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Thread: Feats for a gestalt Wizard//Factotum

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    Colossus in the Playground
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    Default Re: Feats for a gestalt Wizard//Factotum

    Magic Item Compendium has Gloves of Manual Prowess or something along those lines. They're charge-operated, but only 3000 a piece so level 9 party can afford multiples - I usually stock up on 3-4 pairs before large dungeons, and get 2 asap in campaigns where I can't get Gloves of Disable Device +X. They have 3 charges each, one giving +5 to a task, 2 giving +7 and 3 giving +10. They help Disable Device, Forgery, Use Rope, Open Lock and Sleight of Hand.

    Note that Factotum again has much easier time; you get Dex and Int to Open Lock, so we're talking about Open Lock in the high 20s (7 Int + 5 Dex + 12 ranks + Mw. Tools is perfectly reasonable for a Gray Elf Factotum), and you can add Factotum-level once per day for ~35 bonuses. That's without magic beyond +2 Int and +2 Dex gear (or alternatively, spells from yourself/friendly neighbourhood caster). Disable Device is a notably larger problem as you don't get to add Dexterity to it, meaning you'll be only in the mid 20s normally and about 30 bonuses when trying. Basically, a Factotum is much better off here than a Rogue thanks to his class abilities.

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    As for those traps, we're talking about a party. There's always a Wizard, a Druid or a Cleric with summons for those traps. Also, you can bypass the N/A one through other means.
    Last edited by Eldariel; 2008-05-22 at 07:55 PM.
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