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Tamorlin
2016-11-28, 07:04 AM
I'm playing a short game soon. We'll start al 7 and end at 8. Does it really worth it to take incantatrix? I can`t seem to push my spellcraft high enough to persist anything worthwhile when i get metamagic effect anyway. Am I missing something?

ExLibrisMortis
2016-11-28, 09:29 AM
I'm playing a short game soon. We'll start al 7 and end at 8. Does it really worth it to take incantatrix? I can`t seem to push my spellcraft high enough to persist anything worthwhile when i get metamagic effect anyway. Am I missing something?
Yes. Even at level 7, you can Persist spells cast by other spellcasters, including party-wide buff spells.

Your base Spellcraft bonus should be 10-11ranks + 4intelligence + 2synergy + 2masterwork tool. The synergy is from Knowledge (arcana). If you take 10, you get a result of 29-30, which only gets you third- and fourth-level spells, so that's a bit underwhelming (as you write).

First, increase your intelligence. Even a simple fox' cunning is a +2. You should have this up and running 24/7, and prepare spells while it's active - compared to 18 int, 22 int gets you an extra second-level slot, so it pays for itself.

Second, there are a lot of miscellaneous bonuses, such as Aid Another (+2 circumstance) and tons of one-shot magic or alchemical items (including drugs). Most importantly, multiple people can help you, so every party member with Spellcraft is another +2.

The heaviest permanent skill optimization involves the use of the Item Familiar feat, which will essentially double your ranks.
The feat Shape Soulmeld (Mage's Spectacles) can get you a +4 insight bonus, or +6 if you play a race with base essentia, or even +8 if you take another incarnum feat. Note that this does not stack with divine insight, below.
Finally, there's Skill Focus (Spellcraft), which can be gotten from a level in Master Specialist, though you lose your fifth-level wizard bonus feat, so it's mediocre.

A less permanent but equally powerful way involves the use of skill-boosting spells.
Divine insight is a second-level cleric spell which provides a 5 + [caster level] insight bonus to your next skill check.
Improvisation is a first-level bard spell which provides a luck bonus on any ability/skill check (and attack rolls) equal to half your caster level, up to four times in a short period.
Finally, there's guidance of the avatar, a second-level cleric spell, which straight-up provides a +20 competence bonus.
Sadly, you can't cast any of these spells, but they can all be placed into eternal wands—most conveniently by artificers, as they must be learned as arcane spells.

A custom magic item of spellcraft can provide a +5 competence bonus for 2500 gp, or +10 for 10 000 gp. Other bonus types cost double.


As an example, assume you bought a +5 bauble of spellcraft (2500 gp, competence bonus), took Shape Soulmeld and played an azurin (one feat, insight bonus), and boosted your intelligence to 22. In addition, you are aided, perhaps by your familiar, for a circumstance bonus (incidentally, there is apparently a butterfly familiar in Dragon #323, for +3 Spellcraft). Your total check is now:

10-11ranks + 6intelligence + 2synergy + 2masterwork tool + 2aid + 5competence + 6insight = 33-34
For a check result of 43 or 44, enough to use virtual 8th-level slots. With another party member to aid you, you can use 9th-level slots, and persist haste. With an item familiar, you can use 11th- or 12th-level slots, and persist anything you can cast.