1st level extracts
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Adjuring Step: It's not that it's bad, it's that illusion of calm is better in my opinion.
Ant Haul: You have a fighter/paladin/crazy third option with high strength.
Anticipate Peril: How often do you really have time to ready yourself to roll initiative? How often do you want to have a spell prepared for that situation?
Blend: It's hide in plain sight with a bonus to stealth for 10 minutes. A must for any Vivisectionist.
Bomber's Eye: The problem here is the duration. 1 round/level just isn't very helpful. Longshot will probably be more useful, even with the +1 attack bonus.
Comprehend Languages:
Crafter's Fortune: Unless you really need to make those crafting DCs, this probably won't be helping you too much in the long run.
Cure Light Wounds: If you get this, make sure to help someone make a wand of it.
Detect Secret Doors: Let someone else do this
Detect Undead:
Disguise Self:
Endure Elements: Pick it up before you head to the desert and not a moment sooner.
Enlarge Person: A buff for mutagen users looking to hit harder.
Expeditious Retreat: +30 ft. move speed for 1 min/level. Handy.
Identify: It serves it's purpose.
Illusion of Calm: Don't provoke AOOs when you throw your bombs, drink your extracts, or move out of a threatened square. Very handy.
Jump: Like that it improves over time. You may want it in your formulae book, but probably won't prepare it all that often.
Keen Senses: Only barely, and only if you don't have low-light or darkvision.
Linebreaker: Expeditious retreat lasts as long and provides a 10 ft. greater increase in speed, but doesn't have the +2 bonus to Bull Rush or Overrun. I'd rather have expeditious retreat.
Longshot: Lose the bonus to hit, but the minute duration means that you can throw it on at the start of combat and expect it to last.
Negate Aroma: This is probably generous
Polypurpose Panacea: There are a ton of things this spell can do, maybe one of them can be useful.
Recharge Innate Magic:
Reduce Person: A buff for bombers who would prefer to not be hit.
See Alignment:
Shield: Better for people staying out of melee, and better overall
Shock Shield: Better for people staying in melee with a bunch of enemies.
Stone Fist: 1d6 damage just isn't that great.
Targeted Bomb Admixture: Bombers get this, but it's not that amazing.
Touch of the Sea: It has it's place. It just wont' be that common of one.
True Strike: It's the auto-hit button. All alchemists will be trying to hit something at some point. You'll want this in your arsenal
Urban Grace: If you're not in an Urban setting, skip.
Vocal Alteration: Only helpful if you're doing some serious disguising.
Youthful Appearance: Only slightly better than Haunted Fey Aspect. Only slightly
2nd Level Extracts
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Ablative Barrier: When your nonlethal damage = your current health, you fall unconcious, so it's just not that great as a defense.
Acute Senses: Only not blue because I don't like things that only increase skill checks. Still, it's an increasing bonus to the best skill in the game.
Aid: Temp HP and a bonus to hit, and minute/level duration. Solid.
Alchemical Allocation:Find a potion you like, and you can keep it forever.
Alter Self: Use this to get yourself scent, darkvision, low-light vision, or increases to strength or dex for a little bit.
Ancestral Regression: What is this, I don't even.
Animal Aspect: Like P. Panacea. It has many ways for you to use it.
Ant Haul, Communal: Extracts only affect the person who is drinking them, so unless you have the Infusing Discovery you should completely avoid taking these.
Barkskin:
Bear's Endurance:
Bestow Weapon Proficiency: May be better than I'm giving it credit for.
Blistering Invective: More flavorful than effective.
Blood Blaze: I'm sure there is some random use for this, but it's not worth a spell
Blood Transcription: Creepy/[evil], and rarely all that useful. If you killed a wizard, just grab his spellbook.
Blur: Miss chance is nice
Bull's Strength: More useful if you're as strength based mutagener
Bullet Shield: Only useful if there are guns in your game and you think you'll be fighting people with guns.
Cat's Grace: Every Alchemist will probably want an increase in dex for some reason. It loses it's luster after a while, being an enhancement bonus.
Certain Grip:
Cure Moderate Wounds:
Darkvision: Get it through alter self.
Defensive Shock: It's halfway decent damage, but once you cast it on yourself your allies can't buff/heal you with touch spells anymore without taking damage themselves. No.
Delay Disease:
Delay Poison:
Detect Thoughts: Other classes are better at divination, but at this level it's still not a bad investment.
