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Best feats for a Wizard
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<blockquote data-quote="argo" data-source="post: 1863126" data-attributes="member: 5752"><p>This would be a house rule. You can only use Craft Wonderous to make the wonderous items listed in the DMG. Any other wonderous is, by definition, a house rule and requires DM approval to create. Personally I think your DM would have to be a fool to allow you to create new wonderous items that duplicate the effects of potions and wands since, as you so aptly pointed out, that would make the other craft feats quite useless.</p><p></p><p>As for my advice. Spell Focus is good for the dedicated evoker or enchanter while Spell Penetration is an absolute must for anyone as your 6th or 9th level feat. Imporved Initiative is usefull as others have pointed out but I am going to have to disagree on Toughness, that feat isn't usefull for anyone. A wiz caught up in melee is dead meat without some spell to save his hide, an extra 3 HP isn't going to change that. Point Blank Shot and Precise shot are not bad choices if you want to be a ray specalist but I wouldn't take them othewise.</p><p></p><p>Beyond that my advice is prety simple: stick with metamagic and item creation feats exclusevly. Your spells are your weapons, focus on making them better. Use your Scribe Scroll feat early and often (they give it to you for free for a reason) and get Craft Wand at your earliest opportunity (5th level). Brew Potion is a strong canidate for 3rd level but personally I usually leave that one to the cleric. Craft Wonderous items is a feat that keeps on giving no matter what level you are at. The rest of the craft feats you can take or leave as they strike your fancy. On the Metamagic side of things Empower is one of the best deals out there if you want to focus on damage dealing, Maximize is probably only of value to the dedicated evoker. I rarely see a use for Enlarge or Widen. Extend and Heighten can be devistating if used cleverly or useless otherwise. Still Spell is worth taking just for the stilled-dimension door combo alone and I am sure you will find other uses for it. Silent is only really usefull if you intend to be a sneaky mage. Quicken is essential but not until much higher level.</p><p></p><p>So, given what you've told us at third level I would recomend you pick one of Brew Potion, Craft Wonderous, Empower, Still Spell or Imporved Initative. Absoluetly take Craft Wand as your fifth level bonus feat.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="argo, post: 1863126, member: 5752"] This would be a house rule. You can only use Craft Wonderous to make the wonderous items listed in the DMG. Any other wonderous is, by definition, a house rule and requires DM approval to create. Personally I think your DM would have to be a fool to allow you to create new wonderous items that duplicate the effects of potions and wands since, as you so aptly pointed out, that would make the other craft feats quite useless. As for my advice. Spell Focus is good for the dedicated evoker or enchanter while Spell Penetration is an absolute must for anyone as your 6th or 9th level feat. Imporved Initiative is usefull as others have pointed out but I am going to have to disagree on Toughness, that feat isn't usefull for anyone. A wiz caught up in melee is dead meat without some spell to save his hide, an extra 3 HP isn't going to change that. Point Blank Shot and Precise shot are not bad choices if you want to be a ray specalist but I wouldn't take them othewise. Beyond that my advice is prety simple: stick with metamagic and item creation feats exclusevly. Your spells are your weapons, focus on making them better. Use your Scribe Scroll feat early and often (they give it to you for free for a reason) and get Craft Wand at your earliest opportunity (5th level). Brew Potion is a strong canidate for 3rd level but personally I usually leave that one to the cleric. Craft Wonderous items is a feat that keeps on giving no matter what level you are at. The rest of the craft feats you can take or leave as they strike your fancy. On the Metamagic side of things Empower is one of the best deals out there if you want to focus on damage dealing, Maximize is probably only of value to the dedicated evoker. I rarely see a use for Enlarge or Widen. Extend and Heighten can be devistating if used cleverly or useless otherwise. Still Spell is worth taking just for the stilled-dimension door combo alone and I am sure you will find other uses for it. Silent is only really usefull if you intend to be a sneaky mage. Quicken is essential but not until much higher level. So, given what you've told us at third level I would recomend you pick one of Brew Potion, Craft Wonderous, Empower, Still Spell or Imporved Initative. Absoluetly take Craft Wand as your fifth level bonus feat. Hope that helps. [/QUOTE]
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