Caliban said:
If I plan on playing the character to level 10 or higher? Yes.
Of course, by that point, you have MI and other ways to increase your spells per day that makes the fact that you have had a useless feat for several levels makes your decision making look questionable.
An extra higher level spell slot is not "almost nothing". High level spell slots are very powerful.
Then why isn't Extra Slot taken?
Its useful, but the extra +2 STAT isnt likely to come into play often enough to matter.
FrEx You need an 18 stat at 1st level to get ANY benefit from the feat.
At 3rd you need a 20 - Possible if you had that 18 at first and found a +2 item.
At 5th you need a 22 - +1 for fourth and a +2 item isnt going to cut it.
At 7th you need a 24 - likely got a +4 here and at 8th youll up your stat to get the ad outta it
At 9th you need a 26 - gotta have that +6 item now
At 11+ you're stuck, you cant keep your stat up to the point where you have an advantage from the feat in your highest level slot.
It is not a useful feat for every character concept, but it can be well worth it for others. It's also a great roleplaying feat that has a worthwhile game mechanic benefit. It's just no longer the automatic choice for every uber-dc spellcaster. I like the change, it seems much more balanced now.
What roleplaying? If you want to play a prodigy, play a prodigy. This feat has nothing to do with being a prodigy, and shouldnt have the "must take at 1st level" tag. Rename it Extra Spells, drop the tag, and then come back with a REAL ScP feat.
+1 CL, +1 to all DC's, Cast a spell in a lower slot, SOMETHING that actually resembles a PRODIGY.