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VolcanicErupt
2018-11-20, 11:03 AM
Okay, so I have 2 things I am in the market for right now. As an Artificer in this Eberron Campaign.

The 1st is a magic item that will allow me to store some XP so that I don't lose it when I level up. Not sure if this is a thing, but it seems plausible enough. I can't seem to find one, so I'm asking the more experienced guys here.

The next is more UMD bonuses. I have the +6 Cloak of Charisma, Magical Aptitude, and Skill Focus feats. I have scanned D&D Tools for more feats that would help, but to no avail.

Pls help, thanks in advance.

daremetoidareyo
2018-11-20, 11:57 AM
Make scrolls, potions or wands of any of the following:


Auspicious Odds (Unearthed Arcana) Evocation Level: Luck 3, 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level; see text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Whenever making an attack roll, saving throw, ability check, or skill check, the subject rolls 4d6 and drops the lowest single die roll from the total rather than rolling 3d6. If, on a single roll, all four die results are 1s, the spell immediately ends.

Benediction (Complete Champion) Abjuration Level: Cleric 2, Paladin 2, Casting Time: 1 full round Range: Touch Target: Creature touched Duration: 10 minutes/level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) At any point before the duration expires, the subject can choose to reroll a single attack roll, saving throw, skill check, or ability check after seeing the result of the initial roll, but before finding out whether it succeeds or fails. The higher of the two rolls applies. Once this option is exercised, the spell ends immediately. Unlike most touch spells, benediction cannot be used on yourself. Its effects are for the benefit of others only. Level 3: 10min/level: reroll check

Choose Destiny (Races of Destiny) Divination Level: Destiny 9, Components: V, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level For the duration of the spell, any time you make an attack roll, skill check, ability check, or saving throw, you may roll twice and select which die roll to use.

Crown of Glory (Spell Compendium, p. 56) Enchantment (Compulsion) Level: Glory 8, 1 round Range: 20 ft. Target: You and one creature/level in a 20-ft.-radius burst centered on you Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You gain +4 enhancement bonus to Charisma for the duration of the spell. In addition, the subject creatures gain a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Devil's Ego (Fiendish Codex II: Tyrants of the Nine Hells) Transmutation [Evil] Level: Diabolic 3, Components: V, S, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 min./level You gain a +4 profane bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Level 5: 1 min/level +4 profane bonus to charisma

Divine Insight (Spell Compendium, p. 70) Divination Level: Cleric 2, Paladin 2, 1 standard action Range: Personal Target: You Duration: 1 hour/level or until discharged (D) Once during the spell's duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + your caster level (maximum bonus of +15) on any single skill check. Activating the effect requires an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends. You can't have more than one divine insight effect active on you at the same time. Level 3: 1 hour/level 5+ caster level Insight bonus one skill check

Feast of Champions (Eberron Campaign Setting, p. 111) Conjuration (Creation) Level: Cleric 9, Feast 9, 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: Feast for one creature/level Duration: 1 hour plus 12 hours; see text Saving Throw: None Spell Resistance: No You bring forth a magnificent feast, including a grand table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, nausea, fatigue, and exhaustion. Any poison affecting a creature is neutralized, and creatures sharing the feast become immune to poison for 12 hours. The nectarlike beverage that is part of the feast cures 2d8 points of damage + 1 point per caster level (maximum +20) and grants 1d8 temporary hit points + 1 point per two caster levels (maximum +10). The food of the feast grants each creature that partakes a +1 morale bonus on attack rolls, skill checks, ability checks, and saving throws, and immunity to fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all effects are negated.

