Gestalt Artificer and ?

Erekose13 said:
With an Artificer/Cleric with the Magic Domain you wont have to make Use Magic Device checks on using any cleric or wizard scrolls/wands/staves.

Except, perversely, on those you make yourself, since they are technically neither arcane nor divine. :p
 

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drothgery said:
Artificer's an Eberron Campaign Setting class. Action Points are standard in Eberron. I think it's a safe assumption.
Actually, Glyfair is correct, while the DM will alow almost any character class, action points are out. He doesn't really like Ebberron, thus his hate of psionic and warforged and shifters, but I did manage to talk him into the artificer, oh well.
 

Erekose13 said:
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.
WHAT!!! :confused: :eek: :confused:

Really, hmm, I'll have to check that out when I get home, cause that would be worth it by itself since you would then never fail your UMD due to adding metamagic feats :) :]
 

Okay, a few of you inquired about stats.

He is doing a 80 point buy system. You start at zero with each stat, must have at least 3 in each stat and buy points on a one-on-one basis. So, it is enough to get four 18's and two 4's or four 13's and two 14's, if my math is correct.

In hind sight, since you have to have at least 3 in each stat he should have said we start at 3 in each stat with a one-for-one 62 point buy.
 
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Troll Bait said:
This is about the best advice I have seen in this. Paladin kind of would stretch your character quite thin statwise, though.
Why? Charisma is the key ability score for Paladins and Artificers, isn't it? Paladin's do have a bit of a problem with MAD, but I don't see how artificers make it much worse.


glass.
 

glass said:
Why? Charisma is the key ability score for Paladins and Artificers, isn't it? Paladin's do have a bit of a problem with MAD, but I don't see how artificers make it much worse.


glass.
What is MAD please?
 

DM-Rocco said:
What is MAD please?
Multiple Ability Dependancy.

A Fighter needs good Strength and good Con, and that's generally it.
Likewise a Wizard really only needs Good Intelligence, and decent dex or con.

A Paladin needs Good Strength, Good Con, Good Charisma, and Decent Wisdom, generally.

Monk needs Good Strength, Good Con, Good Dex, Good Wisdom, Generally.
 

domino said:
Multiple Ability Dependancy.

A Fighter needs good Strength and good Con, and that's generally it.
Likewise a Wizard really only needs Good Intelligence, and decent dex or con.

A Paladin needs Good Strength, Good Con, Good Charisma, and Decent Wisdom, generally.

Monk needs Good Strength, Good Con, Good Dex, Good Wisdom, Generally.
DOH!!!

I see, thanks ;)
 

Erekose13 said:
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.

Any item that an artificer makes is neither arcane or divine, so UMD checks would still apply, right?

One of my players is currently running a gestalt artificer//wizard. He's not the most twinked combination ever but he gets spells and infusions which make him extremely flexible, and all of his items (just scrolls & potions right now) help fill in the gaps. It's nice because he can hit hard with his spells, and when the rest of the group (seven players at max!) wants to continue going he can fall back on his items and keep up.

Oh, my own personal vote goes to artificer//truenamer.
 
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chaotix42 said:
Any item that an artificer makes is neither arcane or divine, so UMD checks would still apply, right?

... except that it's also being made by a cleric in this case (artificer//cleric), so it's divine if he wants it to be.
 

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