Gestalt Artificer and ?

Tome of Magic is allowed?!?

Artificer // Binder -- oh how juicy, the forbidden magic!


Or, for an extra cheesy flavor:

Artificer 20 // Wizard 3 / Anima Mage 10 / Initiate of Seven Veils 7

-- N
 

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I'm the GM for this game.

I don't think psionics are broken, I just don't like them. We have some new players so the magic system will be enough confusion for them.

Warforged are not available... they don't exist.

Any official WotC product will pretty much work, unless its something themed like Oriental Adventures. All other sources must be OK'd by me.

If I had said it was 62 pt buy (1 for 1 basis) with all stats starting at 3, wouldn't you have said its much easier just saying 80 pt buy starting at 0?

And I've told you numerous times, don't powergame it, just play something you want. Your character(s) will die many times over. [Rappan Athuk, amongst others]

ps - the first time you roll a natural 1 on d20, your head will explode, showering the adventurers with tasty pudding.
 

Nightfall said:
Rocco,

Truenamer is from Tome of Magic and I'd recommend against it. At higher levels, a lot of the power truenamer's use tend to have DCs well into the 50s.

I honestly think Warlock/Artificer has a lot of potential but if you want Cleric with Magic domain, that's your call.

I don't have the tome of magic, although I should, sounds like I am missing out. What does the truenamer do?

Henry said:
Go for Artificer/Fighter, or Artificer/Barbarian, and make the race Warforged. You will truly be a god among insects then. :)

DM said no, many times, to warforged :(

Calico_Jack73 said:
Try an Artificier Warlock!

You'd absolutely rule when it comes to creating magic items since both classes use similar rules and both get abilities that assist in doing it. I've also found Warlocks to be great substitutes for Wizards and Sorcerers if you want to throw "spells" but don't want to worry about the number of spells you can cast per day or the number of spells known.

The more I think about the warlock, the more I am against it. Yes, I would love to blast people on a continious basis and yes I would love to take quicken spell like ability twice at first level to be able to cast to invocations and two blasts a days for free, inaddition to normal infusions and blasts.

However, normal metamagic feats don't apply to warlocks, so I would have to take empower spell and then empower spell like ability, basically the same feat twice.

There are a few ways to go with artificer, but the strength i like the best is the ability to add meta magic feats to scrolls and wands and such. Lots of nasty things you can do with that.

Nifft said:
Tome of Magic is allowed?!?

Artificer // Binder -- oh how juicy, the forbidden magic!


Or, for an extra cheesy flavor:

Artificer 20 // Wizard 3 / Anima Mage 10 / Initiate of Seven Veils 7

-- N

Damn, I don't have access to that book yet. What is so great about Anima Mage or Initiate of the seven veils?

The veils was printed in another book too wasn't it?

So many books, so little time to remember everything :(

What is a Binder?
 

DM-Rocco said:
What is a Binder?

The Binder is the first new base class in the Tome of Magic, they use pact magic. They know the secrets of pact magic, which is frowned upon by all the other magic types. The Divine casters don't like it becuase they think wide spread knowledge of the existence of vestiges (lost beings beyond the reach of the gods) would cause people to lose faith in the gods. Arcane casters don't like it because it's easy, and if everyone could do it, who would need mages?

Binders summon vestiges and allow them to share the binders soul for a day in exchange for power. This is either a bad pact in which case the vestige has some influence over the binder and will try to compel him in some situations, or a good pact which is free of influence.

They tend to be a melee centric class with powers that boost themselves or deal damage, they have relatively few party friendly powers, although one of the vestiges does provide 1d8+10 heals every 30 sec, all day long...
 

Truenamers use "truename magic" to cast spells/utterances that allow them to alter things depending on the makeup. Truenames can be easy to use at lower levels when the DC for Truespeak (a skill), allows for it. But honestly it gets progressively tougher and thus unlikely you'll make some DCs.


*cheers for the fact Rappan Athuk is being used* Just curious, Evil, which version are you using, the three part module or the Box Set that's forthcoming?
 

Nightfall said:
Rocco,

Truenamer is from Tome of Magic and I'd recommend against it. At higher levels, a lot of the power truenamer's use tend to have DCs well into the 50s.

Bwahaha! The artificer//truenamer laughs in the face of your DCs. :cool:

It's quite possible to make a truenamer that can handle the truespeak DCs, as long as you get that amulet of the silver tongue. As an artificer//truespeaker, not only can you craft your own, but you have access to multiple infusions that can aid your truespeaking. One infusion gives you a scaling bonus to one skill check (+12 at 20th or something), plus you can use another infusion to change the type of bonus an item grants you. So, make multiple amulets of the silver tongue and just switch up the type of bonus they provide so they stack.

And really, that's a lot of overkill. A single-class truespeaker doesn't have that rough of a time as long as he gets his magic item, and an artificer//truespeaker would just plain rock. You could make items of those truename spells!
 
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You say so. I'd reread the Truespeaking stuff again. Trust me, it severely hampers the effectiveness of the truenamer.
 

Okay, right now I am leaning towards one of the following (of course I might change my mind, I feel like a woman in that regard :) ):

20 Aritificer/5 wizard/10 incantrix/5 archmage

or

20 Aritificer/5 wizard/5force mage (from Dragon magazine)/5 ardent savant/5 warmage (from dragon Lance, although I can't remember which book)

or

20 Aritificer/5 cleric with magic domain/10 techsmith/5 Effigy master

or

20 Aritificer/and 20 of some uber fighting class although this is ideal for combat and infusions, it disregards the artificers use of magical devices, which Intrigues me most. I would lean more towards paladin cause you could make him rock or fighter for the tons of feats. We are slated to start in August, so I would like to see what the book of 7 (9?) swords has to offer in terms of fighter classes, but the DM is pushing to get characters started now so I think he may jump the gun and start early, forcing my into an uninformed choice.

Of course, I will still listen to pros and cons of these or other choices so keep them coming.
 

Binder and Anima Mage are both from Tome of Magic. Io7V is from Complete Arcane.

Actually, though, Sorcerer 4 (with Draconic Heritage: Red) / Anima Mage 10 might be better.


Heh, heh, heh... no Warforged, eh? How about an Artificer 20 // Paladin 2 / Sorc 4 / Green Star Adept 10 / Fatespinner 4 ?

-- N
 


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