Fleeting Fortune (Champions of Valor p.55) Transmutation Level: Initiate of tymora 1, 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round or until discharged Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) You imbue the subject with a bit of Tymora's luck, granting her a +5 luck bonus on a single skill check of her choice. Activating the luck bonus requires no action but must be declared before the skill check is rolled. Level 1: immediate action 1 round +5 luck bonus

Guidance (Player's Handbook v.3.5, p. 238) Divination Level: Cleric 0, Druid 0, Adept 0, Urban Druid 0, Components: V, S, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. Level 1: 1/minute, +1 competence bonus

Prayer (Player's Handbook v.3.5, p. 264) Enchantment (Compulsion) [Mind-Affecting] Level: Cleric 3, Paladin 3, Knight of the Chalice 3, Divine Bard 3, Community 3, Competition 3, Orc 3, Components: V, S, DF, Casting Time: 1 standard action Range: 40 ft. Area: All allies and foes within a 40-ft.-radius burst centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: Yes You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. Level 5, 1 round/level +1 luck bonus

Surge of Fortune (Complete Champion) Transmutation Level: Cleric 5, Components: V, S, DF, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until discharged The power of your deity flows through you, guiding your movements and honing your instincts. Upon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class. At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action. The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power. (If you use it for an attack roll, you must still roll to confirm the critical hit normally). Using this option instantly ends the spell.

True Prayer of the Faithful (Tome of Magic) Transmutation Level: Cleric 2, Paladin 2, Components: V, DF, TN, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One or more creatures, no two of which are more than 30 ft. apart; see text Duration: 1 round/level; see text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) ]When you cast true prayer of the faithful, you ask your patron deity to give your allies (possibly including yourself) a measure of divine aid. The subjects of this spell gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. This spell automatically affects a single target if you succeed on the required Truespeak check. But the higher your Truespeak check result, the more creatures you can affect (see below). Truename Component: When you cast this spell, you must correctly speak a truename associated with your deity. You learn this truename when you learn this spell. It's not your deity's truename, but a term associated with divine assistance. The Truespeak DC is 20, and you can have the true prayer of the faithful affect one additional creature for every 5 points by which you exceed the Truespeak DC. In addition, you gain an extra round of duration for every personal truename of a target creature you speak during the casting of the spell; your patron deity is better able to identify and assist your friends if you tell the deity their personal truenames. Level 3: 1 round/level +1 luck

Wieldskill (Player's Guide to Faerûn) Divination Level: Initiate of gond 1, Components: V, S, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: None Spell Resistance: Yes This spell imbues the subject with a touch of divine guidance, granting it a +5 competence bonus on a skill check of your choice. A subject that has no ranks in the designated skill functions as if it had 1/2 rank in the skill and therefore is considered trained in it, even though this 1/2 rank adds nothing to checks made with that skill. Alternatively, the subject may gain proficiency with a single weapon (simple, martial, or exotic) or armor (light, medium, heavy, or shield) that you designate, as if it had the appropriate feat. Level 1: 1 min/level +5 competence

Unity Wine (PGTE p.79) Transmutation Level: Cleric 1 Components: V, S, DF Casting Time: 1 minute Range: Touch Target: One pint of wine in touched containe Duration: ! hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With your holy symbol in one hand, you hold your other hand over a container of wine, invoking the spirit of community and blessing on all who drink from it. You infuse up to 1 pint of wine in a single container with energy. Up to four living creatures can partake of the wine. Drinking a glass takes at least a standard action, though diners usually imbibe the wine over the course of a meal. Creatures that drink unity wine feel uplifted and inspired, gaining a +1 morale bonus on skill checks for the spell's duration. Level 1: 1 hour/level +1 morale bonus




Dragonblood Affinity (Dragons of Faerun, p. 114) Transmutation Level: Bard 3, Sorcerer 3, Components: V, S, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living dragon or dragonblood creature/level, no two of which are more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You feel the draconic blood stirring within you, strengthening your nearby kin. This spell summons the strength of your dragon heritage to empower other draconic creatures, instilling them with a powerful sense of pride. Each affected dragon or dragonblood creature gains a +2 bonus on saving throws, caster level checks, attack rolls, ability checks, skill checks, and weapon damage rolls. Special: Only dragons and dragonblood creatures can cast this spell. Level 6: 1 min/level +2 bonus

Focusing Chant (Spell Compendium, p. 96) Enchantment (Compulsion) Level: Bard 1, Components: V, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 minute (D) You chant softly under your breath and concentrate on the sound of your voice. Distractions fade from your consciousness, allowing you to focus on the task at hand. You gain a +1 circumstance bonus on attack rolls, skill checks, and ability checks for the duration of the spell. Level 2: swift action 1 min +1 circumstance bonus