Eagle's Splendor: Most of the time, you dont' care about charisma.
Elemental Touch:
False Life: On average, this is only going to give you 1 more hitpoint than Aid, without the extra morale bonus. Go with Aid for your temp HP.
Fire Breath:
Fox's Cunning: Improves your int. This is probably a thing you like.
Ghostly Disguise:
Invisibility:
Kinetic Reverberation: It's fun, but it would be better if it wasn't a fort save.
Levitate:
Minor Dream:
Owl's Wisdom:
Perceive Cues: Just use Acute Senses.
Poison:
Protection from Arrows:
Resist Energy: It won't win combats, but it will help in many of them.
Restoration, Lesser:
See Invisibility:
Shadow Bomb Admixture: Don't give enemies concealment, until you have a way to ignore it.
Sickening Strikes: If you're into melee, it's not that bad.
Skinsend: It's interesting but risky. Leans towards orange.
Spider Climb:
Squeeze: Reduce person was 1 level ago. It's more useful.
Touch Injection: Be creative and find a use for that
Transmute Potion to Poison:
Undetectable Alignment: It has it's place, especially if you're evil, but it's a small place.
Vomit Swarm: You're lying if you say you like fighting swarms, you're lying if you wouldn't wish they were messing with the enemy caster instead of you.
3rd Level Extracts
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Absorb Toxicity: For when you're walking the sewers. And weird.
Absorbing Touch: It's a glove of storing. Better for rogue types or maybe bombers. Be creative.
Age Resistance,Lesser: If you're in a game where you're allowed to start at an advanced age, take this. It's a free stat boost. If not, or you don't think you'll get there, skip it.
Amplify Elixir: Be creative
Animal Aspect, Greater: As before
Arcane Sight: Alchemists don't get detect magic, and although it's a nice ability to have, others will probably do it better.
Battle Trance: Bonuses against fear and a small amount of temp HP, with a penalty to Int? No.
Beast Shape I: Polymorph still solves problems.
Bloodhound: Scent can be handy, but you can get it with Alter Self 1 level ago.
Blood Scent:
Burrow: Burrowing can be useful, but Earthglide will be far better than this
Burst of Speed: Only somewhat useful if you're a character that would normally rely on tumble to get through threatened squares.
Countless Eyes: It's alright if you think you'll be fighting a bunch of rogues.
Cure Serious Wounds:
Darkvision, Communal: Communal spells still don't work on your friends
Delay Poison, Communal:
Displacement:
Draconic Reservoir: It's interesting, but normally if something is hitting you with fire it will be immune to the fire you hit it back with.
ElementalAura: Only interesting if you'll be wading into melee.
Endure Elements, Communal:
Eruptive Pustules:
Fire Trail: Flavorful/funny to imagine but ineffective
Fly: Flight is very nice (practically necessary at high levels). There are way to get it other than this spell.
Gaseous Form: Not that useful for someone who can't use any spells when in gaseous form
Haste: It's haste, but it's only for you
Heroism: A +2 to everything is normally nice
Lightning Lash Bomb Admixture: If enemies move they save or take damage. It would be higher if the damage wasn't just 1d6. Still not a bad pick for a bomber
Marionette Possession: Magic Jar, but only on willing subjects. There is a save, but it doesn't actually say how it works.
Monstrous Physique I: Polymorph still solves problems
Nondetection:
Paragon Surge: Hi Paragon Surge
Prehensile Pilfer:
Protection From Energy:
Protection from Arrows, Communal:
Rage:
Remove Blindness/Deafness: Clerics have had Remove X for two level now. Wizards just got it. Let them do it.
Remove Curse: Curses suck, but someone else probably has this handled.
Remove Disease:
Resinous Skin: I don't see a use for this, even if you like to enter melee. I
Resist Energy, Communal:
Seek Thoughts:
Spider Climb, Communal:
Thorn Body: Useful if you'll be entering melee a bunch. Less helpful otherwise
Tongues: By the time you got this everyone else already has it and had it for a while. Get it from the wizard you really need it.
Undead Anatomy I: Polymorph still solves problems.
Vomit Twin: If the duration was min/level and not round/level it would be much more useful. Still being able to change places with it as teleport is sweet.
Water Breathing:
4th Level Extracts:
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Absorbing Inhalation: For when the guy casts stinking cloud or cloudkill at you. And that's it.
Age Resistance: As the previous version. If you can take advantage of it, do. If you can't, skip it.
