Advice on Alchemist magic item


Advice


I'm leveling up to 11th level as an alchemist and I have lucked into 50,000 gp to spend. Can you help me spend it? What would be AWESOME?

I can either buy items up to 50K or take a crafting feat and craft my items for more bang for my buck. But it has to be items I can craft as an alchemist and at CL11.

The alchemist is a bomber with lots of those feats, along with Phantom Limb and Tumor Familiar.


Poisoner's Gloves for your familiar.

Heandband of Intellect

Crafting magic items (other than potions) will take 2 feats, either Master Craftsman (alchemist) + Craft Wondrous Items

or

Spell Knowledge + Craft Wondrous Items

I would probably choose the latter since you can then use spellcraft to craft any wondrous item without trying to justify it with a specific craft skill. Plus, you get an extra non-alchemist spell.


Posoner´s Gloves (5000 po) is a no brainer if you use it right, you can keep them as a second resource when out of bombs, just use them with a bad extract (such skindsend).
Cloak of resistance/cape of free will +x (1000 to 25000po): Your reflex saves may be good but alchemist will saves are bad, and fail a will at level 11 against a powerfull enemy is bad.
Headband of vast inteligence ( 16000 +4 or 36000 +6): The more int you have the more bombs you can throw and the higuer dc they have, and you may be throwing at least 5 bombs per round, maybe more.
Hybridization funnel es cheap and fun.
Also buy a potion of 3rd level spell made by a lvl20 caster and make it permanent with the discovery (potion of magic fang+5 is good if you use the feral mutagen but there are plenity of good choices, barkskin is good too) 3000po


in addition to the Hybridization Funnel you should get both a Formula Alembic and a Preserving Flask. Preserving Flasks are especially important since they allow you to carry your unused spell/extract slots over to the next day.


I prefer poisoner's gloves on the familiar for combat buffs that sidestep the action economy.

Also, you don't get eternal potion until 16th level, and by that time with Amplify Elixir and Extend potion, long lasting buffs like barkskin you can have up for hours at a time anyways. A good candidate for eternal potion is a potion of Good Hope (+2 to basically everything), or maybe shield of faith if you don't want to invest in a ring of protection.

Having lots of 2nd/3rd level potions in general is a good idea to use with Amplify Elixir + Alchemical Allocation, so maybe get some 2nd level boro beads to boost the number of times you can use it.

AC-wise, celestial armor is a good choice, and you can use a magical buckler/light shield without an attack penalty either.


Bazaku Ambrosuis wrote:
Posoner´s Gloves (5000 po) is a no brainer if you use it right, you can keep them as a second resource when out of bombs, just use them with a bad extract (such skindsend).

Got it, but that use is banned.

Bazaku Ambrosuis wrote:


Cloak of resistance/cape of free will +x (1000 to 25000po): Your reflex saves may be good but alchemist will saves are bad, and fail a will at level 11 against a powerfull enemy is bad.
Headband of vast inteligence ( 16000 +4 or 36000 +6): The more int you have the more bombs you can throw and the higuer dc they have, and you may be throwing at least 5 bombs per round, maybe more.

Could upgrade what I have there, but it's not really an exciting use of the sudden influx of cash

Bazaku Ambrosuis wrote:


Also buy a potion of 3rd level spell made by a lvl20 caster and make it permanent with the discovery (potion of magic fang+5 is good if you use the feral mutagen but there are plenity of good choices, barkskin is good too) 3000po

Tried that. GM put significant road blocks in the way of finding said caster.


_Ozy_ wrote:


Crafting magic items (other than potions) will take 2 feats, either Master Craftsman (alchemist) + Craft Wondrous Items

or

Spell Knowledge + Craft Wondrous Items

I would probably choose the latter since you can then use spellcraft to craft any wondrous item without trying to justify it with a specific craft skill. Plus, you get an extra non-alchemist spell.

Drat. That's not going to work on the campaign timeline then. No crafting.


If your GM allows retraining, you could retrain something to Spell Knowledge, and then grab CWI.

Sovereign Court

Buy Clay golem (41000) and go to town riding it. An animated weapon can work too.


Increase your big 6 items? It seriously absorbs a ton of gold

A big statue of yourself. Preferably in whatever precious metal makes you look the best. If you see the campaign going to level 20 have a really big one made of lead

Portable hole, a bag of holding, and a barely sentient minion
Boots of Teleport
10 immovable rods :)
Determination armor enchant
Luck Blade
Ring of Invisibility
Fully enchanted Syringe Spear. Training enchant(+1 bonus inner sea intrigue) spiked silver gauntlet for proficiency
Hand of Glory
All the Wands
16ft tall Micky Mouse style Wizard hat. Permanency shrink object
Bulls Eye lamp with heightened continual flame cast on the candle

The Exchange

Airship. Move all your alchemical lab stuff onto your airship.

Or some variation of this, I mean a regular ship will do I guess, but an airship is better.


Targutai Minyatur wrote:
Buy Clay golem (41000) and go to town riding it. An animated weapon can work too.

A good idea, but I've already got a flesh golem.


Dastis wrote:

Increase your big 6 items? It seriously absorbs a ton of gold

A big statue of yourself. Preferably in whatever precious metal makes you look the best. If you see the campaign going to level 20 have a really big one made of lead

Portable hole, a bag of holding, and a barely sentient minion
Boots of Teleport
10 immovable rods :)
Determination armor enchant
Luck Blade
Ring of Invisibility
Fully enchanted Syringe Spear. Training enchant(+1 bonus inner sea intrigue) spiked silver gauntlet for proficiency
Hand of Glory
All the Wands
16ft tall Micky Mouse style Wizard hat. Permanency shrink object
Bulls Eye lamp with heightened continual flame cast on the candle

Many of these are good ideas. I particularly like the Luck Blade, wands, determination armor, and boots of teleport. His stealth score and access to greater invisibility spell and potions he crafts of invisibility means that the ring of invisibility isn't that important to him, but it is exactly the sort of item I'm looking for: something that allows a lot of new stuff to do.

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