Immediate Assistance (Complete Mage) Enchantment (Compulsion) Level: Bard 1, Components: V, Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One willing creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes As you speak the arcane words, you feel the laws of reality bending around your companion, undoing his failure. You grant the subject the chance to reroll a skill check. You must cast this spell after the skill check has been rolled, but before success or failure has been determined. The subject makes the new check immediately and must abide by the results of the second roll. The subject can't take 10 or 20 on this reroll. Level 2: immediate action reroll

Improvisation (Spell Compendium, p. 121) Transmutation Level: Bard 1, Components: V, S, M, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence. You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking. For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks. Material Component: A pair of dice. Level 2: 1 round/level, luck bonus = ½ caster level

Leech Ghost Skill (Ghostwalk) Necromancy [Ectomancy] Level: Sorcerer 5, Wizard 5, Components: V, S, M, Casting Time: 10 minutes Range: Touch (see text) Target: Ghost touched Duration: 1 day/level Saving Throw: Will negates Spell Resistance: Yes You bind the ectoplasmic form of the target ghost onto another creature (hereafter called the "bearer"). The ghost clings to the bearer's back or chest in the form of a tattoo for the duration of the spell. Leech ghost skill binds only the ghost, not any of its equipment. While this ghostly tattoo is in place, the bearer may use the ghost's skill ranks instead of his own as desired, regardless of the nature of the skill. For example, a bearer wearing a ghost rogue/wizard tattoo could use the ghost's ranks in Climb, Hide, Knowledge, Spellcraft, or any of the ghost's other skills (including class-exclusive skills that the bearer does not possess) if they exceed his own. He still uses his own ability modifiers for making skill checks. The bearer does not have access to any of the ghost's other abilities or to any knowledge that is not related to skills (such as bardic knowledge, class abilities, ghost powers, memories, racial bonuses, and so on), nor does he gain the ability to speak or understand any languages that the ghost knows. The ghost cannot be attacked or harmed while bound to the target. The ghost remains completely aware of its surroundings, though it cannot speak or use any abilities (including mental communication). When the spell ends, the ghost is immediately freed and appears in an area adjacent to the bearer. If the bearer is killed by any means (even disintegrate or some other effect that destroys his body), the ghost is immediately freed and appears in the bearer's square. When it appears, the ghost has all the abilities it had at the time of the binding (such as prepared spells or available spell slots, uses of turn undead, and so on). This spell was invented by members of the Piran Sedestadel at the behest of the Yisa-khardomas, who sought a way to punish criminal ghosts and still let them contribute to life in the city. Material Component: A silver needle and a vial of acid, together worth 100 gp.


Magic of the Dragonheart (Dragon Magic) Transmutation Level: Sorcerer 2, Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level You speak your own name as you clench your fists at your side. An aura of bright energy forms around you, coalescing into the shape of a translucent dragon above your head. This spell grants you a variety of benefits related to your draconic feats. If you have no draconic feats, this spell has no effect. While this spell is active, you are considered to have two more draconic feats than normal for the purpose of determining the benefit of your draconic feats. For example, if you have the Draconic Heritage feat (see page 17), you would gain a +2 bonus to the specified saves for the duration of this spell, over and above the bonus already granted by that feat. In addition, for the purpose of determining the benefit of a draconic feat, treat magic of the dragonheart as if its spell level equaled 1/2 your caster level. For example, an 8th-level sorcerer that has the Draconic Flight feat (Complete Arcane 77) would gain a fly speed of 40 feet after casting this spell, as if it were a 4th-level spell. Finally, you gain a competence bonus equal to 1/2 your caster level (maximum +10) on skill checks made with the class skill granted by your Draconic Heritage feat (if you have the feat). Level 4 1 hour/level competence bonus =½ caster level

