Incantatrix help/opinions

KarinsDad said:
I do not have my books in front of me, but I do not think you are allowed to make a 5th level spell persistent since it would be the equivalent of an 11th level spell.
Not a problem. No rule says you can't and they even use a 10th level (modified) spell as one of the examples.
 

log in or register to remove this ad

KarinsDad said:
I do not have my books in front of me, but I do not think you are allowed to make a 5th level spell persistent since it would be the equivalent of an 11th level spell.

I was not aware that an Incantratrix could bypass the level limitations of spells, even for this ability.

There is no such limitation AFAIK.

Bye
Thanee
 

Victor Ograygor said:
According to the rules, +30 on a single skill check is the cap for a non-epic bonus

That's only for magic items, which grant a bonus to skill checks.
And, I believe, this is from 3.0 still (the rule comes from the Epic Level Handbook, I suppose?).

The limit for items should be lower in 3.5.

Speaking of magic items... as long as your DM allows the crafting of custom items, you could quite easily make an item, that grants a +10 to Spellcraft Checks for a 10k base price.

Bye
Thanee
 

Victor Ograygor said:
I am playing a 1 level wizard and are goinng to be a Incantatar, after 5 level.

I am planing to beat the DC, and i hope that i can make a 5 level spell Persistent
At 12 level (5 level wiz and 7 level Incantatar). :lol: The Spellcraft DC is 51 for a 5 level spell Is it possible ?
DC 51 at level 12 will require a lot of specialization and you'll probably have to cast a few spellcraft buffing spells. It should be doable though. (See my list above.)

Victor Ograygor said:
According to the rules, +30 on a single skill check is the cap for a non-epic bonus
That's for item creation. If the DM lets you buy or make spellcraft boosting items it becomes far easier to make the necessary DCs.
 

Some ways to boost your Spellcraft check for use at the beginning of the day when you extend your spells:

+5 from Lenses of Spllcraft +5 (2500 gp, requires DM approval, may need to craft it yourself);
+1 from Headband of Int +2 (useful in general);
+2 from Heroism spell (which you can then extend, as it's a very useful spell);
+2 Assistance Bonus from your familiar (who has as many ranks in Spellcraft as you do);
+2 synergy bonus from 5 ranks in Knowledge (Arcana)(which you should have anyway);

Take 10 on your spellcraft check. With a 16 intelligence, and the above boosts, and max ranks in Spellcraft, you have a 34 in your spellcraft roll at level 6, which is more than enough to extend a 4th level spell for example.

[Edit - and I see Iku Rex already beat me to it, though left off the familiar assist I think]
 


Mistwell said:
[Edit - and I see Iku Rex already beat me to it, though left off the familiar assist I think]
SRD said:
Aid Another

You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone.
I can't see how having your familiar chatter away at you as you attempt a freakishly difficult feat of magical mastery would be all that helpful. :) It's a "ask your DM" thing though. (If he buys it, you can probably get the +2 bonus on all sorts of skill checks on higher levels.)
 

I don't see why Spellcraft would be any different than any other skill. It's as part of the rules as any other. Characters in my games help each other all the time, even with Spellcraft.

I think if we actually knew exactly when into a Spellcraft check it would be easier to see how you could assist with it. But, since it is an intelligence based skill, I suspect it's a matter of memorization, recall of facts, and methods of analysis. And, as that is the case, why couldn't you assist with that, by adding one more fact or analysis method that would help?
 

Mistwell said:
I don't see why Spellcraft would be any different than any other skill. It's as part of the rules as any other. Characters in my games help each other all the time, even with Spellcraft.

There's several primarily solo skills in the game where a second person should be more of a hindrance than a help. Like jumping over a pit. I'd be hard pressed to think of a single way to help with that shy of a rope yank in midair from the other side (which is hard to pull up the slack in time).

Be that as it may, I just do not like the Aid Another game mechanic as a game mechanic.

It should be something like:

"A 20 on the roll must result in a success for you, otherwise you cannot assist. You will not know this and can still roll. If you make a DC - 5 or higher roll, then you give a +2 bonus to the primary user of the skill. If you make a DC or higher roll, then you give a +4 bonus."

It doesn't make much sense that someone who knows virtually zip about the Demons of Khalor (i.e. 1 rank in Knowledge The Planes) can assist the Sage (i.e. 25 ranks in Knowledge The Planes) in knowing more than he already knows.

or even

"Two rolls from two characters, highest total wins."

DC 10 is way too low once PCs get beyond 2nd level. IMO.

Every Diplomacy check for buying/selling items has an auto +2 in it by mid levels.
 

Mistwell said:
There should be, but there isn't :)

I would even go so far, that it should be impossible (regardless of what you use) to cast a spell of a modified level higher than the highest you can currently cast normally. Same with modifying spell effects, of course, like with the Metamagic Effect ability.

This limitation - incidentally - has been introduced with the original 3E Incantatrix (the errata put this limitation on Instant Metamagic; same as with the revised prestige class writeup in PGtF, where it also only made it into the errata), but they seem to have forgotten about it, when they were writing up things like Divine Metamagic or revising (or rather not) the metamagic rods.

Bye
Thanee
 

Remove ads

Top