Background
I'm playing in a campaign as a Gathlain Homonculist (alchemist archetype with homunculus familiar). To start, my focus is more on story rather than min-maxing, especially since everyone else in the campaign is brand new. The character was developed more through character concept than anything, and at least my first impression was that the concept was probably pretty "suboptimal" for any of the things it tries to do.
I'm not really sure how balanced the character is. I havent played in a lot of games games, dont play with minmaxers really, and the character is only level 2.
Sorayah (the gathlain) is very closely tied to Sheska (the homunculus familiar), for character lore reasons I can get into if really necesary. But I want to clarify, because I designed this character to put more emphasis on the familiar (rather than forgetting I have one). As a consequence, the familiar is very much not disposable, so I can't treat the familiar like a replacable pet.
I can get more into lore if anyone wants. Anyways, I'm playing with new players.
Sorayah is built mainly for bombs and potion making (and pranks) obviously. In combat she relies on bombs, while using extracts/potions more for support. Might do some promethean disciple/construct making since it matches the character, though on the fence since it might make her even more complicated. Notable she can fly though with poor maneuverability.
Sheska the homonculus familiar. I gave her the Valet archetype (so she can help with alchemy, and as a excuse to take team feats). Since homunculist's main thing is giving her evolutions every 4 levels, it really seems like the main thing she can be useful for is flanking and a bunch of natural weapon attacks. Which means keeping her alive will take some serious doing. I'm still trying to figure out a good plan for her evolutions that balances all that.
Here's the problem/question:
With this character and familiar combination, they can do a lot of things badly. Craft potions, support allies, etc. In combat they would be throwing bombs, moving 2 characters, and rolling for all of the natural attacks every turn.
I'm fine with the complexity personally. I enjoy that this character lets me play around with a lot of the games mechanics, and I love the lore for the character. But I am in a game with a new GM (to pathfinder), and several new players. I originally thought the characters limitations would allow me to have fun without overshadowing people. But trying to plan future levels, and I'm concerned it might start to overwhelm them just how much is going on. Plus the build seems like it's most effective at early levels.
I'm concerned that this might appear minmaxy to the new players who are just learning basic character mechanics.
Is the character concept unbalanced?
Will my characters mechanics overshadow other players or come across too min-maxy? (If so what can i do?)
Is this too complicated for a game with new players?
Any other advice would be nice as well. Or even ideas for the build.
I can provide additional lore or build details if desired.