I have been toying with this concept for a bit and, reading the rules, here is what I have figured out:
- 1) Max out Lore: Creation of Foci, Enchanted Items, and Potions is based on Lore. Lore is the base strength of the Potion and can be reduced to increase the number of potions / uses.
- 2) Ritual and Thaumaturgy: Yep, you technically do not need anything else really yo be an alchemist, just Ritual or Thaumaturgy. Ritual is useful to save more points for Refinements (and thus extra Foci/Enchanted Item slots) but a character with Thaumaturgy can specialize in Crafting with +1 to Frequency and thus gain an extra potion per Enchanted Item slot. More on the benefits of that below.
- 3) Take Refinement - Extra Slots: Ritual or Thaumaturgy starts the character with 2 Foci slots, one of which can be turned into 2 Enchanted Item / Potion slots. Each Refinement adds 2 Foci slots (4 Enchanted Item / Potion slots ... see top of YS183) therefore with a few Refinements an Alchemist can go from 2 to 6, 10 or possibly 12 Potions uses even in a Feet in the Water level campaign. Doesn't sound like much, but see #4
- 4) Crafting Foci: Here things really start getting good. By my reading only one of the two Foci slots for Ritual or Thaumaturgy can be used for 2 Enchanted Items or Potions slots. You might be thinking "that's not fair" until you read YS280 on Crafting Specializations and catch the line at the top of the 2nd column. Combined with the mention in the text about additional Thaumaturgy Refinements not stacking except with Foci, then creating a Foci, such as an Alchemist's Mortar & Pestle or Alchemist's Cauldron that adds to frequency would turn the two slots to yielding 2 uses each per potion, meaning you effectively "break even". Not so great at first, but as you add refinements that add 4 more Potions each which suddenly become 8 more each Refinement slot.
Putting it all together ...
-3 Refresh: Character is best off having Ritual - Alchemist (or Ritual - Crafting) with 1 Refinement slot and thus yielding a Foci and 6 Enchanted Item slots and thus 6 potions of base 2 uses each if Foci is Crafting-Frequency.
-4 Refresh: If you happen to have Thaumaturgy rather than Ritual you "lose" one Refinement slot but can specialize in Crafting - Frequency and yield 3 uses per slot (therefore 2 potions of 3 doses each for the basic Enchanted Item slots and
12 doses per Refinement (4 slots at 3 doses per slot) and therefore with 1 Refinement you would be only 2 behind a character with only Ritual and 2 Refinement slots, but you would have the whole spectrum of Thaumaturgy to boot (Wards, etc) to allow for more versatility on that -4 Refresh.
-5 Refresh: Thaumaturgy (Crafting Freq. Specialist) and 2 Refinement slots yields a Foci and 10 Enchanted Items slots for 30 doses (up to 10 different potions of 3 doses each if Foci is also Crafting-Frequency).
Even in a Foot in the Water game the character would have some flexibility as a spell caster. Add to that the fact that the items can be transferred to other players (or, unfortunately, lost). Now Lore for Foot in the Water is limited to Great, but that means the character can turn in additional levels for additional uses per day (or more people) and end up with a LOT of daily uses, or "only" the number of uses per day mentioned above but at Great +4 Strength (or higher, depending on Aspects and campaign level).
Note the character could do similar things with a slightly different Foci (say a Crafting Hammer) and accomplish the same affect entirely in Enchanted Items. I would tend to call such a character an Artificer rather than an Alchemist, but it works.
Like I said, just some notes on one way to create an Alchemist type character, probably more useful at the lower levels, but a different type of "Hedge-Wizard" to consider.