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thefear436
2009-12-29, 02:07 AM
ok so I am a Gray Elf, we are level 6 and I just dont really know what I want to for feats since i mostly play melee classes so magic is foreign to me, please just kinda outline what feats are good for a caster throughout levels, thanks.

Pharaoh's Fist
2009-12-29, 02:08 AM
You need some sort of guide to playing said wizard. Fortunately, they exist.

The Logic Nina's Guide to Being Batman (http://www.giantitp.com/forums/showthread.php?t=104002)

Treantmonk's Guide to Being a God (http://boards1.wizards.com/showthread.php?t=956548)

thefear436
2009-12-29, 02:10 AM
where could i find one of those, btw im also a conjuration specialist, I banned Evocation and Enchantment

Pharaoh's Fist
2009-12-29, 02:10 AM
Good so far. Check my original post for details.

Draz74
2009-12-29, 02:11 AM
ok so I am a Gray Elf, we are level 6 and I just dont really know what I want to for feats since i mostly play melee classes so magic is foreign to me, please just kinda outline what feats are good for a caster throughout levels, thanks.

What sources are available to you?

The short answer to your question is "Metamagic."

The most popular Metamagic feat is Quicken Spell.

Other very strong Metamagic feats are: (Core) Empower Spell, Extend Spell, (non-Core) Sculpt Spell, Chain Spell, Fell Drain.

There are also a few very good non-Metamagic feats here and there for Wizards. I don't think anyone would argue that Improved Initiative is a poor choice, for example.

Also, look at PrCs you might want to enter and see if you should be taking feats to prepare for them. Archmage, for example, requires Skill Focus (spellcraft) and Spell Focus (x2). Loremaster requires Skill Focus (knowledge (any)).

Eldariel
2009-12-29, 02:16 AM
Like:
Being Batman (http://www.giantitp.com/forums/showthread.php?t=104002)
Playing a God (http://brilliantgameologists.com/boards/index.php?topic=394.0)

They're good resources. I assume you're coreish though? Core luckily really spoils casters with good feats while simultaneously laughing melee types outta the building. Some solid options:
- Craft Wondrous Items (and to lesser extent, Wands & Magic Arms & Armor; Rods is another good one, but level 9)
- Extend Spell
- Quicken Spell (though not really usable for another couple of levels)
- Improved Familiar (though you may wanna wait until level 9 to expand options)
- Spell Penetration & Greater (ONLY if it's coreish; then this is very important for keeping your options open vs. high SR opponents - out of Core, you can use spells to bypass SR when needed)
- Leadership (only prob is, it's too good)
- Spell Focus: Anything (for the Archmage entry later; Transmutation & Conjuration are both v. good Spell Focus schools with Glitterdusts and Webs and Slows and Pyrotechnics around)


EDIT: Well, the links got ninja'd.

Pharaoh's Fist
2009-12-29, 02:17 AM
You have been ninja'd. Or rather, you were Batman'd.

Apparently going through an elaborate IRC discussion while typing a post is a bad idea.

Eldariel
2009-12-29, 02:18 AM
You have been ninja'd.

Who knew going through an elaborate IRC discussion while typing a post could be a bad idea?

Pigkappa
2009-12-29, 05:41 AM
are there any guides like these for other classes (clerics, archivists, druids, etc.)?

ex cathedra
2009-12-29, 07:14 AM
Yes.

A good deal of the handbooks that have been posted at various optimization forums have been compiled at brilliantgameologists (http://brilliantgameologists.com/boards/index.php?board=22.0).

Tyndmyr
2009-12-29, 04:10 PM
Well, first off, look at PrCs. If you have any particular plans for this character, make sure you pick up the appropriate prereq feats.

Then, ponder item crafting. Does it sound interesting to you? Are magic items rare or common in your game world? The rarer, the better the feats. Ditto for low wealth worlds, since with feat investment and/or roleplaying, this can lead to an income source.

Next, look at your character's weaknesses that need to be filled, or strengths that need a little something extra. Metamagic is fun for variety/interesting combos. Quicken spell is fun for improving action economy. A couple of the reserve feats are good options if your group loves long endurance runs.

If available, improved toughness is a decent option too. Also, counterspelling can be surprisingly effective with feat investment.

mostlyharmful
2009-12-29, 04:16 PM
meh, feats are just the icing on the cake of goodness.

Just make sure each feat you pick increases the options available to your character rather than just pumping numbers and you're golden.