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Nosta
2015-02-06, 01:32 PM
Race: warforged: classes Artifcer8/Factotum8

HD: 8 HP: 104

Str 14 Dex 18 con 22 intel 16 wis 13 cha 11

Ac 25

BaB

frt ref wil

racial traits:

1 Immunity to poison, sleep effects, paralysis, disease, nausea,
fatigue, exhaustion, effects that cause the sickened condition, and energy drain.


Artificer class features:

1 Weapon and Armor Proficiency: Artificers are proficient
with all simple weapons, with light and medium armor, and with shields
2 Craft Reserve: An artificer receives a pool of points he can spend instead of experience
points when crafting a magic item. Each time the artificer gains a new level, he receives a
new craft reserve; leftover points from the previous level do not carry over. If the points are not spent,
they are lost. An artificer can also use his craft
reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
3 Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier
to detect whether a specific item has a magical aura.
4: Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat.
For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
5: Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.
Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.
6: tem Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item.
The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item.
Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher.
To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.
7: Bonus Feat: Scribe Scroll: Brew Potion: Craft Wondrous Item: Craft Magic Arms and Armor: Craft Wand:
Exceptional Artisan: Extra Rings
8 Infuse Self: +1 caster to infuse yourself
9: Tools of War: whenever targeting a construct or arms and armor with an infusion he can heal his Cha bonus
in damage. Also, craft reserve points count for double for constructs, arms, and amor
10 Craft Weapon Familiar:
11 Metamagic Spell Trigger: At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand)
12: Infusions: Infusions per Day: 3 Level 1 3 level 2 3 level 3 1 level 4

Factotum class features:
1 Inspiration: points 5
2 trap finding
3 Cunning Insight:
fore making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a
competence bonus on the roll equal to your Intelligence modi?er.
4 Cunning Knowledge: When making a check involving a skill in which you have at least 1 rank, you can spend 1
inspiration point to gain a bonus on the check equal to your factotum level.
5 Arcane Dilettante: By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
6 Brains over Brawn: At 3rd level, you gain your Intelligence bonus as a modi?er on Strength checks, Dexterity checks,
and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
7 Cunning Defense: you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to
Armor Class against one opponent for 1 round.
8 Cunning Strike:
9: Opportunistic Piety: you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or
turn undead.
10: Cunning Surge: By spending 3 inspiration points, you can take an extra standard action during your turn.


feats
1 Mithral Bod: +5 ac
2 combat casting:
3 skill focus: concentraction
4 steady concentraction
5 skill focus disable device
6 skill focus: search:
7 skill focus: Open lock:


skills
Appraise (Int),
Balance (Dex),
Bluff (Cha),
Climb (Str),
Craft (Int),
Decipher Script (Int) 11+3
Diplomacy (Cha),
Disable Device (Int) 11+3+3+2
Disguise (Cha),
Escape Artist (Dex),
Forgery (Int),
Gather Information (Cha),
Hide (Dex), Intimidate (Cha),
Jump (Str), Knowledge (local) (Int),
Listen (Wis), Move Silently (Dex),
Open Lock (Dex) 11+3+4+2 Perform (Cha),
Profession (Wis), Search (Int) 11+3+3
Sense Motive (Wis),
Sleight of Hand (Dex),
Spot (Wis),
Swim (Str),
Tumble (Dex), 11+4
Use Magic Device (Cha), 11
Use Rope (Dex).
Concentration: 11+3+6
knowledge arcana 8+3

Items

+2 masterwork steel dagger: 1d4 +2 damage x3
ARCANE THIEVES TOOL: +2 to disable device and open lock
RING OF ARMING x 2
CRYSTAL OF
ENERGY ASSAULT fire 1d6 fire damage


I want to improve this pc as much as possible so can people help me?

thethird
2015-02-06, 02:58 PM
0.- What do you want to do with your character?

You see those skill focus feats you've got? SET THEM ON FIRE
You don't need steady concentration, you won't be casting many spells and things that you are going to wand with a concentration duration are going to be rarely used on combat, similarly you don't need combat casting either. Mithral body is okay but not necessarily great.

Consider knowledge devotion (if you rearrange your skill points to cover more knowledges), Obtain Familiar (your factotum gives you caster level; it gets your skills and it can aid another you basically a +2 in any skill it can make a DC 10 check) and when in doubt font of inspiration (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Font_of_Inspiration).

That said there are other things that you need to look into:

Don't put more than one rank in open lock and disable device. Search isn't as good as Spot or Listen as a detecting ability and you shouldn't be a dedicated scout. You don't really need decipher script. Consider having more knowledge skills (specially those that help you identify creatures, if you took knowledge devotion also take collector of stories)

DO NOT take weapon familiar, the Artificer ability to destroy items to add to its craft reserve is unvaluable and should never be traded away. Magical traps are magical items so you don't need to disarm them you can absorb them to get XP to your craft reserve and XP due to defeating the encounter.

Your magic items do not make sense at all, can you change them?
Your stats are also rather badly distributed, can you change them?

Nosta
2015-02-06, 05:13 PM
0.- What do you want to do with your character?

