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View Full Version : [PF] Good feats for a Wizard



beau highbill
2013-03-05, 04:39 PM
So I accidentally broke our earlier campaign and our DM is having us all roll new characters, starting at level 8.
I've got 6 feats I need to choose (Human, Flaw, 1st, 3rd, 5th, 5th bonus), and I've not played a wizard before.
Here are his stats:
STR: 9
DEX: 16
CON:17
INT: 22
WIS: 15
CHA: 15
What are some good feats that I could take?
Not sure what I want to do with him, so currently he's got no opposed schools.

Your guys' help is appreciated.

The Grue
2013-03-05, 04:42 PM
Provided the GM gives you stretches of downtime here and there, item creation feats are pretty good Wizard staples. Craft Wondrous Item and Craft Wand, Craft Magic Arms and Armor and Forge Ring you would all qualify for at level 8.

beau highbill
2013-03-05, 04:44 PM
Provided the GM gives you stretches of downtime here and there, Craft Wondrous Item and Craft Wand are pretty good Wizard staples. As is Craft Magic Arms and Armor.

I was thinking of taking one or more of those. He's starting us up 3 months after my last character screwed everything up with the basic WBL for PF
so I've got 3 months and 33,000 to blow.

Daftendirekt
2013-03-05, 04:48 PM
Extend Spell is always good for making your buffs last longer. Grab Quicken Spell at level 9+ so you can start getting 2 spells off a round (only 1st level spells if you grab it at 9, though). Improved Initiative never hurts; going first is awesome. Some item creation feats (http://www.d20pfsrd.com/feats/general-feats/improved-familiar) might not hurt if you want to have a bit of control over what gear you have. If you're into summoning stuff, picking up Spell Focus Conjuration > Augment Summoning makes all your summons more badass (+4 Str and Con). If you went for a familiar rather than a bonded item, take a look at the Improved Familiar (http://www.d20pfsrd.com/feats/general-feats/improved-familiar) list to get a better one.

I just personally found out the hard way that PF's lack of the Assay Resistance spell is a huge blow to wizards - take Spell Penetration and Greater Spell Penetration (http://www.d20pfsrd.com/feats/general-feats/greater-spell-penetration---final), otherwise getting through spell resistance is going to be a bitch.

beau highbill
2013-03-05, 04:59 PM
Extend Spell is always good for making your buffs last longer. Grab Quicken Spell at level 9+ so you can start getting 2 spells off a round (only 1st level spells if you grab it at 9, though). Improved Initiative never hurts; going first is awesome. Some item creation feats (http://www.d20pfsrd.com/feats/general-feats/improved-familiar) might not hurt if you want to have a bit of control over what gear you have. If you're into summoning stuff, picking up Spell Focus Conjuration > Augment Summoning makes all your summons more badass (+4 Str and Con). If you went for a familiar rather than a bonded item, take a look at the Improved Familiar (http://www.d20pfsrd.com/feats/general-feats/improved-familiar) list to get a better one.

I just personally found out the hard way that PF's lack of the Assay Resistance spell is a huge blow to wizards - take Spell Penetration and Greater Spell Penetration (http://www.d20pfsrd.com/feats/general-feats/greater-spell-penetration---final), otherwise getting through spell resistance is going to be a bitch.
I'm thinking extend spell, craft magical arms and armour, craft wondrous item, inscribe magical tattoo, and I can't think of any other ones that look appealing.

With our DM items are essentially "If you can find it in the books and the city's big enough, you can find it"

dwlc2000
2013-03-05, 06:31 PM
quicken spell is a must. Metamagics are good for wizards. Craft wondurous item, too. If you qualify, pick on craft contigent spell from CA. It's like contigency, but you can have multiple effects on you at once.

chaos_redefined
2013-03-05, 08:15 PM
Guys, he's level 8... Quicken Spell would allow him to quicken cantrips. Take it at level 11, when you can quickened first level spells won't take up your highest level slots.

Craft feats are, however, still good. Extend Spell is reasonable, although I'm not a big fan at this point, simply because a rod covers most of your needs.

If your DM allows you to, flyby attack is amazing.

Spell Penetration and Greater Spell Penetration become useful at around this level, and their usefulness only increases over time.

Baroncognito
2013-03-05, 08:35 PM
If you do choose to go a route with item creation feats, having a Valet familiar (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/valet-familiar-archetype) will really speed things up.

Blyte
2013-03-05, 08:59 PM
that is an amazing familiar.

can't wait to watch the books fly when I bring one of those to the table.

avr
2013-03-05, 09:17 PM
Chaos_redefined isn't wrong, though if as you say any items are available in a city, you take one item creation feat (Craft Wondrous) to cut costs and forget about the others.

A lesser metamagic rod of extend spell costs 3000 GP and effects up to 3 3rd level spells/day. Without increasing the spell level. Why would you spend a feat for a worse effect?

You also want a similar rod for Toppling spell.

If your GM is OK with your raising the creation DC of the item by 5 when you're missing any metamagic feat required, get Craft Rod at 9th and make a golfbag of metamagic rods. If that rule applies only to missing spells pay list price.

avr
2013-03-05, 09:40 PM
Though, if you really want, you could get Craft Wondrous, C. Magic Arms & Amr, & C. Construct and make yourself a flesh or rope golem already. That could be fun.