Does the Alchemist kit ever need to be refill / replaced


Pathfinder First Edition General Discussion


Hi. I've been looking over the boards here looking for an answer to this question and have yet to do so. so I'm hoping that some one here can point my in the right direction.

Me and my friends are starting a pathfinder game and I'm playing an alchemist. Now I know I need a kit to make my stuff. and that it acts the same way as a spell component pouch. And we were having a discussion on if or when it needs to be refilled or replaced. and whether or not the GM can put limitations on what it contains. or is it simply a one time buy and thats it. you always have what you need.

I've studied the rules regarding the alchemist extensively and I did see a section on where it said that the kit can be replenished the same way a spell pouch can. but we can't find the rules for this any were. or we're just blind.


There's not really any hard and fast rule as to when or how the alchemist kit needs to be replenished. It's really up to the DM. You could replenish it whenever your in a large enough town as part as your cost of living if the DM chooses. Or you can ignore it all together if that more suits you play style. Or you DM could assign a gp cost and have you replenish it as little or as often as he sees fit. It's really up to your DM, so whatever amount of bookkeeping seems most fun to you and your DM.


I generally have my players replace their spell component pouches every couple of game months, I expect I would do the same with Alchemist kits if I had any players playing alchemists.

Sovereign Court

We use the cost of living rules to cover this. Obviously you're keeping it stocked during your down time, the cost can just be factored in each month. They're pretty elegant rules that make it easy for the player to keep track of their own gear.

--OverVrock.com

Shadow Lodge

Alchemists kit is exactly analogous to the wizard's spell component pouch. Treat it the same.


Not really. It just kind of comes out of the adventurers food budget. During the downtime between adventures everyone gets milk eggs bread cheese meat etc... but the fighter picks up a little honing oil and some sand to clean off his armor while he's out getting steaks and the wizard picks up a few batwings and eye of newt to go with his evenings wine.

Shadow Lodge

Regardless, the only time the cost is relevant is at character creation. After that the 25gp for the kit is essentially a rounding error. Unless you make your character buy new every few spells it's irrelevant.


Idk bout this one.

Our group tells a story from time to time about these new players way back when. They weren't role players orginally, but one of them was a wizard and had to get some cat hair, so he used pretigidation to coax a cat over into an alleyway to skin it for his cat hairs.

The Exchange

The question is, does the GM want to spend time having the players roleplay the acquisition of alchemy supplies and spell components? Is it fun?

It could be, or it could just be a drag.

How tight is your GM on ammo? What about encumbrance? Do you mark of your battle biscuits every day? Is the supply of fresh water an issue?

Some GMs hand wave all this. For other's resource management is important.


In my groups, when we split up treasure, we round down (generally to the nearest 5 or 10). The remaining gold, which can be up to 40g, is simply assumed to go towards the cost of staying at inns, inexpensive spell components (and by extension, alchemy kits, i suppose), and any other little things that really don't need to be micro managed.


I welcome your input. the cost of living rules look strait forward and should work for this and other things. such as thieves' tools and what not. but the final decision will be made by my GM.

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