Assume we make one human wizard who exclusively sticks to these feats trying to be the maximum caster: 1st, 5th, 10th, 15th, and 20th. So 5 iterations. And an elven wizard who is trying to be more gish about his selections.
Lv 1 human wiz
Int 20
Arcane Bond: weapon: Quarterstaff
Feats (2):
Improved Arcane Bond: Arcane Weapon.
Effective caster level: 2.
Arcane Weapon Hardness +2.
Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.
Lv 5 wiz
Int 21
Feats (5):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 7.
Arcane Weapon hardness +7.
Arcane Weapon Hit Points +5.
Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.
Mana Spike.
+3 bonus to overcome spell resistance.
Shard of Thought.
Intelligent Arcane Weapon. (at a minimum: 24 hr alert party member that can wake you up, and effectively grants you low light vision 30 ft. through it)
Boundless Knowledge.
No need for a spellbook anymore.
Lv 10 Wiz
Int 22
Feats (8):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 12.
Arcane Weapon hardness +12.
Arcane Weapon Hit Points +10.
Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.
Mana Spike.
+3 bonus to overcome spell resistance.
Shard of Thought.
Intelligent Arcane Weapon. (at a minimum: 24 hr alert party member that can wake you up, and effectively grants you low light vision 30 ft. through it)
Boundless Knowledge.
No need for a spellbook anymore.
Improved Spontaneous Spell.
2 uses of your Arcane bond ability.
Improved Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party, and effectively grants you low light vision and darkvision 60 ft. through it) also gives you the alertness feat.
Improved Mana Spike.
+3 bonus to over come spell resistance. (for a total of +6 now).
Lv 15 Wiz
Int 23
Feats (12):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 18.
Arcane Weapon hardness +18.
Arcane Weapon Hit Points +15.
Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.
Mana Spike.
+3 bonus to overcome spell resistance.
Shard of Thought.
Intelligent Arcane Weapon. (at a minimum: 24 hr alert party member that can wake you up, and effectively grants you low light vision 30 ft. through it)
Boundless Knowledge.
No need for a spellbook anymore.
Improved Spontaneous Spell.
2 uses of your Arcane bond ability.
Improved Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party, and effectively grants you low light vision and darkvision 60 ft. through it) also gives you the alertness feat.
Improved Mana Spike.
+3 bonus to over come spell resistance. (for a total of +6 now).
Weapon of Power.
Add Enhancement bonuses from your weapon to your spells.
Loaded Spell.
Gain immediate spell slots by temporarily burning your weapon's enchantments.
Superior Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party (with telepathy towards you), and effectively grants you low light vision, darkvision 60 ft. through it) also gives you the alertness feat. You cannot be flat footed. The weapon may use its own abilities (example: imbue with spell ability).
Superior Spontaneous Spell
3 uses of arcane bond ability.
Lv 20 human Wiz
Int 25
Feats (15):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 25.
Arcane Weapon hardness +25.
Arcane Weapon Hit Points +20.
Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.
Mana Spike.
+3 bonus to overcome spell resistance.
Shard of Thought.
Intelligent Arcane Weapon. (at a minimum: 24 hr alert party member that can wake you up, and effectively grants you low light vision 30 ft. through it)
Boundless Knowledge.
No need for a spellbook anymore.
Improved Spontaneous Spell.
2 uses of your Arcane bond ability.
Improved Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party, and effectively grants you low light vision and darkvision 60 ft. through it) also gives you the alertness feat.
Improved Mana Spike.
+3 bonus to over come spell resistance. (for a total of +6 now)
Weapon of Power.
Add Enhancement bonuses from your weapon to your spells.
Loaded Spell.
Gain immediate spell slots by temporarily burning your weapon's enchantments.
Superior Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party (with telepathy towards you), and effectively grants you low light vision, darkvision 60 ft. through it) also gives you the alertness feat. You cannot be flat footed. The weapon may use its own abilities (example: imbue with spell ability).
Superior Spontaneous Spell.
3 uses of your Arcane bond ability.
Supreme Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party (with telepathy towards you), and effectively grants you low light vision, darkvision, and blindsense 120 ft. through it) also gives you the alertness feat. You cannot be flat footed. The weapon may use its own abilities (example: imbue with spell ability). Replace any mental stat you have with any your weapon has. You have to be affected twice (once for you and once for your weapon) by any mental effect to actually be affected, assuming your weapon can also be targeted (since it is immune to poisons, for example).
Body and Soul.
You cannot be willingly separated from your weapon.
Two Become One.
You have to be affected twice (once for you and once for your weapon) by any soul effect (magic jar?) to actually be affected, assuming your weapon can also be targeted (since it is immune to poisons, for example). You are effectively immortal; it is much cheaper to bring you back from the dead, or it is simply a matter of time. A contingency on your weapon with a teleport when you die (and determined by the weapon) will most likely assure your return.
I am tired. Going to bed. Will work on the pointy eared one tomorrow.