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Best feats for a Wizard
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<blockquote data-quote="dastardly740" data-source="post: 1865587" data-attributes="member: 8529"><p>Well, to contribute to the magic item portion of this discussion. My party didn't have a Cleric, so I took one for the team and made a multiclass Wizard/Cleric, but will only advance the Cleric to no more than 3rd level (I like DweomerKeeper) we are around 11th level now, and I have made 2 cure light wounds wands for City of the Spider Queen. Craft Wand can create 50 cure light wounds for 375GP. Scribe Scroll 50 cure light wounds scrolls is 625GP. 50 potions are 1250GP. And, cure moderate wounds wand is 100d8+150 total healing for 2250GP. Cure light wounds is 50d8+50 for 375gp. Put another way Cure Light Wounds wands result in 300d8+300 healing for 2250. This is needed given our tank has a zillion (ok about over 90) HP now, and even the rogue and monk are up there. More effective would probably be a unlimited use cure light wounds wondrous item... Gloves of Healing perhaps? At 900GP. This seems unbalancing as 120 to 540 hit points per 10 minutes would pretty much stop hit points from being a scarce resource. </p><p></p><p>Regarding not taking craft wand because craft staff is better. Any spell in a staff has to have a minimum caster level of 8. Therefore, a staff with spells where caster level isn't that important can be very costly. Wands are more economical in this case although it does cost a feat that could be used elsewhere.</p><p></p><p>There was a mention of Pearls of Power, while the spells I put in wands are typically ones where more than 3 castings before rest are probable, and pearls of power just don't have the same economics in that case, plus you still have to have prepared an instance of the spell for a Pearl of Power using up a spell slot.</p><p></p><p>As for feats, I took improved initiative, but we started in 3.0 and that seemed ok at the time. If Complete Arcane had existed collegiate spellcaster would have been ideal. I also took point blank shot, I am regretting that now, because it is pretty useless at this level, since my attack isn't good enough to do much to anything anyways. The wand of magic missiles has been useful. But, at this point, more spell resistant foes have made it less effective.</p><p></p><p>Future feats practiced spell caster (for multiclass), craft arms and armor, craft staff, (Greater) Spell Penetration, Quicken?. As for craft arms and armor if you are proficient in a missile weapon and your DM allows it... A (Cross)bow of true strike +1 could be a decent back up weapon even if it can only be used every other round. At least now the wizard will hit. At higher levels consider making it one or two of flaming, acid, cold, sonic, holy, or force as desired. 2d6, 3d6, or even 4d6 damage every other round could be useful. Maybe spend the money to add Quickened True Strike, but I will have to see how useful the unquickened version is vs available spells. Make the bow holy and a few silver and cold iron arrows can help with those pesky demons and devils.</p></blockquote><p></p>
[QUOTE="dastardly740, post: 1865587, member: 8529"] Well, to contribute to the magic item portion of this discussion. My party didn't have a Cleric, so I took one for the team and made a multiclass Wizard/Cleric, but will only advance the Cleric to no more than 3rd level (I like DweomerKeeper) we are around 11th level now, and I have made 2 cure light wounds wands for City of the Spider Queen. Craft Wand can create 50 cure light wounds for 375GP. Scribe Scroll 50 cure light wounds scrolls is 625GP. 50 potions are 1250GP. And, cure moderate wounds wand is 100d8+150 total healing for 2250GP. Cure light wounds is 50d8+50 for 375gp. Put another way Cure Light Wounds wands result in 300d8+300 healing for 2250. This is needed given our tank has a zillion (ok about over 90) HP now, and even the rogue and monk are up there. More effective would probably be a unlimited use cure light wounds wondrous item... Gloves of Healing perhaps? At 900GP. This seems unbalancing as 120 to 540 hit points per 10 minutes would pretty much stop hit points from being a scarce resource. Regarding not taking craft wand because craft staff is better. Any spell in a staff has to have a minimum caster level of 8. Therefore, a staff with spells where caster level isn't that important can be very costly. Wands are more economical in this case although it does cost a feat that could be used elsewhere. There was a mention of Pearls of Power, while the spells I put in wands are typically ones where more than 3 castings before rest are probable, and pearls of power just don't have the same economics in that case, plus you still have to have prepared an instance of the spell for a Pearl of Power using up a spell slot. As for feats, I took improved initiative, but we started in 3.0 and that seemed ok at the time. If Complete Arcane had existed collegiate spellcaster would have been ideal. I also took point blank shot, I am regretting that now, because it is pretty useless at this level, since my attack isn't good enough to do much to anything anyways. The wand of magic missiles has been useful. But, at this point, more spell resistant foes have made it less effective. Future feats practiced spell caster (for multiclass), craft arms and armor, craft staff, (Greater) Spell Penetration, Quicken?. As for craft arms and armor if you are proficient in a missile weapon and your DM allows it... A (Cross)bow of true strike +1 could be a decent back up weapon even if it can only be used every other round. At least now the wizard will hit. At higher levels consider making it one or two of flaming, acid, cold, sonic, holy, or force as desired. 2d6, 3d6, or even 4d6 damage every other round could be useful. Maybe spend the money to add Quickened True Strike, but I will have to see how useful the unquickened version is vs available spells. Make the bow holy and a few silver and cold iron arrows can help with those pesky demons and devils. [/QUOTE]
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