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Spellthief & UMD with wands
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<blockquote data-quote="VariSami" data-source="post: 5996120" data-attributes="member: 6698543"><p>We'll start playing a Tier 3-4 (4th tier characters get 4 extra points in point buy) campaign this friday. Today I started creating my character, a Wild Elf Spellthief. The wild elf part is simply because they happen to be in war with a magocracy in the campaign world and I wanted to play something other than a human (or a freak) for a change. Besides, it gives me profiency with a shortbow.</p><p></p><p>Since I'm not a human and a wild elf takes a hit in his intelligence, I'm not exactly drowning in skill points. I'm also the group's locksmith. Since we're starting at level 1, I don't get immediate access to Knock and I'll need to spend points in Open Lock, Search and Disable Device for sure. That's already 3/7 skills to maximize. I'm thinking of going with the stealth pair as well (Hide + Move Silently). That'd be 5/7 in case I do. It'd help with scout duty and infiltration since I don't have immediate access to Invisibility and Silence. The rest are still quite open: I'm thinking Spellcraft because it makes sense to be able to identify spells if you're going against a wizard in an immersion heavy campaign (as in, we won't probably be told too much about what they're doing without the skill). I'm still thinking whether or not to pick that since I'd probably need Concentration and Tumble might be a good investment (even if I'm on archer duty).</p><p></p><p>Which brings me to Use Magic Device. The skill's a no-brainer in case I need it to use sorcerer/wizard wands. However, I get access to sorcerer-wizard spells of up to 4th level (the same as wands) at some point. As in, a spell list with those spells available. RAW, I think I won't need to use UMD to activate arcane wands or level 1-4 arcane scrolls. But am I reading into this right?</p><p></p><p>Oh, and since I started the topic: do you think Hide and Move Silently will be all that useful? It's hard for me to imagine a rogue-type (other than charlatans) without them but then again, it's not a typical rogue we're talking about. If I chose to ignore them, that'd easily give me access to Concentration and Tumble.</p><p></p><p>Edit: I found a mention about this in a handbook. Great. Then again, I also found out that the Spellthief only has access to a limited number of schools. Not so great. Luckily this is no optimization heavy campaign as far as I can tell. And it'd be hard anyway: we're only allowed access to Complete Arcane/Adventurer/Warrior/Divine, the core books and Player's Handbook II. Oh, and Tome of Battle.</p><p></p><p>So, I'm thinking:</p><p>Open Lock, Search, Disable Device, Hide, Move Silently, Spellcraft, Concentration. I'd only use UMB for wands anyway, and we still have a Bard with the skill. I suppose I'll just have to trust the character's elven senses to spot trouble.</p></blockquote><p></p>
[QUOTE="VariSami, post: 5996120, member: 6698543"] We'll start playing a Tier 3-4 (4th tier characters get 4 extra points in point buy) campaign this friday. Today I started creating my character, a Wild Elf Spellthief. The wild elf part is simply because they happen to be in war with a magocracy in the campaign world and I wanted to play something other than a human (or a freak) for a change. Besides, it gives me profiency with a shortbow. Since I'm not a human and a wild elf takes a hit in his intelligence, I'm not exactly drowning in skill points. I'm also the group's locksmith. Since we're starting at level 1, I don't get immediate access to Knock and I'll need to spend points in Open Lock, Search and Disable Device for sure. That's already 3/7 skills to maximize. I'm thinking of going with the stealth pair as well (Hide + Move Silently). That'd be 5/7 in case I do. It'd help with scout duty and infiltration since I don't have immediate access to Invisibility and Silence. The rest are still quite open: I'm thinking Spellcraft because it makes sense to be able to identify spells if you're going against a wizard in an immersion heavy campaign (as in, we won't probably be told too much about what they're doing without the skill). I'm still thinking whether or not to pick that since I'd probably need Concentration and Tumble might be a good investment (even if I'm on archer duty). Which brings me to Use Magic Device. The skill's a no-brainer in case I need it to use sorcerer/wizard wands. However, I get access to sorcerer-wizard spells of up to 4th level (the same as wands) at some point. As in, a spell list with those spells available. RAW, I think I won't need to use UMD to activate arcane wands or level 1-4 arcane scrolls. But am I reading into this right? Oh, and since I started the topic: do you think Hide and Move Silently will be all that useful? It's hard for me to imagine a rogue-type (other than charlatans) without them but then again, it's not a typical rogue we're talking about. If I chose to ignore them, that'd easily give me access to Concentration and Tumble. Edit: I found a mention about this in a handbook. Great. Then again, I also found out that the Spellthief only has access to a limited number of schools. Not so great. Luckily this is no optimization heavy campaign as far as I can tell. And it'd be hard anyway: we're only allowed access to Complete Arcane/Adventurer/Warrior/Divine, the core books and Player's Handbook II. Oh, and Tome of Battle. So, I'm thinking: Open Lock, Search, Disable Device, Hide, Move Silently, Spellcraft, Concentration. I'd only use UMB for wands anyway, and we still have a Bard with the skill. I suppose I'll just have to trust the character's elven senses to spot trouble. [/QUOTE]
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