| Post/Author/DateTime | Post |
|---|---|
| nnnnn12-04-06, 12:30 PM | I'm making a new wizard character, and we can use Flaws to get more feats at first level. So my human wizard will have lots of feats to start with. What are the best wizard feats? Further info: He is an enchanter, giving up evocation and necromancy. So maximize spell probably won't be that great for him. I'm thinking of taking spell focus and spell penetration. Are there better feats out there? nnnnn |
| nnnnn12-04-06, 12:37 PM | Personally, Alacritous Cogitation from the new Complete Mage strikes me as very powerful. It helps band-aid one of the few weaknesses of a wizard, giving you access to your entire spell book. Your versatility increases with this feat. Is it worth it? nnnnn |
| Surreal12-04-06, 12:41 PM | Improved Initiative. He who laughs last... rolled poorly for initiative. |
| jameswilliamogle12-04-06, 01:32 PM | Spell Focus and Spell Penetration aren't bad choices at all. For a primarily dungeon crawling event: Collegiate Wizard. Extend Spell (to extend charms to multi-day effects) is a good one. Heighten Spell will be nice at the highest levels, since you can make your lower level dominates have much higher DCs. Quicken Spell is even better than Heighten, once you can afford it. When you decide to make items, Craft Wonderous Items is the best ones you can get. Given 4 feats to choose, I'd go: Extend Spell, Spell Focus: Ench, GSpell Focus: Ench, Improved Initiative. I'd pick up Spell Penetration & GSP @ 3rd and 6th, unless you want a particular Prestige Class or something, and craft Wonderous Item @ 5th. Quicken @ 9th, Heighten @ 10th, Extraordinary Concentration @ 12th, Craft Staff @ 15th, Extraordinary Spell Aim @ 18th. Craft Ring (maybe) @ 20th. Remember that the opponent must not be threatened for Charm to work really well |
| Endarire12-04-06, 09:29 PM | Complete Arcane's Arcane Mastery feat coupled with Spell Compendium's assay resistance means you can get +20 to checks to beat SR. Move over, Spell Penetration! -EE |
| Phoenix0012-04-06, 09:42 PM | Otherwordly from Players Guide to Faerun ;) |
| The Jake12-04-06, 10:15 PM | It depends if you're a generalist, specialist or spontaneous caster. Complete Mage has a heap of good build ideas in this regard... |
| 1hitparry12-05-06, 02:10 AM | If you want to metamagic the crap out of a spell like scorching ray, pick Arcane Thesis. |
| paolung12-05-06, 11:41 AM | Spell penetration is a complete waste at low levels b/c you aren't going to be fighting anything with SR for at least a little while... |
| LogicNinja12-05-06, 11:47 AM | Otherworldly is ridiculously good if you can get it (Player's Guide to Faerun, regional feat). Extend Spell might as well be snagged early. Improved Initiative is always good--I'm playing a wizard with 20 dex and Imp. Init right now, and +9 initiative is absolutely awesome. |
| Yorath_theWolf12-05-06, 12:11 PM | surpriced noone's mentioned this: Improved Toughness. yeah sure you don't qual for it until lvl 6 if memory serves but it's a godsend feat to the frail Wizard as if gives you 1 extra HP per HD you have. sure it isn't caster/wizard specific but offa a puny d4 HD, every lil bit of squeak room you can get is something to strive for. |
| LogicNinja12-05-06, 12:19 PM | At level 6, that's 6 HP. Improved Toughness isn't worth it--a decent CON will keep you alive when it needs to, and really, a caster should rarely be getting hit. If something is in the position to crush you, it will crush you, extra 6-20 HP or no. |
| Yorath_theWolf12-05-06, 02:12 PM | At level 6, that's 6 HP. Improved Toughness isn't worth it--a decent CON will keep you alive when it needs to, and really, a caster should rarely be getting hit. If something is in the position to crush you, it will crush you, extra 6-20 HP or no. *shrugs shoulders* and at lvl 10 that's +10 hp and at lvl 16 that's +16 hp and at lvl 30 it's +30 hp and so on. guess that's why I like it so much, it pretty much increases just like that Con bonus will, and just cause a caster should be staying outta melee doesn't mean that you aren't gonna have those instances when you're either ambushed, or overrun. but yeah I realize that there are more optional choices out there. |
| FntsyWlkr12-05-06, 02:27 PM | But I got to agree. I really enjoy the ability of Improved Toughness. Although for a wizard the limited amount of feats you do get don't allow you to rapidly spend feat slots on frivilous feat selection. So, in many instances if you are going for a "type" of wizard/character ... other feats may outweigh. But I would never fault anyone for choosing that feat. It is a good one! I'm considering that Battle Familiar (I get a Blink Dog) is actually pretty savvy ... |
| EldonG12-05-06, 02:29 PM | At 1st level - Apprentice. Who *doesn't* want UMD? |
| furious kender12-05-06, 04:12 PM | For an enchanter, you have three basic concerns offensively: DCs of your spells, overcoming spell resistance and to a lesser extent going first in a combat. At lower levels, only DCs and intiative are going to come into play, so you want to max those first. SF: enchantment and greater SF: enchantment are must haves unless you are counting on getting greater sf:enchantment from the master specialist. Fey heritage combination of two feats also would get your +1 DCs and +1 CL as well Tatoo focus also would give you +1 dC if your in FR Strong heart halfing would give you +1 to int permanently and allow you the same number of feats. I would pick 2-4 of the DC increasers and then improved initiative if you wanted it |
| Werrwaaa12-05-06, 05:23 PM | Collegiate Wizard |