Treasure of an Alchemist?


Advice


In the next session our characters (Lvl 4) are going to plunder a long dead alchemist´s hidden lab. Now I´m thinking what treasures they could find there. Maybe anyone of you has some cool ideas? I´m especially looking for something nice to give to our alchemist player.

The Exchange

Talon wrote:

In the next session our characters (Lvl 4) are going to plunder a long dead alchemist´s hidden lab. Now I´m thinking what treasures they could find there. Maybe anyone of you has some cool ideas? I´m especially looking for something nice to give to our alchemist player.

You would definitely want to put in a well thought-out formula book. Make it flow with what information they do know about the alchemist.


lots-o-potions, Alchemist's fire, thunder stones, or perhaps poisons

Formulas for your alchemist player or maybe some tools to help him in his/her crafting If they're into that thing.

Mad scribbles pertaining to strange elixirs long lost with hints to their whereabouts for a future adventure hook.


only thing I can think of is a variety of potions and mutagens. Hmm...magic armour, bunch of alchemist's fire, acid, alchemist's kit, magic rings and a well thought-out formula book.

that's all I could think of what could possibly be there, butdon't have a good idea on treasure balancing :p

Shadow Lodge

Depending on the character:

  • Maybe a couple of potions with ridiculously high caster levels they can use with Alchemical Allocation
  • Some nice poisons that the characters can't find or buy normally (maybe dig something out of a third party source).
  • Since they can use spell trigger items you might put a staff or wand in there that he can use. Being an alchemist with a staff that the wizard in your party could recharge could be kind of interesting.

    Overall though, the formula book is probably the safest bet.


  • A portable Alchemist lab probably wouldnt go awry if he dosent already have one.

    Shadow Lodge

    So... keeping in mind that

    "an alchemist can gain the effects of another alchemist's mutagen if he drinks it."

    Add in a bit of Infuse Mutagen:

    "Infuse mutagen: When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect."

    It's entirely possible that you could capture an alchemists secret stash of Infused Mutagens. Possibly one of each type? If it was a high level alchemist they might be greater or grand mutagens instead of normal ones.

    For a mutagen based alchemist this would be pretty awesome (once).


    Talon wrote:

    In the next session our characters (Lvl 4) are going to plunder a long dead alchemist´s hidden lab. Now I´m thinking what treasures they could find there. Maybe anyone of you has some cool ideas? I´m especially looking for something nice to give to our alchemist player.

    Interestingly, I'm also coming up with loot for an NPC alchemist. Main difference is that the alchemist isn't dead yet.

    One item I thought of was something like a Crossbow, but could accept small flasks / spherical objects (like bombs) to shoot. So more like a portable ballista. With this, the user could place items in it to be shot, and they'd be shot out at a higher range increment than normal. Also with +1 damage to anything they hit, due to the impact.

    It's not going to be a crossbow, but more like a rod that can fit 5 alchemical devices in it at a time (extradimensional space). They're fired in order, and it takes a full round to load an item. It can only fire one thing per round, as a standard action.

    I'm not sure how an alchemist's bombs will work with it (since they disappear in a round, and this takes a round to load), but maybe they can be stored in there without deteriorating.

    Just a thought.

    The Exchange

    Cheapy wrote:
    Talon wrote:

    In the next session our characters (Lvl 4) are going to plunder a long dead alchemist´s hidden lab. Now I´m thinking what treasures they could find there. Maybe anyone of you has some cool ideas? I´m especially looking for something nice to give to our alchemist player.

    Interestingly, I'm also coming up with loot for an NPC alchemist. Main difference is that the alchemist isn't dead yet.

    One item I thought of was something like a Crossbow, but could accept small flasks / spherical objects (like bombs) to shoot. So more like a portable ballista. With this, the user could place items in it to be shot, and they'd be shot out at a higher range increment than normal. Also with +1 damage to anything they hit, due to the impact.

    It's not going to be a crossbow, but more like a rod that can fit 5 alchemical devices in it at a time (extradimensional space). They're fired in order, and it takes a full round to load an item. It can only fire one thing per round, as a standard action.

    I'm not sure how an alchemist's bombs will work with it (since they disappear in a round, and this takes a round to load), but maybe they can be stored in there without deteriorating.

    Just a thought.

    Although this could potentially boost the value through the roof, you may want to have a localized area of Temporal Stasis in that extradimensional space.


    Right now, it's basically just a wand of magic missile with different damage types based on what you put in there. So the cost is quite low already.

    *looks up Temporal Stasis*

    Oh, level 8 spell.

    I'd recommend that the DM just ignore the bit about bombs going away after a round if in there.

    The Exchange

    Cheapy wrote:

    Right now, it's basically just a wand of magic missile with different damage types based on what you put in there. So the cost is quite low already.

    *looks up Temporal Stasis*

    Oh, level 8 spell.

    I'd recommend that the DM just ignore the bit about bombs going away after a round if in there.

    I guess it could just be hand-waved as the Alchemist's unique magical energies resonate well with this specific extradimensional space, allowing all items inside to act as if they were being held by the Alchemist in question.

    Edit: Grammar fix


    throw in some odd alchemical items that the characters have never seen. Alchemical frost, stinky smokesticks that make you nauseous if you are in the smoke radius, etc

    Shadow Lodge

    Yeah, it'd be a good time to introduce new alchemical items to your alchemist. Krazy Kragnar's Alchemical Surplus Shop pdf has some great alchemical items in it. Or the Adventurer's Armory or APG, which both also have some great alchemical items. Seekers of Secrets has a few items in it, especially Troll Styptic which grants fast healing 2 for 2d4 rounds but can make you sick from using it.

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