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I was thinking about whether some dips (maybe 4) into Alchemist would be worth it for a Witch.
It would cost him 2 hexes, grand hex and level 9 spells.
He would gain:
- Brew potion
- Alchemy bonus
- Poison use
- Mutagen (dex/wis most likely)
- Bombs (2d6 plus health int bonus)
- +4 poison saves
- Swift alchemy
- Good fort/reflex saves (difference of +3/+3 with a loss of 1 will)
- 2 discoveries (infusion, smoke/stink bomb, extend potion)
- Level 1-2 alchemist spells (shield, disguise self, alchemical allocation, barkskin, blur, invisibility as some good ones)
- Perception as a class skill
- d8 hitpoints
- Light armor proficiency
If this would be a viable dip, where would you suggest taking the levels? I was thinking maybe go Witch 3(or 4), then either 2 or 4 level of alchemy (to get the first discovery, or the 2 discoveries and spells), and then go back to leveling Witch.
I haven't played enough PF yet to know if this dip would hurt the character too much at mid level (like a level 7 with only level 2 spells available), or if it would hurt too much at the high levels (losing out on the 9th level spells).
Would 2 levels instead of 4 be better? Would still get perception, mutagen, discovery (could feat for a 2nd discovery), poisons, and some saves while only losing a hex and some more casts of high level spells.

Kolokotroni |

The problem isn't what you lose at the end (highest level spells) or even the hexes really, it is the delay that will hurt presuming this character is starting from level 1. If you take 4 levels of alchemist then when you would have been casting heroism, ray of exhaustion and suggestion, you are still casting enlarge person, ray of enfeeblement and charm person. The lost spell progression as the character levels is a bigger deal then not getting to 9th level spells.
In terms of viability it really depends on what you are going to do with it? Are you a going pure utility caster? If so then you could get something out of this in versatility, but in terms of combat your effectiveness will drop drastically, having fewer powerful spells, and you will be missing some of the higher level ones that are important for a support caster at mid to higher levels.
Personally I wouldn't do this unless you had a really good reason (character or build specific) for having those items you lay out for the alchemist. All on their own, they are not worth it.

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Yeah, it was more the midlevel slowness that I was worried about. There are some goodies that are equivalent to feats, but is it at too much of a cost.
Maybe only looking at 2 levels, you get the equivalent of Brew Potions, Great Fortitude, Lightning Reflexes, Throw Anything, Skill Focus (Alchemy) -almost +2 instead of +3. And then Perception, Poisons and Mutagen. And adding a couple good spells (shield, disguise self, etc).
At the cost of the slowness of 1 spell level progression.
Just throwing the idea out there for some opinions, I'll have a bit of time before making my decision anyways, but just working on a plan for my character's progression.

Kolokotroni |

It's a matter of synergy. Multiclassing works when the abilities work together (in terms of viability). A rogue fighter mix works because you get more skills and sneak attack, but a better chance to hit because of the fighter levels. The abilities synergize well.
How will the 2 levels worth of alchemist abilities synergize with your witch?

Dale McCoy Jr Jon Brazer Enterprises |

Another problem you will run into is the fact that as you are taking 2 non-spontaneous spellcasting classes, meaning you will be losing (Depending on what resources you used yesterday) up to 2 hours every morning instead of 1.
My own play experience with the alchemist is that it works best when you only prepare a few extracts (the basic ones you use all the time and in combat) and then mix others on the fly. Its more of a spontaneous caster in that sense.