Air Walk: You should get this OR the communal version.
Air Walk, Communal: The only communal spell on your list that is the same level as the original. Get this on OR the original. Not both.
Arcane Eye: Wizards have been doing this for 3 levels now. Forget it.
Beast Shape II: Polymorph is still useful
Cure Critical Wounds:
Darkvision, Greater: I would rather have 40 ft. blindsight.
Death Ward: Enervation and death effects aren't what they were in previous editions, and the cleric has been doing this for a while, now.
Detonate: If you want a damage spell, get this OR dragon's breath.
Discern Lies: The Bard is going to beat the saving throw.
Dragon's Breath: If you want a damage spell, get this OR detonate.
Earth Glide: It has it's place
Echolocation:.
Elemental Body I: It's still useful
False Life, Greater: At this level 2d10+X is less helpful, but it's still not the worst thing to have
Fire Shield:
Fluid Form: You had me at increasing Reach 10 ft.
Freedom of Movement: No matter what level. The ability to just say no to a grappler is always nice.
Healing Warmth: Turning ignored damage into healing isn't that terrible.
Invisibility, Greater:
Miasmatic Form: Still can't cast in gaseous form.
Monstrous Physique II: It's still useful, but the other ones are better.
Mutagenic Touch: This could be amazing (No save? No SR? Not mind effecting?). But it's only a -4 penalty to any mental stat, and you lose the Mutagen effect on yourself.
Neutralize Poison:
Restoration: I prefer this to Death Ward.
Scorching Ash Form: Still can't cast in gaseous form.
Spell Immunity: It's only useful if you know an enemy's (in that hands of the GM) favorite tactic.
Stoneskin: Expensive, but a good buff.
Tongues, Communal:
Touch of Slime: Green slime is mean, but not with your mediocre save DCs.
Universal Formula: Forgot to ready X extract against the enemy? Now you didn't. This extract gives you access to any of them at a moment's notice.
Vermin Shape I: It's still useful.
Viper Bomb Admixture: Might be nice if you can find a really nasty venom to put on your enemy.
Vitriolic Mist: I'm rating this the same as fire shield but in reality it's worse.
5th level extracts
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Age Resistance, Greater:Free boost to stats, or not very helpful. As before
Beast Shape III: Polymorph spell mostly handles this for you now.
Contact Other Plane:
Delayed Consumption: It's contingency, but you're only allowed to do it with one extract at a time, and you can choose when it happens.
Dream:
Dust Form: Handy if you can use extracts while in it (you can use magic items, after all). Not that great otherwise.
Elemental Body II: Polymorph spell mostly handles this for you now.
Elude Time: It's kind of like Sanctuary except no one can do anything to you, and you can't do anything to them.
Half-blood Extraction: Wut.
Languid Bomb Admixture: Fatigue is a pretty good status to inflict on enemies. Edges towards blue.
Magic Jar: Shows up a little late, but it's still useful.
Monstrous Physique III: Polymorph will probably do the trick.
Nightmare:
Overland Flight: Still nice, even if it is showing up a bit late.
Planar Adaptation:
Plant Shape I: Polymorph doesn't do Plants, Undead, or Vermin.
Polymorph: It's Polymorph.
Resurgent Transformation: The benefits are nice, but you take 1d4 points of Int. and Wis. damage when it activates. Be very careful or avoid altogether.
Sending:
Spell Resistance:
Stoneskin, Communal:
Undead Anatomy II: Polymorph doesn't do Undead, Vermin, or Plants.
Vermin Shape II: Polymorph doesn't do Vermin, Plants or Undead.
6th level extracts
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Analyze Dweomer:
Beast Shape IV: Polymorph is more versatile for problem solving, but your higher level ones will pack more of a punch.
Caging Bomb Admixture: Awesome
Elemental Body III: Now with immunity to critical hits and sneak attack.
Eyebite: Close to red
Form of the Dragon I: Nice, but only medium size
Giant Form I:
Heal:
Mislead:
Monstrous Physique IV: Just not as strong as the other polymorph options.
Plant Shape II: Not that many benefits to be gained, and you can only go to large size.
Shadow Walk: Another spell showing up a bit late for you.
Statue:
Transformation: After you transform you can't cast spells.
True Seeing: It's nice, but it's showing up really late for you.
Twin Form:
Undead Anatomy III:
Walk through Space: There are many other ways to accomplish this.
Wind Walk: Someone else probably has a way to teleport you where you need to go at this point.