So I found this curious feat, I'm wondering what can be done with it:
GIFT FROM THE SEA
Source Heroes from the Fringe pg. 20
Although shoreborn see little of their aquatic parents, they can still call on their underwater kin for help.
Prerequisites: Shoreborn half-elf.
Benefit: Once per day, you can fill a vial with water from a natural source and the water will turn magical, functioning as a potion of a 1st-level druid spell of your choice with a caster level equal to your Hit Dice. This potion becomes inert after a number of hours equal to your Hit Dice.
The best part is you can decide which Druid spell you get each time you use the feat, and the potion even gets full caster level. The downside is you need a natural water source nearby to use it, and it only lasts a number of hours equal to your Hit Dice. A Dawnflower Dervish Bard can use Inspire Greatness on himself while filling a potion to give it +4 caster level and +4 hours duration, since IG gives +4 Hit Dice while filling it. A regular Bard only gets +2 HD (but there are two PF faction feats that can increase bonus by 2 total). Other than that there are no sources of bonus Hit Dice to my knowledge.
It's worth noting that with a
Syringe Spear or
Poisoner's Gloves you can insert potions and similar liquids into creatures as an attack action (the gloves in particular allow you to make touch attacks), the
Cauldron of Fireworks will shoot potions into people as a ranged touch attack with a command (best let your familiar put the potions in the cauldron and later activate it, use
Sage and/or
Figment familiar (use Ability Increase 2-point evolution) archetypes and Fox's Cunning spell for higher int while filling potions), and the
Accelerated Drinker combat trait lets you drink potions as a move action. In addition, the Alchemist's
Alchemical Allocation (2nd-level) extract lets you drink a potion without expending it,
Amplify Elixir (3rd-level) extract (Alchemy subdomain gives this as a 4th level divine spell) can Empower a potion, and the
Tattoo Potion spell allows you to turn potions into permanent spell tattoos (at a cost of 500gp).
Rune of Rule lets you raise a potion's CL by 2 with someone else's assistance. The
Touch Injection spell, similar to Poisoner's Gloves, lets you use a melee touch attack to put a potion in someone. Alchemist discoveries can also double the duration of a potion you drink, make the duration of a potion you drink permanent (but only 1 potion at a time, and requires lvl16), and turn 1 potion into 2 potions (requires level 12).
Deathwine spell can use a potion for a caster level bonus to necromancy (and undead healing) instead of its normal effect, and
Transmute Potion to Poison extract will make a shitty 1d2 dex damage DC11 fort save injury poison out of your Spell Level 1 poison. This is probably not an exhaustive list, since I'm sure there are magic items and other abilities to affect potions.
According to PF, a potion or oil "can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects."
It seems like there should be a lot of uses you can get out of this feat, especially if you are an alchemist.