Highest Alchemy Check (Forsaker)

Mistwell

Crusty Old Meatwad
I am trying to get a Forsaker character to a very high alchemy check, and I would appreciate the help of folks here.

The character will be 7th level, and because he will be a Forsaker he will be using no magic.

The character will be generated using 32-point buy system.

So far I am assuming he will be a gnome (+2 alchemy checks), and will have a base of operations with an alchemists lab (+2 alchemy checks). He will also need 5 ranks in Heal skill, 5 ranks in Profession: Herbalist, and relatively high stats in Con, Str, and Int.

He will probably need Skill Prodigy (making Alchemy a class skill). He may want Natural Mathematician (+2 Alchemy) and Skill Focus: Alchemy (Probably +3 Alchemy, due to a house-rule).

Books used include all core books, all WOTC splat books, KOK Player's Guide, and possibly the Forgotten Realms books (though it is doubtful I can find a Gnome Artificer to make any equipment for him).

So, can anyone help out? Are there non-magical items that would help with Alchemy? Are there additional feats or skills I am missing that could help? Is there a better (or equally good) racial choice? Any suggested non-Forsaker class levels?

Just as background, the character concept is this (so far):

Our hero is the child of two avid Gnome wizards. Early in life, he lost his parents (and was himself wounded) due to a magical explosion that occurred during one of his parent’s magical experiments. Since then our hero has dedicated his life to living well without the use of magic.

Separate from these events, the high Gnomish counsel, through testing and experiments over many generations, has secretly determined that magic may be slowly dying, and will probably end in several thousand years. Gnomes being the skillful engineers that they are, the counsel believes that Gnomes will come to dominate a magicless society some day, through technology.

The counsel has therefore sponsored several of their best and brightest to focus more on non-magical, technological endeavors. Knowing our hero's tragic background, the counsel naturally choose him as one of these technological agents. His orders are to refrain from the use of magic, and explore the world seeking new insights into the mysteries of engineering and technology. He is to periodically report back to the counsel with his findings.
 
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Mistwell said:
He will probably need Skill Prodigy (making Alchemy a class skill). He may want Natural Mathematician (+2 Alchemy) and Skill Focus: Alchemy (Probably +3 Alchemy, due to a house-rule).

Don't forget that his first three feats (at 1st, 3rd and 6th) will need to be Great Fortitude, Iron Will and Lightning Reflexes just to qualify for the Forsaker class. Therefore, your 7th-level character will have only a single Forsaker level - unless you change his race to human (for the bonus feat at 1st) or thre are some house rules you're not mentioning.
 

I'd either have him take the Gnomish Artificer PrC OR the Forsaker PrC.

The background sounds more like the GnomeArtificer (sp?) from MoF to me.
 

I was going the way of Forsaker for two reasons:

1) Gnome Artificer might not be allowed in the game in question;
2) It's more of a challenge to play a Forsaker.

As far as I can tell, Forsakers eventually fall behind at higher levels due to the lack of magic items. I'd like to see if that problem can be lessened by use of alchemy, herbs, poisons, engineering, and non-magical special items such as healing salves, mithril, and adamantine. I don't know if it can be done, but I think it is an interesting enough of an issue to develop further.

I may even taken a level in expert, to get some of the skill ranks I need. I think the following would all be appropriate - Profession: Herbalist or Apothecary, Profession: Engineer, Craft: Poisonmaking, Craft: Armorsmithing, Craft: Weaponsmithing, Heal, and Alchemy.
 

I say use both. It would be interesting to see a Forsaker on a less combative class.

Once you get a +20 or so in Alchemy, you really don't need any more, unless you want to go Epic.

So 10 ranks in Alchemy,
+2-4 from INT,
+2 from being a Gnome,
+2 synergy from Herbalism,
+2 (or 3 house rule) from Skill Focus,
+2 from a MW Alchemy lab.

I'd say your set.

I'd keep up on herbalism, too. The DM may let you grow or manufacture your own materials to an extent, to cut down on cost. I'd also think about creating your own Alchemical items, maybe even your own PrC.
 

i don't know what skill prodigy is, but in the FRC there is cosmopolitin that gives a +2 bonus to a skill AND makes it a class skill. then skill emphasis for the +3, of course go gnome, but go arcane gnome from the dragon magazine. put your highest on intelligence (an 18 boosted to a 20) and possibly go rogue and focus on stuff like disable device, search,appraise, gather information, profession (herbalist), craft (poisons), possibly open lock and others of the like. if you have extra skills then start putting them on hide and move silently. also pick pocket could be crucial since it allows you to quickly pocket things one might also rule you could use it to quickly do other things in your lab (ask your DM). also ask your DM if you could invest in a library (5000 gp ?) that allows you to get yet another +2 to +4 on your alchemy when used in conjunction to your lab.

arcane gnome: just drop the speak with animals and give him use magic device (which he probably wont use) as a class skill and give him a +2 int and -2 wis.

also on a final note i recommend you go gnomish artificier, i just find it cooler and most parties will accept you more redily if you aren't wanting to destroy all the magic you come accross. but i guess in this aspect i am a little biased. i hope this helped
 

That would be cool. You don't hate magic, as much as you think it's out of date and not nearly as powerful as science. Maybe you could go the old Spelljammer route, and have your items run off of magic item "batteries".
 
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