Gestalt Artificer and ?

I'd say Artificer+Warlock is a bit of a waste. You can still use your infusions on others, but most of the weapon-based infusions are useless to a guy who shoots enery out of his hands. The "take 10" on UMD is pretty nice (mostly because you can't roll a 1), but you don't need it that much.

Now Fighter+Artificer is great if you want to buff yourself. Or Ranger+Artificer with a bow. Paladin+Artificer makes that high charisma really pay off, plus you're still a front-line warrior.

Warmage+Artificer works the charisma angle too, plus you get a lot of attack spells. You'd be torn between blowing stuff up and buffing people, so you might find yourself not using one or the other as much.

Favored Soul+Artificer is neat. Use the favored soul to fill in the gaps in your spell selection, plus you've got decent fighting ability.
 

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Duskblade (and Knight) are from the PHB II. Duskblade would work well.

Fighter is a possibility. Self buffing deathmachine.

You could do Artificer/Bard and be the ultimate support machine, but it might get dull.

Palladin could be interesting. Make your own holy sword and armour. :)

To really be the king of item flexibilty you could go Artificer/Incarnate. You need it? One day, tops...

Or go creepy. Artificer/Necromancer.. Skelebots and ghoul-borgs.

Or even Artificer/Rogue, be the ultimate old school thief. "Safecracker? I don't crack safes. I whistle and they stand up on their little legs and follow me out of the vault."
 

Artificer/Dread Necromancer.

Artificer/Archivist.

Artificer/Bard.

Artificer/Cleric - see if your DM will let you go toward the Techsmith PrC from Faiths & Pantheons. Check it out, you have your own golem helper!
 

Whenever I make a gestalt character, I try to make sure that I have all the bases covered. All good saves, at least d8 hit die, and medium attack progression. That being said, here are the classes that fulfill those requirements.

Ranger - gives you full Attack bonus, a few spells, the ability to use a few wands without UMD. Also, you get evasion at higher levels, a definite plus. Give your animal companion a collar for some buffs, and give your bow or two weapons bane. Combined with your favored enemy, you'll have the chance to do some major damage.

Monk - gives you good unarmed damage, stunning fist, and a whole buttload of defensive goodies. Get some gauntlets for infusions, and go to town.

Favored Soul (Complete Divine) - Gives you spells. Lots of spells. Buff yourself, buff your friends, buff the floor. Also allows you access to cleric wands without UMD failure.

Totemist (Magic of Incarnum) - The name of the game is flexibility. Each day, choose what you're gonna do, then make it pop.

Honorable mention - Paladin. While you technically don't get a good reflex save, your charisma bonus will help make up for it, as well as your d10 hit die, and full attack bonus.

Generally, Artificers have three main things they can focus on. Fighting, blasting, and buffing. Choose which one of those you want to focus on, then choose a class that will complement it. My recommendation would be Ranger or Paladin for fighting, and Favored soul for anything else.
 

Blue Sky said:
Whenever I make a gestalt character, I try to make sure that I have all the bases covered. All good saves, at least d8 hit die, and medium attack progression. That being said, here are the classes that fulfill those requirements.

Ranger - gives you full Attack bonus, a few spells, the ability to use a few wands without UMD. Also, you get evasion at higher levels, a definite plus. Give your animal companion a collar for some buffs, and give your bow or two weapons bane. Combined with your favored enemy, you'll have the chance to do some major damage.

Monk - gives you good unarmed damage, stunning fist, and a whole buttload of defensive goodies. Get some gauntlets for infusions, and go to town.

Favored Soul (Complete Divine) - Gives you spells. Lots of spells. Buff yourself, buff your friends, buff the floor. Also allows you access to cleric wands without UMD failure.

Totemist (Magic of Incarnum) - The name of the game is flexibility. Each day, choose what you're gonna do, then make it pop.

Honorable mention - Paladin. While you technically don't get a good reflex save, your charisma bonus will help make up for it, as well as your d10 hit die, and full attack bonus.

Generally, Artificers have three main things they can focus on. Fighting, blasting, and buffing. Choose which one of those you want to focus on, then choose a class that will complement it. My recommendation would be Ranger or Paladin for fighting, and Favored soul for anything else.
This is about the best advice I have seen in this. Paladin kind of would stretch your character quite thin statwise, though.

I would like to question why someone who thinks Psionics is broken doesn't consider Gestalt the same way.
 

drothgery said:
Most of the long casting time stuff has pretty long durations, and you can alwasy pop off an action point to infuse as a standard action if you need to do it in a hurry.
Except there is no indication that the DM is using Action Points. You can't assume that just because he's allowing a very wide range of character creation options that all the side rules will be options. No fast infusions if you don't have action points (well, there is the Magic of Eberron feat that will allow 1/day).
XCorvis said:
I'd say Artificer+Warlock is a bit of a waste. You can still use your infusions on others, but most of the weapon-based infusions are useless to a guy who shoots enery out of his hands.
Useless for him. Buffing the party melee specialists up and then sitting in the back and sniping with the eldritch blast is a good tactic.

The "take 10" on UMD is pretty nice (mostly because you can't roll a 1), but you don't need it that much.
I strongly disagree. Most Warlocks & Artificers I've seen tend to load up on wands & scrolls pretty heavily. Missing a key roll in the heat of combat is a big disadvantage. At 4th level a Warlock can guarantee that his wands always work. I think you underestimate that ability.
 

Glyfair said:
Except there is no indication that the DM is using Action Points. You can't assume that just because he's allowing a very wide range of character creation options that all the side rules will be options.

Artificer's an Eberron Campaign Setting class. Action Points are standard in Eberron. I think it's a safe assumption.
 

Troll Bait said:
I would like to question why someone who thinks Psionics is broken doesn't consider Gestalt the same way.

IMHO, the Artificer has more cheese potential than the Psion. By a wide margin. It seems like Warforged Artificers are near Clerics & Druids in terms of self-buff abuse potential.

... but that's neither here nor there.

IMHO Paladin is nice (heavy armor, plus a mount for mobility, and some nice combat options).

Scout would be interesting too.

-- N
 

drothgery said:
Artificer's an Eberron Campaign Setting class. Action Points are standard in Eberron. I think it's a safe assumption.
Not given what the Original poster said. He said "He has okayed any D&D source book, including Dragon magazines." It doesn't sound like an Eberron campaign. It sounds like a very opened ended campaign, and he wants "twinked" characters. It doesn't mean he's using action points. Of course, it also doesn't mean he isn't, but I think it's safest to assume he won't.
 

With an Artificer/Cleric with the Magic Domain you wont have to make Use Magic Device checks on using(making?) any cleric or wizard scrolls/wands/staves.
 

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