Useful magic items for alchemist?


Advice

The Exchange

What magic items are useful for an alchemist to have in higher levels? more traditional magic users can use metamagic rods, but an alchemist seems to lack a highly specialized magic item of that sort, proabably meaning it should focus more on utility and versatility with it's magic items choice.

What kind of magic items work well with alchemist?


Well imo alchemist is one of the most versatile classes in the game... what does your build look like


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Well, a handy haversack for one. Haul all your stuff around, and don't provoke AOs for getting it out.

If you're focused on bombs, then anything that increases INT or DEX will help you.

I've spent a bit of cash expanding my formula book, and probably will again.

And there's the standard big six items, of course...


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Bookplate of Recalling - 1,000gp. Call your book from anywhere on the plane once per day.
Bookmark of Deception - 1,500gp. Your book looks like another. Who's gonna steal an Ogre's Cookbook?

Vest of Stable Mutagen - 20,000gp Perfect with upgraded mutagens. Removes penalties from mutagen. No more int penalty when using str!

Shrieking Paste - 35gp. Once applied, reacts to movement and light by screaming like a stuck pig. Apply to inside of someone's shoe. Just because you can.

Journal of the Beast, forgot price. Once per day when you use a mutagen, you can increase it's bonuses and penalties. It's under Pre-constructed Spell Tomes.

Extended Minor Metamagic Rod - 3,000gp. Double duration on 1-3rd level buffs three times a day, thank you very much.


hybridization funnel is loads of fun, and useful.


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Lord Snow wrote:

What magic items are useful for an alchemist to have in higher levels? more traditional magic users can use metamagic rods, but an alchemist seems to lack a highly specialized magic item of that sort, proabably meaning it should focus more on utility and versatility with it's magic items choice.

What kind of magic items work well with alchemist?

Beyond the norm of Extra Bombs and Discoveries

Feats

Master Alchemist:

Prerequisite: Craft (alchemy) 5 ranks.

Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.

In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost)


Distance Thrower:

Distance Thrower (Combat)
You are accurate with thrown weapons at longer ranges
than normal.
Prerequisite: Str 13.
Benefit: With a thrown weapon, you reduce your penalty
on ranged attack rolls due to range by 2.

Close-Quarters Thrower:

Close-Quarters Thrower (Combat)
You are agile enough to avoid melee attacks while throwing
weapons or bombs.
Prerequisites: Dex 13, Dodge, Weapon Focus with
selected thrown weapon.
Benefit: Choose a type of thrown weapon. You do not
provoke attacks of opportunity for making ranged attacks
using the selected weapon. If you are an alchemist, and you
select this feat and choose alchemist bombs, you do not
provoke attacks of opportunity for the process of drawing
components of, creating, and throwing a bomb.
Normal: Making a ranged attack provokes attacks of
opportunity.

Master Craftsman:

Master Craftsman

Your superior crafting skills allow you to create simple magic items.

Prerequisites: 5 ranks in any Craft or Profession skill.

Benefit: Choose one Craft or Profession skill in which
you possess at least 5 ranks. You receive a +2 bonus on
your chosen Craft or Profession skill. Ranks in your chosen
skill count as your caster level for the purposes of qualifying
for the Craft Magic Arms and Armor and Craft Wondrous Item feats.
You can create magic items using these feats, substituting your
ranks in the chosen skill for your total caster level. You must
use the chosen skill for the check to create the item. The DC to
create the item still increases for any necessary spell requirements
(see the magic item creation rules in Magic Items). You cannot use
this feat to create any spell-trigger or spell-activation item.

Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.


Items
I believe the Vest of Stable Mutation is overpriced just go with a
Headband of mental Superiority +2 its only 16000 and out performs the Vest.
Headband of mental Superiority +2:

headband of Mental Superiority
Aura strong transmutation; CL 16th
Slot headband; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp
(+6); Weight 1 lb.
Description
This ornate headband is decorated with numerous small white
gemstones. The headband grants the wearer an enhancement
bonus to all mental ability scores (Intelligence, Wisdom,
and Charisma) of +2, +4, or +6. Treat this as a temporary
ability bonus for the first 24 hours the headband is worn.
The headband also grants skill ranks as a Headband of vast
intelligence.
Construction
Requirements Craft Wondrous Item, eagle’s splendor, fox’s
cunning, owl’s wisdom; Cost 8,000 gp (+2), 32,000 gp (+4),
77,000 gp (+6)

Get your own Detect Magic
Cloak of the Hedge Wizard{Divination}:

Cloak of the Hedge Wizard

Aura faint, school based on cloak type; CL 1st
Slot shoulders; Price 2,500 gp; Weight 1 lb.
DESCRIPTION

This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.

