Mhh, maybe I should some extra info about the party / campaign I guess. Besides the houserules mentioned in the first post, the campaigns is a bit out of the ordinary. Every session consists of a few hours of roleplay / research, on where to find the next encounter. Encounter is usually one BBEG, without minions, but in a dynamic, dangerous environment (vulcanoes, ridges, etcetera). Therefor, we can't use save or dies or save or cripples; it's a rather fine line, ray of clumsiness is ok, ray of dizzyness isn't. Because of the way sessions are build up, we (both DM and players) don't want 1 spell to end the encounter.
Party consist of: cleric archer, gish (cha based, in abjurant champion asap), wizard/malconvoker/incantatrix, and binder/wizard/anima mage/unseen seer/incantatrix, which is me. Concept is a debuffer/raycaster, low level focussing on debuffs, higher level either debuff, battlefield control or big blasting damage, from several sneak attack/metamagic sources.
Use magic divice won't be neccisary, I think
Some questions:
- aren't static bonus items exactly the thing to pick? Because a belt of giant strength +4 can become a BoGS +6 with just paying for the extra +2 bonus (20000). While if I want to make my belt of healing a +6 BoGS, I'd have to pay 1.5 x 36000 = 54000, if I interpred the magic item rules correctly.
- also, you advise to get consumable items: but isn't it a waste, since I can only use them once but they'll take a chunk out of my WBL for the rest of my characters adventuring career? Or doesn't that matter too much, cause at low level it's so little GC that it's irrelevant?
Further, thnx for the reaction. I'll definitely use the tip to just write down the items I want to have at level 20, and start to work back from there.