Bayar
2015-04-10, 03:28 PM
Hello playground. I come here today to ask you for some advice.
First, a little background. I am playing a dwarf-gnome inbred artificer in a post-D&D Waterworld campaign, soon hitting level 4. In the party there's also a level 5 elven conjurer (banned evocation/necromancy) and a level 6 human Crusader/Barbarian. There were other party members (ratlord shatter warlock and knowledgeable factotum) but they dropped out recently. So far, I have crafted some scrolls for various situations (including an Earthbind in case of flying enemies), a Talisman of the Disk to help with carrying things around and also have a Grell Lightning Lance after killing some (will only save one since the party is strapped for cash).
My current Use Magic Device is maxxed out at +11 (6 ranks, +1 CHA, +2 UMD tool, +2 racial bonus). After talking to the DM, he agreed with a custom UMD boosting item in the vein of Cloak of elvenkind. It would involve completing a sidequest to gather some necessary reagents and I can craft them to grant +3 bonus and upgrade them as we get more gold. So UMD should rise to +13 (swapping the tool for the item).
I need suggestions on the following: Would it be worth swapping my level 1 Extraordinary Artisan feat with Magical training (gaining a +2 bonus to Spellcraft and UMD) and using the level 4 artificer bonus feat for Extraordinary Artisan ? Kinda need a good enough score to prevent accidents, and I could retrain it to the XP reducing feat at higher levels.
What items to craft ? Was thinking of an Artificer Monocle to identify magic items, a level 1 Pearl of Power for the wizard, a Healing Belt to heal the party (mainly the crusader since he is the primary damage dealer and damage sponge). Other nice things are a Tome of Knowledge (since the wizard has all of them at at least 1 rank), a Clockroach homunculus (acid damage and is one of the few that can be crafted at this level), saving gold to enchant weapons and armor at level 5 (though need to invest in masterwork items first), or save gold for a Handy Haversack. The last one is less of a priority since most of the things I need I can already carry with me and can use the talisman to haul the treasure out to the mounts / wagon.
First, a little background. I am playing a dwarf-gnome inbred artificer in a post-D&D Waterworld campaign, soon hitting level 4. In the party there's also a level 5 elven conjurer (banned evocation/necromancy) and a level 6 human Crusader/Barbarian. There were other party members (ratlord shatter warlock and knowledgeable factotum) but they dropped out recently. So far, I have crafted some scrolls for various situations (including an Earthbind in case of flying enemies), a Talisman of the Disk to help with carrying things around and also have a Grell Lightning Lance after killing some (will only save one since the party is strapped for cash).
My current Use Magic Device is maxxed out at +11 (6 ranks, +1 CHA, +2 UMD tool, +2 racial bonus). After talking to the DM, he agreed with a custom UMD boosting item in the vein of Cloak of elvenkind. It would involve completing a sidequest to gather some necessary reagents and I can craft them to grant +3 bonus and upgrade them as we get more gold. So UMD should rise to +13 (swapping the tool for the item).
I need suggestions on the following: Would it be worth swapping my level 1 Extraordinary Artisan feat with Magical training (gaining a +2 bonus to Spellcraft and UMD) and using the level 4 artificer bonus feat for Extraordinary Artisan ? Kinda need a good enough score to prevent accidents, and I could retrain it to the XP reducing feat at higher levels.
What items to craft ? Was thinking of an Artificer Monocle to identify magic items, a level 1 Pearl of Power for the wizard, a Healing Belt to heal the party (mainly the crusader since he is the primary damage dealer and damage sponge). Other nice things are a Tome of Knowledge (since the wizard has all of them at at least 1 rank), a Clockroach homunculus (acid damage and is one of the few that can be crafted at this level), saving gold to enchant weapons and armor at level 5 (though need to invest in masterwork items first), or save gold for a Handy Haversack. The last one is less of a priority since most of the things I need I can already carry with me and can use the talisman to haul the treasure out to the mounts / wagon.