URGENT: Best feat for 12th level wizard?

I'f I'm reading cmpelling caster, and likeable right those are in the must take category. There alsoin the never in my game category, but hey your DM lets em in so use them.

repeat spell sucks so don't go there.

Chain spell is a lot of fun, and somewhat useful. Chained haste kicks butt for one. But its kind of fun to chain a polymoph other. not really effective with the DC hit but dang it when it pans out its lots of fun, and your only acouple levels away form that kind of fun.

I don't know if this is on your character already but its almost on my must take list for a Sor. Sculpt spell, the utility I've gained out of this is absurd, and well when you get 7th level spells and you can sculpt your anti magic field into a cone hampering the enemy but leaving your defense up you just kick butt.
 

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I have all the requirements for PrCs I want, including ArchMage. Meeting PrC requirements is no longer an issue for my character. I doubt we will go Epic, and I'll worry about that later. I need stuff for surviving the "here and now", lol. ;)

The prereq's for Compelling Caster and Likable aren't even that bad, or maybe it's because I unwittingly preselected all of them without ever realizing I'd qualify for these two feats (didn't know about them at character creation).
 
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If you just want more damage output in a short time, cast Imbue Familar with Spell Ability and Haste 3e. You will cast 2 spells a round and so will your familar. The imbue lasts for hours.

If you use 3.5 haste, quicken. I assume you use 3e.

Compelling caster is your best bet. Anything that lets you add a stat mod to a roll it doesn't normally get it to keeps getting better. Applying to dispel and SR checks is just too good to pass up.

Chain would be just below that.
 



Improved Initiative.

For high-level casters, this is the single most important feat in the game. After all, if the enemy wizard gets off his Finger of Death/Polymorph Any Object/Time Stop before you do, it doesn't matter how many Chained Dominate Persons you can throw.
 

I've got a crazy rogue in the party with a +10 initiative bonus, so we usually win initiative... alone, my initiative score is only +4. Most of our opponents have initiative scores of +0 or +1, LOL, they suck. :D I don't I need to bump my personal initiative mod to +8 when I'm rarely alone. Much more fun to have chained spells blasting 13 fools at the same time!
 
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Iron_Chef said:
I've got a crazy rogue in the party with a +10 initiative bonus, so we usually win initiative... alone, my initiative score is only +4. Most of our opponents have initiative scores of +0 or +1, LOL, they suck. :D I don't I need to bump my personal initiative mod to +8 when I'm rarely alone. Much more fun to have chained spells blasting 13 fools at the same time!
This comment puzzles me. Are you using some kind of House Rule where everyone in your party takes the score of the member with the highest initiative?
 

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