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Which 11 feats would you pick for a 1st level character if ... ?
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<blockquote data-quote="Edena_of_Neith" data-source="post: 4703959" data-attributes="member: 2020"><p>The following build is for a wizard. </p><p> It is presumed that, as an apprentice, she had access to a magical school that specialized in pulling out the hidden, untapped powers of the mind (ala, the 90% of the brain is unused bit) to produce astonishing intellectual feats.</p><p> It is also presumed that the wizard apprentice has an intelligence of 16 or higher (preferably 18), and was a magical prodigy to start with.</p><p> So, she begins with the following feats:</p><p></p><p> Spellcasting Prodigy (Forgotten Realms Setting, 3.0 Version)</p><p> Spell Focus - All Eight Schools (3.0 version) (this costs 8 feats) (In *this* case, Spell Focus stacks with Spellcasting Prodigy, as a House Rule, due to the school of magic mentioned above ... this is an exception to the 3rd Edition rules.)</p><p> Spell Mastery - Read Magic, Detect Magic, Conjure Spell Components, Comprehend Languages</p><p> Spell Mastery (another 4 spells of the apprentice's choice)</p><p></p><p> Thus, due to the cerebral nature of the schooling (as opposed to being trained to project your spells with crushing force ... but they both lead to the same thing), the wizard's Spell DCs are 10 + The Spell Level + 4 (18 Intelligence) + 1 (Spellcasting Prodigy, 3.0 Version) + 2 (Spell Focus, 3.0 Version)</p><p> So, her 1st level spells have a DC of 18.</p><p></p><p> In *this* case, she must take Spell Focus in ALL 8 schools (and use 8 feats to do it), or take Spell Focus in no schools. The cerebral nature of the training does not distinguish between schools, so it's an All or Nothing affair.</p><p> She must devote at least one of her 3 feats each level after first, to Greater Spell Focus, until she has it in all 8 schools. It is a long term effect of her training. And although having Greater Spell Focus (3.0 Version, another +2 to Spell DC) is a great thing, 8 feats must be used up for this purpose.</p><p></p><p> The school won't have it any other way than to demand she 'know' her spells, *truly*. Thus, Spell Mastery.</p><p> Spell Mastery is a truly astonishing feat of memorization (from my point of view), but someone that bright, given that training, and tapping the hidden potential of the mind, could do it. The school demands that she *does* do it, for every spell they are willing to teach her ... in addition to writing these spells down in her spellbooks.</p><p></p><p> This school wouldn't hear of such nonsense as 'wearing armor' or 'fighter/mages.' To them, the cerebral approach is everything. Victory in all things is accomplished through the cerebral approach (they probably have a good aligned illithid philosopher on their staff ...)</p><p> If the student returns to the school after reaching 3rd level, the school is going to require she take Extra Spell Slot feats. There is nothing as fantastic as expanding your mind (or, in this case, expanding the number of spells, the amount of magical power, you can hold in your mind.)</p><p> </p><p> But weapon proficiencies? Feats from the Complete Adventurer? Instant Metamagic Feats (Sudden Silent, Sudden Still, etc.) ? Useless Metamagic Feats that require higher spell levels, and which can wait until later? </p><p> Not at all.</p><p> It's going to be Extra Spell Slots (spells are the Divine gift to the wizard!), Greater Spell Focus, and other cerebral feats ... or the wizard isn't going to be welcome at that school anymore.</p><p></p><p> If the wizard takes 2 drawbacks at the start, gaining another 6 feats, the school might teach, or the wizard might take:</p><p></p><p> Ambidexterity (obviously, being able to cast equally from either hand is a plus)</p><p> Improved Initiative (a result of lightning cerebral thinking, not combat training ... note that Combat Casting is *not* taught ... the school considers any wizard who allows herself to be drawn into hand to hand combat is an idiot)</p><p> Spell Penetration (but if so, the wizard will be required to devote ALL 6 bonus feats to it, plus 2 more as she advances in level, so that she has Spell Penetration in all schools)</p><p> Spell Hand (for obvious reasons ... the school considers that the true wizard ALWAYS attacks from a distance, and the Spell Hand is one of the best ways to deliver Touch Spells at range.)