I am relatively new to table top RPG. I've been playing for a couple years, but all sessions have been few and too far between. I've finally got a dedicated GM and we play as frequently as possible (2-3 times a month, wish it were more). Up until now my characters have been martial but we recently started a new campaign and I decided to go with something different. I totally loved the idea of an alchemist character class, even before I knew that one already existed in the Advanced Players Guide. When we were starting the campaign the GM said we were allowed to make characters outside of the core rulebook so I went for it. My character, as he stands today, looks like this:
Wimwick, Gnome, Alchemist 3
Str 10, Dex 14, Con 11, Int 17, Wis 14, Cha 9
AC 15 (Leather Armor)
Weapons: Hand crossbow, cane sword (both of which acquired with permission from GM on grounds of added flavor)
Skill Bonus: Craft Alchemy 11, Disable Device 7, Kno(Arcana) 8, Kno(Eng) 7, Perc 8, Spellcraft 9, Survival 8, Use MagDev 4
So far I've taken Smoke Bomb and Precise Bomb, as well as the Pyromaniac racial bonus for gnomes.
My concept was a kooky, babbling scientist poisoning everything on the sly and 'nading everything else that got in his way. Unfortunately I'm just not "feeling it". I find myself running around in battle feeling useless as far as dishing out damage. The most helpful thing I do is distribute Cure Light Wounds and Mage Armors before they run off to get beat down. At these low levels, the cost to make potions and poisons seem a bit high and feels unbalanced while the other magic classes can huff in new spells every level from divine winds.
My GM has helped my character out a bit with special herbs found with Survival checks that help reduce the cost of crafting certain types of potions (ie, healing), and allowed me to start a business in the cities marketplace hawking my wares (though he promptly annihilated it as soon as it started to make profit).
We haven't met for this campaign in over a month because one of the players has been AWOL. Nobody has pressured the GM into continuing because the consensus has been that the characters weren't really meshing. We've even moved on to a new campaign.
The road looks like abandonment, but I'm not ready to toss this fella aside. I spent over a week filling out his sheet, sketching him, thinking up back story, and I even went out and painted my first miniature because I couldn't find anything that seemed worthy to represent my new avatar (and I'm hooked on painting my own minis now as a result).
My options are:
-reinvigorate that campaign, find "myself" in this character and stimulate the other players in the party to press forward
or
-put him on the shelf, bring him back another day with a fresh origin and stats
Ultimately my purpose to fleshing out this story on this forum is to see if anyone else with more experience than I has some insight as to what the best roll of this character is in a party, any "why-did-you-pick-this-or-thats", what would you have done differently, what spells(potions) are a must, what are a waste of time, etc.
One thing I will say is that I'm not interested in the Dr. Jekyll/Mr. Hyde build that I have seen some people make, as I've said I usually play a martial character and I get my fill of crushing things elsewhere.
Thank you for reading my exaggeratedly long solicitation for help and thank you for any advice in advance!!!