Not making a post about every class because wow that'd be long (and heck apparently Swashbuckler getting extra skill boosts slipped under the radar, who knows what else's been missed), but I at least want to make a post covering the coolest parts of
The PF2E Alchemist, Remastered (which is not out yet, just leaked from early copies!)
Infused Reagents are gone.
From the ground up: You start every day with Advanced Alchemy giving you 4+Int free Alchemical Consumables of your level or lower. You need the formula for anything you make, but the fun part is that you only need the lowest-level version of that formula. Only have the recipe for a level 1 Lesser Alchemist's Fire? Who cares, that's still enough for your level 17 Alchemist to make a level 17 Major Alchemist's Fire.
Quick Alchemy (QA), then, is now fueled by Versatile Vials (VV). You get 2+Int of them every morning, and can use QA to turn them 1:1 into no-shelf-life Alchemical Consumables like you used to be able to with Infused Reagents. They still need to be immediately used then and there, and have a new restriction that anything with a duration longer than 10 minutes gets shortened to 10 minutes. The twist is that you can spend 10 minutes in exploration to recover 2 VVs (3 at level 9), repeatable as much as you want up to your max of 2+Int. You don't even need to specifically spend your time on that, you can just passively get 2/10 minutes with no imposition on whatever other Exploration task you wanna do. The final cherry on top? QA gains a secondary function: It allows you to make a temporary VV that last until the start of your next turn, although you can't QA again to turn those "Quick Vials" into other Alchemical Consumables. What's the point then?
Oh yeah, Vials can be thrown as acid bombs (d6 damage +1 splash, scaling 1/4/12/18 like normal bombs). Every subclass also gets an expansion on them! Bombers can change the damage type to Lightning/Cold/Fire, and at later levels can fill them with metal shavings to make them trigger precious material weaknesses (i.e. you can throw Cold Iron Fire Vials at a Fey). Chirurgeon can feed them to allies to heal those d6s instead of harm, or in a pinch just bean them over the head with a healing vial from 20 feet away. Mutagenists can drink them to suppress the drawbacks for a round if they're under the effects of a Mutagen, and later even get some free physical resistance from that. Finally, Toxicologists can apply them to a weapon as a poison, and I feel I should also mention that Toxicologists now get to ignore poison immunity.
There's a few other big changes: Master in Bombs, Simple Weapons, and Unarmed Attacks at level 15; permanently Quickened at 17th level to use QA (only to make a single Quick Vial, no benefit from level 9 Double Brew with this action); Powerful Alchemy at level 5 making every Alchemical Consumable you make from your class use the better of it's own DC or your class DC; Additive feats no longer increasing the level of the items you use them to make (which before often prevented you from using Additives on you more powerful items); heck basically every feat is better in at least one small but not insignificant way so it's hard to really cover. For anyone who wants to get the more specific details, check out Ronald the Rules Lawyer's video (the best and most consolidated source of all the changes), or if you just want to read about it I can send you the relevant screenshots (too many to fit into a reblog).
Overall, Alchemist now gets at-will alchemy (infinite Quick Vials), per-encounter alchemy (2+Int Versatile Vials), and daily alchemy (4+Int Advanced Alchemy). With QA limiting the duration of items you make with it, you only get to exploit the hour-long duration items with your limited supply of Advanced Alchemy, which is going to number a lot fewer than what the old Alchemist could do with their whole "doubling/tripling Infused Reagents" thing. Still - the 10 minute duration on QA combined with the 10 minute interval to restock VVs means that you basically get 2 (3 at level 9) indefinite ongoing effects of your choice.
My thoughts? This is the biggest glow-up I've ever seen! There's so much more for you to do both in and out of combat, to the point where I'm slightly concerned. With the formula convenience explained at the top letting you diversify instead of constantly needing to get more recipes just to keep up the formulas you already have, you can easily end up with basically every single Alchemical Consumable at your fingertips. Move out of the way Spell Substitution Wizard, we have a new master of having-the-perfect-tool-for-every-job.