You see those skill focus feats you've got? SET THEM ON FIRE
You don't need steady concentration, you won't be casting many spells and things that you are going to wand with a concentration duration are going to be rarely used on combat, similarly you don't need combat casting either. Mithral body is okay but not necessarily great.

Consider knowledge devotion (if you rearrange your skill points to cover more knowledges), Obtain Familiar (your factotum gives you caster level; it gets your skills and it can aid another you basically a +2 in any skill it can make a DC 10 check) and when in doubt font of inspiration (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Font_of_Inspiration).

That said there are other things that you need to look into:

Don't put more than one rank in open lock and disable device. Search isn't as good as Spot or Listen as a detecting ability and you shouldn't be a dedicated scout. You don't really need decipher script. Consider having more knowledge skills (specially those that help you identify creatures, if you took knowledge devotion also take collector of stories)

DO NOT take weapon familiar, the Artificer ability to destroy items to add to its craft reserve is unvaluable and should never be traded away. Magical traps are magical items so you don't need to disarm them you can absorb them to get XP to your craft reserve and XP due to defeating the encounter.

Your magic items do not make sense at all, can you change them?
Your stats are also rather badly distributed, can you change them?

well to be I've done three characters that all been about combat
this time I want do a more support character. I want to be good at disable traps, open lock. craft stuff and be all around support for the party

right know we have three other party members
1 is a warblade/rouge
2 is a rouge/fighter
and three is a golden dragon /wizard (with levels in Abjurant Champion)

were all level 8
all 3.6 and 3.0 and some DRM allowed

gorfnab
2015-02-07, 12:14 AM
Race: warforged: classes Artifcer8/Factotum8
Str 14 Dex 18 con 22 intel 16 wis 13 cha 11

Some light reading
Artificers Handbook (http://www.minmaxboards.com/index.php?topic=2829)
Factotum Handbook (http://www.minmaxboards.com/index.php?topic=8685)



feats
1 Mithral Bod: +5 ac
2 combat casting:
3 skill focus: concentraction
4 steady concentraction
5 skill focus disable device
6 skill focus: search:
7 skill focus: Open lock:

Normally Skill Focus is a waste of a feat unless you're trying to meet prestige class prereqs. 4 instances of Skill Focus is just a completely wasteful use of a finite resource, feats.

Feat ideas based on your stat array:

Ranged Focused Warforged Artificer // Factotum
Mithral Body
Point Blank Shot
Precise Shot
Knowledge Devotion
Rapid Shot
Font of Inspiration (http://archive.wizards.com/default.asp?x=dnd/frcc/20070606)
Font of Inspiration

Melee Focused Warforged Artificer // Factotum
Mithral Body
Weapon Finesse
Knowledge Devotion
Jaws of Death
Second Slam
Multiattack
Font of Inspiration



skills

Decipher Script (Int) 11+3
Disable Device (Int) 11+3+3+2
Open Lock (Dex) 11+3+4+2
Profession (Wis), Search (Int) 11+3+3
Search (Int) 11+3+3
Tumble (Dex), 11+4
Use Magic Device (Cha), 11
Concentration: 11+3+6
knowledge arcana 8+3

You're missing skill points. You should have 99 skill points, 36 from first level and 63 from additional levels

Suggested Skills:
Concentration - 11
Spellcraft - 11
Use Magic Device - 11
Knowledge: Arcana -5
K: The Planes -5
K: Nature -5
K: Religion -5
K: Local -5
K: Dungeoneering -5
Craft: Armor -7 (used to heal Warforged when you have downtime)
Search -5
Spot - 5
Listen -5
*Disable Device -1 (see Factotum Cunning Knowledge)
*Open Lock -1 (see Factotum Cunning Knowledge)
Tumble -5 (to avoid Attacks of Opportunity while moving in combat)
Balance -5 (to retain Dex mod while Balancing)
Collector of Stories - 2 (skill tricks require the expense of 2 skill points)

*Unless your DM throws lots of traps or locks at you then you may need more (pull from Tumble and Balance if you need more and if the Balance situation or Tumble situation don't come up as much)



Items

+2 masterwork steel dagger: 1d4 +2 damage x3
ARCANE THIEVES TOOL: +2 to disable device and open lock
RING OF ARMING x 2
CRYSTAL OF
ENERGY ASSAULT fire 1d6 fire damage

Why two Rings of Arming?

Suggested Items:
+X Magic enchantment upgrade to Mithral Body Armor
+X Battlefist - for both melee and ranged build
+X Serren Wood Composite Longbow for Ranged Build (Upgrade to Energy Bow (http://archive.wizards.com/default.asp?x=dnd/ask/20061227a) when you can afford it)
+X Mithral or Darkwood Buckler for Ranged Build
+X Heavy Shield for Melee Build
+X Ring of Protection
+X Amulet of Natural Armor
+X Headband of Int
+X Gloves of Dex
Artificers Monocle
Warforged Repair Kit
Arcane Thieves Tools
Masterwork Item of Use Magic Device
Healing Belt - may require DM tinkering to make it Repair instead of Cure.

+X = whatever you can afford