artisan's tools, these bonuses wouldn't stack.
This combo is a great way to have the bonus without paying for the masterworked quality for the lab...
However, my GM (who pays attention to every detail) would ask : "What kind of tool(s) does an alchemist need that aren't already in an alchemist's lab?"

Fraust |

A wand with extended fire resistance, or something along those lines. Seems like the melee types in a group with an alchimest don't appreciate getting singed every combat.
Winged boots, or flying cloak, or whatever will get you in the air. I'm planning on getting one of those hover board things from whichever Eberron book it was...going green goblin style.