Abjuration: at will—resistance; 1/day—endure elements, shield
Conjuration: at will—acid splash; 1/day—mage armor, unseen servant
Divination: at will—detect magic; 1/day—detect secret doors, true strike
Enchantment: at will—daze; 1/day—charm person, sleep
Evocation: at will—light; 1/day—floating disk, magic missile
Illusion: at will—ghost sound; 1/day—color spray, silent image
Necromancy: at will—touch of fatigue; 1/day—cause fear, ray of enfeeblement
Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, prestidigitation and any spell the cloak allows the caster to use; the creator must have Spell Focus in the cloak’s school of magic; Cost 1,125 gp.


Formula Alembic:

Formula Alembic

Aura faint divination; CL 3rd; Weight 2 lbs.
Slot none; Price 200 gp
DESCRIPTION

This magically-augmented alchemical device distills a potion or alchemist extract into the knowledge needed to
create its formula. By gently heating a potion or extract in the alembic for 1 hour, the device creates a few
drops of magical liquid. If consumed by an alchemist, this liquid gives him knowledge of the potion's or extract's
formula, as if it were an extract he recorded in his formula book. This knowledge lasts for 24 hours. He may
scribe this formula in his formula book in the normal fashion.

Using the alembic does not harm the potion, but the process makes it nearly boiling hot (it cools normally).
The alembic can only distill the knowledge of formulas on the alchemist extract list (for example, it cannot
turn a potion of a cleric-only spell into something an alchemist can learn).
CONSTRUCTION REQUIREMENTS

Brew Potion, Craft Wondrous Item, identify, creator must be an alchemist; Cost 100 gp


Hybridization Funnel:

Hybridization Funnel

Aura faint transmutation; CL 3rd; Weight 2 lbs.
Slot none; Price 200 gp
DESCRIPTION

This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check;
a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that
is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected
as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with
either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions,
elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect.
A mixture cannot be combined with another mixture.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, fabricate or combine extracts discovery; Cost 100 gp


Boro Bead:

Bead, Boro

Aura strong transmutation CL 16th; Weight —
Slot none; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th)
DESCRIPTION

This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command,
a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day.
The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be
of a particular level, depending on the bead. Different beads exist for recalling one extract per day of
each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or
non-magical alchemical material such as antitoxin.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, creator must be able to prepare extracts of the extract level to be recalled;
Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th)


Preserving Flask:

Preserving Flask

Aura strong abjuration; CL 17th; Weight —
Slot none; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th)
DESCRIPTION

This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a
preserving flask remains potent until it is consumed or otherwise removed from the flask.

Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on
subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored
in the flask retains duration, caster level, and other properties it had when it was created. The flask
works on extracts and infusions, but not mutagens.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, creator must be able to create alchemical extracts of the extract level to be stored;
Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 (6th)


Volatile Vaporizer:

Volatile Vaporizer

Aura faint transmutation; CL 4th; Weight —
Slot none; Price 2,200 gp(1st), 3,000 gp (2nd), 3,800 (3rd)
DESCRIPTION

This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures.
When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud.
Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on
creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily
holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a
particular spell level; using it on a potion of a different spell level has no effect (neither the potion
nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, alchemical allocation; Cost 1,100 gp (1st), 1,500 gp (2nd), 1,900 gp (3rd)


Noble's Vigilant Pillbox:

Noble's Vigilant Pillbox

Aura faint divination; CL 5th; Weight —
Slot none; Price 3,600 gp
DESCRIPTION

This heart-shaped charm is set with three pearls: one white, one silver, and one black. Inside, a tiny compartment
usually contains smelling salts or alchemist's kindness. Each pearl has a primary, passive ability and a secondary,
active ability that activates if it is removed from the setting and swallowed (a standard action, as if drinking a potion).
Swallowing a pearl destroys it. A command word activates the primary abilities of all three pearls for 1 round.

When activated, the white pearl detects poison in a 10-foot radius around the wearer, dulling to a dark gray if
poison is within range. If swallowed, it grants the benefit of a delay poison spell.

The silver pearl detects diseases in a 10-foot radius, turning bright blue on discovery. If swallowed,
it grants the benefit of a remove disease spell.

The black pearl turns white if any invisible creature is within 10 feet of the wearer. If swallowed, it
grants the benefits of see invisibility for 1 minute.