</p><p></p><p> EDIT: Even if the standard rules (no stacking allowed) were used, the wizard would still be required to take Spellcasting Prodigy (as a penalty feat, as it were.) It is a part of her background. The school desires prodigies (or her mentor desired a prodigy) to teach the secrets of magic.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 4703959, member: 2020"] The following build is for a wizard. It is presumed that, as an apprentice, she had access to a magical school that specialized in pulling out the hidden, untapped powers of the mind (ala, the 90% of the brain is unused bit) to produce astonishing intellectual feats. It is also presumed that the wizard apprentice has an intelligence of 16 or higher (preferably 18), and was a magical prodigy to start with. So, she begins with the following feats: Spellcasting Prodigy (Forgotten Realms Setting, 3.0 Version) Spell Focus - All Eight Schools (3.0 version) (this costs 8 feats) (In *this* case, Spell Focus stacks with Spellcasting Prodigy, as a House Rule, due to the school of magic mentioned above ... this is an exception to the 3rd Edition rules.) Spell Mastery - Read Magic, Detect Magic, Conjure Spell Components, Comprehend Languages Spell Mastery (another 4 spells of the apprentice's choice) Thus, due to the cerebral nature of the schooling (as opposed to being trained to project your spells with crushing force ... but they both lead to the same thing), the wizard's Spell DCs are 10 + The Spell Level + 4 (18 Intelligence) + 1 (Spellcasting Prodigy, 3.0 Version) + 2 (Spell Focus, 3.0 Version) So, her 1st level spells have a DC of 18. In *this* case, she must take Spell Focus in ALL 8 schools (and use 8 feats to do it), or take Spell Focus in no schools. The cerebral nature of the training does not distinguish between schools, so it's an All or Nothing affair. She must devote at least one of her 3 feats each level after first, to Greater Spell Focus, until she has it in all 8 schools. It is a long term effect of her training. And although having Greater Spell Focus (3.0 Version, another +2 to Spell DC) is a great thing, 8 feats must be used up for this purpose. The school won't have it any other way than to demand she 'know' her spells, *truly*. Thus, Spell Mastery. Spell Mastery is a truly astonishing feat of memorization (from my point of view), but someone that bright, given that training, and tapping the hidden potential of the mind, could do it. The school demands that she *does* do it, for every spell they are willing to teach her ... in addition to writing these spells down in her spellbooks. This school wouldn't hear of such nonsense as 'wearing armor' or 'fighter/mages.' To them, the cerebral approach is everything. Victory in all things is accomplished through the cerebral approach (they probably have a good aligned illithid philosopher on their staff ...) If the student returns to the school after reaching 3rd level, the school is going to require she take Extra Spell Slot feats. There is nothing as fantastic as expanding your mind (or, in this case, expanding the number of spells, the amount of magical power, you can hold in your mind.) But weapon proficiencies? Feats from the Complete Adventurer? Instant Metamagic Feats (Sudden Silent, Sudden Still, etc.) ? Useless Metamagic Feats that require higher spell levels, and which can wait until later? Not at all. It's going to be Extra Spell Slots (spells are the Divine gift to the wizard!), Greater Spell Focus, and other cerebral feats ... or the wizard isn't going to be welcome at that school anymore. If the wizard takes 2 drawbacks at the start, gaining another 6 feats, the school might teach, or the wizard might take: Ambidexterity (obviously, being able to cast equally from either hand is a plus) Improved Initiative (a result of lightning cerebral thinking, not combat training ... note that Combat Casting is *not* taught ... the school considers any wizard who allows herself to be drawn into hand to hand combat is an idiot) Spell Penetration (but if so, the wizard will be required to devote ALL 6 bonus feats to it, plus 2 more as she advances in level, so that she has Spell Penetration in all schools) Spell Hand (for obvious reasons ... the school considers that the true wizard ALWAYS attacks from a distance, and the Spell Hand is one of the best ways to deliver Touch Spells at range.) EDIT: Even if the standard rules (no stacking allowed) were used, the wizard would still be required to take Spellcasting Prodigy (as a penalty feat, as it were.) It is a part of her background. The school desires prodigies (or her mentor desired a prodigy) to teach the secrets of magic. [/QUOTE]
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