Hello!
I just started a campaign, only 1 session so far, and I'm looking for some advice on how to augment my character. Please keep in mind that this is only my 2nd foray into any type of D&D game at all.
We're running a Pathfinder setting, starting 5th level with all relevant accouterments.
My build is 4 levels of Alchemist and 1 level of Scholar. Alchemist is my favored class and what I'll be leveling in for the rest of the game. I only dipped into Scholar for the knowledge feats, saves and armor bonus it grants at first level.
The first session went well, better than I expected, with my character doing the most damage in the only fight we had. My combat style uses precise bombs for throwing into melee, accompanied with a repeating crossbow on which I use Infuse Missile for fairly hard hitting range attacks. I have my eye on poison use as well, though that seems a tad complicated.
I think that's enough backstory, but let me know if you need any other info (I'm currently writing this with lack of sleep).
Has anyone out there played an Alchemist before? Basically I'm wondering about a couple of things; for instance, as I level, would it behoove me to focus on poisons? Are they worth it? I talked to my DM about my character modifying my crossbow repeater with a poison delivery system on the barrel, so that if I do decide to stick with poisons I can utilize the Sticky Poisons discovery on the repeater. That's fine, but, not having had a chance to test out poisons yet (the campaign started at a royal birthday ball, so I was able to smuggle in my repeater and bomb bag but not much else), I'd like to know just how much they'll help in combat.
Also, Flight. I would like my character to be have some means of flight/air movement. Right now, I'm pretty much limited to using a Levitate extract, but I have my eye on the "Wings" Discovery. Now, obviously, having wings lets you keep an extract slot open instead of creating a Fly extract, but are wings really worth it? Any downside to them, apart from possibly having them ripped off in battle via an unlucky turn of events?
Also, the Brew Potions feat versus the Extract Infusion discovery; am I right in thinking that, while I can create Cure light/mod extracts, I should just brew those as potions and save my extract slots for buffs and such? On that same note though, the Brew Potions feat says "An alchemist can brew potions of any formulae he knows (up to 3rd level)." What's to stop me from creating potions out of the buffs and other battle concoctions on the list (apart from limited gold to do so)? Basically, why do I need Extract Infusion for my party members if I can just brew potions that'll do the same thing? The explanation goes on to say that the "spell must be one that can be made into a potion," but where is the table explaining what can and can't be potionized?
Many thanks to any who can help me out here. I know I'm missing something, I just don't know what.