A pillbox found with missing pearls has its price reduced appropriately; a white pearl is worth 750 gp,
a silver pearl is worth 1,150 gp, and a black pearl is worth 1,700 gp.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, delay poison, detect poison, remove disease, see invisibility; Cost 1,800 gp


Admixture Vial:

Admixture Vial

Aura moderate universal; CL 8th; Weight —
Slot none; Price 5,000 gp
DESCRIPTION

Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable
extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level
or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, creator must be an alchemist with the combine extracts discovery; Cost 2,500 gp


Cauldron of Brewing:

Cauldron of Brewing

Aura faint transmutation; CL 5th

Slot none; Price 3,000 gp; Weight 5 lbs.
Description

A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of
heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to
hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm
to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.
Construction Requirements

Craft Wondrous Item, trained in Craft (Alchemy); Cost 1,500 gp


Explosion Pocket:

Explosion Pocket

Aura faint evocation; CL 1st
Slot none; Price 3,000 gp; Weight 1/2 lb.
DESCRIPTION

An explosion pocket looks like a cloth pouch just large enough to contain a Small or Medium humanoid's hand.
When placed against a shirt, vest, jacket, trousers, or similar piece of clothing, this ragged green patch
attaches to the clothing, creating a loose pocket. The pocket functions as a normal pocket, but once per day
the pocket’s wearer can, as a standard action by speaking a command word while his hand is in the pocket,
cause the pocket to create a single vial of alchemist’s fire. If a vial of alchemist’s fire is in the explosion
pocket when it is commanded to create a vial of alchemist’s fire, the pocket instead supercharges the existing
vial within so that it inflicts double the normal fire damage a vial of alchemist’s fire would normally inflict.
An explosion pocket can be removed as a full-round action, allowing it to be placed on a different piece of
clothing as the owner wishes. A vial of alchemist’s fire created or supercharged by an explosion pocket reverts
to a vial of inert bitter-tasting water 1 minute after it is created or supercharged.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, burning hands; Cost 1,500 gp


Arcanolembic{Thornkeep}:

ARCANOLEMBIC
Aura moderate transmutation; CL 10th
Slot none; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION
This glass flask looks similar to the alembics used
by alchemists to distill various liquids, but this one is framed in a delicate silver
brace and the glass is etched with various arcane runes. When
used to create an alchemical object, the arcanolembic allows the creator to double her
progress for 1 day’s work (although this does not affect the cost or the price of the components
of the object). In addition, when used to brew a potion, the arcanolembic reduces the time
needed to create the potion by 25%. Finally, the arcanolembic can be used to hold one potion.
When a creature consumes a potion from the arcanolembic, the potion is treated as if the
caster level were 2 higher than the usual minimum for a potion of its level.
Placing a potion into the arcanolembic is a full-round action. While holding a potion, the arcanolembic
cannot be used for any other purpose.
CONSTRUCTION
Requirements Brew Potion, Craft Wondrous Item, 5 ranks in
Craft (alchemy); Cost 2,500 gp


Although I am not normally a fan of potions, by using alchemical allocation, an alchemist can be prepared for any situation. I like to load up on non alchemist potions to increase my versatility. Summoners can cast stone skin as a third level spell. If you can get a hold of a potion of stone skin, alchemical allocation lets you get a wonderful amount of use out of it.

Liberty's Edge

Hello everyone, I'm playing the Alchemist in question. Thanks for all the wonderful suggestions you guys have made; especially Snapshot, that list is full of so much cool stuff I'm considering taking Craft Wondrous Item to make some of it).

I've been consulting this build for a Bomber character, but focusing more on utility rather than pure damage output (Smoke and Stink bombs instead of Acid and Explosive bombs).

I've been crafting as much as possible during downtime, but I'm seriously considering Master Alchemist sometime in the near future, as even with my high check results and Swift Alchemy some items take absurdly long to make.


KarateFriendship wrote:

Hello everyone, I'm playing the Alchemist in question. Thanks for all the wonderful suggestions you guys have made; especially Snapshot, that list is full of so much cool stuff I'm considering taking Craft Wondrous Item to make some of it).

I've been consulting this build for a Bomber character, but focusing more on utility rather than pure damage output (Smoke and Stink bombs instead of Acid and Explosive bombs).

I've been crafting as much as possible during downtime, but I'm seriously considering Master Alchemist sometime in the near future, as even with my high check results and Swift Alchemy some items take absurdly long to make.

There are a few questions about the specifics of the item, but a great boon to any craftsman, including an alchemist, is the Amazing Tools of Manufacture. It allows you to get a +4 to the craft as well as do 2,000 gp worth of progress for one day, in one hour.

Combine the amazing tools of manufacture, found int he advanced race guide, with the ARCANOLEMBIC item Snapshot listed, and you can do 4,000 gp worth of progress for an itm(s) for the day, in one hour. If you have master alchemist, every creation will make multiple doses for you depending on your intelligence score.

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