Songbird (Magic of Faerun) Transmutation Level: Bard 0, Components: V, S, Casting Time: 1 full round Range: Personal Duration: Performance +1 hour or until discharged (see text) You acquire an even greater Charisma when you perform. Anyone who hears or views your performance becomes favorably inclined toward you. This spell grants you a +1 competence bonus on your next Charisma check to influence an NPC's attitude (for details, see NPC Attitudes, page 149 of the DUNGEON MASTER's Guide) or Charisma-based skill check against any one person who saw the performance. This effect lasts for the duration of the performance and up to 1 hour immediately following. You must begin the performance within 1 hour of casting the spell for it to have any effect. Level 1 1 hour +1 competence bonus



Good Hope (Player's Handbook v.3.5, p. 237) Enchantment (Compulsion) [Mind-Affecting] Level: Bard 3, Wu Jen 4, Charm 4, Joy 4, Components: V, S, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature/level, no two of which may be more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair. Level 7 1 min/level +2 morale

Heroism (Player's Handbook v.3.5, p. 240) Enchantment (Compulsion) [Mind-Affecting] Level: Bard 2, Sorcerer 3, Wizard 3, Sha'ir 3, Arborea 3, Courage 3, Pride 3, Revered Ancestor 3, Components: V, S, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. Level 4 10 min/level +2 morale

Insight of Good Fortune (Player's Handbook II) Divination Level: Bard 2, Cleric 2, Sorcerer 2, Wizard 2, Components: V, S, M, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 minute/level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You toss a small golden die. It rolls toward the creature you choose, then disappears in a tiny golden flash of light. The subject of the spell becomes unusually lucky. Once during the spell's duration, when he makes an attack roll, skill check, saving throw, or ability check, he rolls twice and takes the better result. He must choose to use this ability before the check is attempted, and the spell expires once the second die is rolled. Material Component: A gold die (worth 20 gp). Level 3, 1min/level roll with advantage

Heroism, Greater (Player's Handbook v.3.5, p. 240) Enchantment (Compulsion) [Mind-Affecting] Level: Bard 5, Sorcerer 6, Wizard 6, Sha'ir 6, Joy 6, Revered Ancestor 6, Courage 7, Pride 7, Arborea 8, Components: V, S, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Masochism (Book of Vile Darkness) Enchantment [Evil] Level: Sorcerer 2, Wizard 2, Assassin 3, Blackguard 3, Cleric 3, Components: V, S, M, Casting Time: 1 action Range: Personal Target: Caster Duration: 1 round/level For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration. Material Component: A leather strap that has been soaked in the caster's blood.

Master's Touch (Player's Handbook II) Divination Level: Bard 2, Cleric 2, Sorcerer 2, Wizard 2, Components: V, Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a mere utterance, you grant the creature special insight into how best to complete a task at hand. You cast this spell immediately before the target makes a skill check. The subject envisions how a master might accomplish the same task, gaining a +4 insight bonus on its skill check. Master's touch has no effect on skill checks that represent effort over more than 1 round of time (Craft checks, for example).level 3 instantaneous +4 insight

Moment of Prescience (Player's Handbook v.3.5, p. 255) Divination Level: Sorcerer 8, Wizard 8, Beguiler 8, Sha'ir 8, Luck 8, Destiny 8, Competition 8, Elysium 9, Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level or until discharged This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time.

Ray of Hope (Book of Exalted Deeds) Enchantment (Compulsion) [Good, Mind-Affecting] Level: Apostle of Peace 1, Bard 1, Cleric 1, Emissary of Barachiel 1, Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks. Ray of hope counters and dispels sorrow (detailed in the Book of Vile Darkness). Level 1, 1 round/level +2 morale

Sadism (Book of Vile Darkness) Enchantment [Evil] Level: Sorcerer 2, Wizard 2, Assassin 3, Blackguard 3, Cleric 3, Pain 2, Components: V, S, M, Casting Time: 1 action Range: Personal Target: Caster Duration: 1 round/level For every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster deals, the greater the luck bonus. It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration. Material Component: A leather strap that has been soaked in human blood.

