
Grumpus RPG Superstar 2014 Top 32 |

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
So my question is do I need any sort of specific equipment to create mutagens? Mainly, I envision being on an all-day dungeon crawl, and my first mutagens expires, so I want to make a new one. I get it takes 1-hour to brew, but do I need any specific equipment to lug around (portable alchemist lab?) to brew this on-the-go?

Torbyne |
By the rules, no you do not. Your GM might enforce a house rule on it for internal consistency but if so you shouldnt need more than that portable lab to get it done. just as a wizard doesnt actually need to track their ink, pens and research supplies when they add spells to their spell book when they level up.

Grumpus RPG Superstar 2014 Top 32 |

You need the alchemy crafting kit, called the Alchemist kit in the APG.
That seems to make sense, thanks.
It still seems like this should be noted in the class description, though.