The best bombs, elixirs, mutagens, and alchemical tools in Pathfinder 2e for alchemist players and GMs stocking shops.
PF2e has over 800 alchemical items. That's a lot to sort through. This guide highlights the best picks in each category so you can spend less time shopping and more time throwing bombs.
Bombs are the alchemist's bread and butter. Each one targets a different weakness, so carry a variety. All bombs listed here have Lesser, Moderate, Greater, and Major versions that scale with level.
The default pick. Persistent fire damage adds up fast, especially against creatures with low Reflex saves.
Electric damage plus flat-footed on hit. Your melee allies will love you for this one.
Persistent acid damage and splash. Great against creatures with regeneration since acid often shuts it down.
Mental damage plus frightened on hit. One of the few ways to deal mental damage with an item.
Positive damage that works against incorporeal undead. Keep a few of these ready for ghost encounters.
Cold damage plus a speed penalty on a critical hit. Solid against fire-themed enemies.
Poison damage plus a sickened condition. Strong against living creatures with low Fort saves.
Mutagens give you a powerful buff with a meaningful drawback. Pick the one that matches your playstyle. They last 1 minute, which is most of a combat.
Big bonus to Athletics and unarmed attacks. Perfect if you want to grapple or shove enemies around.
Bonus to mental skills and spell DCs. Great for alchemists who dabble in knowledge checks.
Bonus to Fortitude saves and temp HP. Drink this before a dangerous fight to stay standing.
Bonus to Reflex saves, Acrobatics, and Stealth. The rogue's best friend.
Resistance to one energy type plus a breath weapon. Versatile and fun.
Bonus to Will saves and mental resistance. Essential against mind-controlling enemies.
Beyond healing, alchemical elixirs solve problems that would otherwise require a spell slot.
3 gp for a speed boost. Useful for melee characters who need to close distance or scouts who need to run.
4 gp for a Perception bonus. Drink before exploring a dungeon.
6 gp for darkvision. Cheap alternative to a spell for races that don't have it.
7 gp for a bonus to Deception, Diplomacy, Intimidation, and Performance. Great before social encounters.
7 gp to understand one language for an hour. Situational but can save the day when you meet something that doesn't speak Common.
Carry a mix of bombs for different damage types. Don't forget utility elixirs for out-of-combat situations. Give healing elixirs to your allies at the start of each day so they can self-heal. And always have at least one mutagen ready for when things get serious.