Share Talents (Player's Handbook II) Transmutation Level: Bard 1, Cleric 2, Ranger 2, Sorcerer 2, Wizard 2, Components: V, S, M, Casting Time: 1 round Range: Touch Target: Two willing creatures touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You touch two allies, and for a moment their features change so that they seem to blend their appearances into one new creature. When you cast this spell on two subjects, you create a mystical link between them. For the duration of the spell, the subjects gain a +2 bonus on any skill checks they make, as long as at least one of the characters has 1 rank or more in the skill. In addition, if either character has ranks in a skill that is not normally usable by untrained characters (such as Tumble), the other character can make untrained checks using that skill. Material Component: A knotted rope. Level 2 10/min level +2

Buddy76
2018-11-20, 12:14 PM
You can take the feat shape soulmeld. There are , I think, two soulmelds that give bonuses tho UMD. Mage's Spetacles are in Magic of Incarnum and the other, Elder Spirit is in Dragon Magic. They each give you +4 to UMD, though you need the dragonblood subtype for the latter.

VolcanicErupt
2018-11-20, 12:31 PM
I was hoping there was a gem or something that could do it. Because while I could make stuff, that requires sinking in a rising amount of gold. Would prefer a 1-time expenditure kinda deal, if it can be attained.

I don't imagine that there are any ways to get the Dragon blood subtype, is there?

daremetoidareyo
2018-11-20, 12:40 PM
I was hoping there was a gem or something that could do it. Because while I could make stuff, that requires sinking in a rising amount of gold. Would prefer a 1-time expenditure kinda deal, if it can be attained.

I don't imagine that there are any ways to get the Dragon blood subtype, is there?

what's your race?
All of the major demihumans get dragonblood versions, humans, elves, dwarves, gnomes, hobgoblins, half drow, lizardfolk, and half orcs, all thanks to the dragon magic splat and any race can become a dragonborn of bahamut (races of the dragon)

If you want a bunch of extra skillpoints and a charisma bonus, be a human with the open minded(expanded psionics handbook) or human heritage (races of destiny) feat as a bonus feat, and then turn into a spellscale.

A dragonwrought kobold is automatically considered a dragonblooded critter by virtue of having the dragon type.

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I think that wands, which come with 50 charges, shouldn't be too much of an investment, especially if youre stacking bonuses. etch schema will allow you to craft perma-scrolls for these things. Unity wine at caster level 8 will give you an 8 hour long +1 morale bonus to UMD checks as well as all other skill checks. Divine insight grants a huge bonus to one skill roll and it lasts 1 hour per caster level. Throw that on a wand or schema.

Falontani
2018-11-20, 12:40 PM
Circlet of persuasion, +3 to all cha skills

Buddy76
2018-11-20, 12:45 PM
I don't imagine that there are any ways to get the Dragon blood subtype, is there?

The only way I know how is to be a 1st level sorcerer and take the Draconic Heritage feat, which I don't think is worth for your artificer. Mage's Spetacles and Elder Spirit don't stack because they both provide insight bonuses to UMD, so maybe you could just take Shape Soulmeld (Mage's Spetacles)? Between the Spetacles, skill focus and magical aptitude, you would have a +9 bonus to UMD (not counting your charisma bonus). That should be more than enough.

daremetoidareyo
2018-11-20, 12:52 PM
The only way I know how is to be a 1st level sorcerer and take the Draconic Heritage feat, which I don't think is worth for your artificer. Mage's Spetacles and Elder Spirit don't stack because they both provide insight bonuses to UMD, so maybe you could just take Shape Soulmeld (Mage's Spetacles)? Between the Spetacles, skill focus and magical aptitude, you would have a +9 bonus to UMD (not counting your charisma bonus). That should be more than enough.

you can also take the dragontouched feat in order to take draconic feats as if your sorcerer level were your character level and then take the draconic heritage feat. It's easier to pay 100 gp and go be dragonborn though.

Xasten
2018-11-20, 01:18 PM
Pretty much the only item that is even close to what you're talking about via storing xp is the thought bottle on page 150 of Complete Arcane. Even then, it creates a save state that you can retreat to and not a thing that lets you bring xp forward to your new level.

Also, most DMs ban the bottle.