As the subject says, new to PF and trying 2e. Have played D&D since AD&D1E to 3.5 so experienced, mostly with Wizards so uses to complicated characters, actually enjoy them.
Going to GrandCon in Grand Rapids, MI this weekend and, if allowed, plan to play this character from 1LV and advance him through the 4 Friday PF2e low level games, up to 3rd or 4th.
I think my biggest issue with the Alchemist is that there is a LOT of errata for them in 2e so I have watched a lot of videos on updates. Just want to make sure I have things right. Here are my assumptions, please correct if I get something wrong.
Crafting:
1. Alchemy: You can use regular crafting with the regular rules to create alchemy items that have no time restriction and no quantity limit. These cost money to make, take X amount of days to do. You can even sell these if you wanted to.
2. Advanced Alchemy: You can use reagents to cook up [4 + Intelligent mod per day]. These only last till your next daily prep (aka, ~24h). Use them or loose them. These are best for handing party members healing potions and such.
3. If you have an Alchemy Familiar, they can produce 1 extra reagent per day.
4. Quick Alchemy - Create Consumable: During your daily prep, you can create [2 + + Intelligent mod per day] of "Versatile Vials". This is the MAX you can hold per day. These last ~24h and can be used to create potions on the fly (1 Action).
5. Versatile Vials: After using X number of Versatile Vials, you can spend 10 min foraging to gain the components to create 2x more vials. You can never go past your MAX allotment.
5. Quick Alchemy - Quick Vial: You can create a alchemy items that must be used in 1 Turn. The duration of it's effects cannot last longer than 10 min. These have 0 cost, are unlimited, takes 1 Action to create.
6. All Versatile Vials are acid by default until a reagent of some sort is added.
Formulas:
7. When you advance in levels, you can automatically transcribe the higher level formula for one already known, "figuring out how to improve it".
Research Field - Bomber:
8. On the fly, you can change a Versatile Vial from acid to either fire, cold, electrical without a Action cost
Feat - Quick Bomber:
9. This feat allows you to bypass the Action cost to prepare a Versatile Vial or Quick Vial. Not clear but assume this ONLY works for bombs and no other alchemy item.
OK, that was a lot, and this is just 1LV. Thanks in advance for any feedback/corrections.