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With the new errata it would seem Alchemist need a lab to make more bombs.
With it being 6 bulk to lug around in PFS2 and at lower levels. [currently level 2] Can we leave in the lodge as long as we pay for it?
Or is it a balancing issue where you need to reach level 4 get a bag of holding and throw it in there once you get enough gold doe the items?
Just looking for thoughts and inputs.
Since I have a players that are affected by this at the moment.

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Changes to Make Bulk Less Restrictive
The following changes make Bulk limits less restrictive for your character.
Page 287: Add the following entry for an alchemist's lab: Alchemist's Lab: You need an alchemist's lab to Craft alchemi-cal items during downtime. An expanded alchemist's lab gives a +1 item bonus to Crafting checks to create alchemical items.
Page 287: Amend the Alchemist's Tools entry to the following: Alchemist's Tools: This mobile collection of vials and chemi-cals can be used for simple alchemical tasks.
Simple alchemical tasks include bombs. The kit will be fine for bombs... You only need the full tools for more permanent alchemical items.
Bulk Changes
• Add “Alchemist's Lab” (Price 5 gp, Bulk 6, Hands 2)
• Change “Expanded Alchemist's Tools (level 3)” to “Expanded Alchemist's Lab” as a sub-entry to the new alchemist's lab, and change the Bulk from 1 to 6
• Change the alchemist's tools Price from 5 gp to 3 gp, and the Bulk from 2 to 1
This means the actual bulk your player alchemist needs to carry to craft bombs is 1.
Hope this helps!Hmm

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This is all understood already [references to the errata],
The player wishes to make a few more bombs during downtime. They feel they run dangerously low on explosives and elixirs during the modules. ( throwing up to 2 or 3 bombs each turn thanks to quick bomber) .
To craft extras bombs beyond their normal infused bombs made with Advanced Alchemy (2 for 1) or quick Alchemy (1 for 1), he needs the Lab setup.
They have a strength of 12, meaning 6 Bulk is encumbered without anything else on them.
Can the player leave the Lab at the lodge or their "home" before setting out on the Adventure?

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I think you could also absolutely bring an alchemical lab to stay at the lodge, since that would happen during downtime.
But what do you do on multi-day adventures where you might be traveling for a week or two, far from the lodge?
If you want to fluff carrying it around from lodge to lodge, a large pack animal can carry an alchemical lab. (I wish that they had actually put the bulk carrying limit of pack animals in the CRB, because it would have saved me quite a bit of consternation and calculation.) Pack animals are available for rent pretty cheaply for those times you need to move the lab. My little gnome, Pip, just basically bought a riding dog as a pack animal outright just so there was no question of how she was getting her gear from place to place.
As for knowing how much they can carry:
They did not list mules in the bestiary, but they did list horses. Riding horses have a strength of +3 and as large creatures their bulk carrying limit is doubled. If we conservatively guess a mule carrying strength to be same as the lightest horse, a mule pack animal can carry that lab without breaking stride and still have room for the rest of your gear.
If you want a smaller pack animal, a riding dog could also work. With a strength of +2, they can carry the lab (though nothing else) for you.
Hmm

albadeon |

I see no problem with leaving it at the lodge during the scenario (with the technical exception that not every scenario assumes you end up back at the same lodge you started at - see #1-05 as an example.) The same holds true if the characters happen to own several specialized sets of gear, pick the one you think is most suited at the start of the adventure and leave the rest in storage...
What happens between scenarios is mostly hand waved, anyway. Characters have no problem being in Absalom for one adventure and in Jalmeray or even Tian Xia for the next, with noone seriously asking how they got there. Of course, they can easily stop over at wherever they left their stuff for storage en route to their next adventure.
I wouldn't be surprised if the crafting rules were eventually standardized for all crafters, anyway. It makes no sense to ask the Alchemist to own (and haul) his own lab, but the smith doesn't have do the same with forge and anvil.

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Have the big burly barbarian (or fighter, champion, etc...) carry it for you. Is there a spell similar to Tenser's Floating Disk in 2e?
Having the big burly guy carry it is probably not going to help. At 16 str (highest I can have with a class that does not have str as key ability), my druid was at 7 B, 9 L, with a max bulk of 8. The errata to the backpack helps to raise that to 10, but even then, if the big burly guy is at least somewhat prepared and kitted out, he'll have something like 3 bulk left over. Maybe you are lucky and there are two or three big burly guys in your group and they can all carry part of the lab?
In any case, you probably don't need the actual lab during an adventure (hopefully) so just take along the kit instead.

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Yeah, the only reason that I included the Pack animal was to cover the rare multi-day travelling in the wilds mission.
Hmm
I bought a pack animal as soon as I could afford one. If I carry too much, my rogue talents don't work nearly as well. The mule can carry stuff like a bedroll, crafting kit, etc.