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Greetings, all :)
Well, I have a Universalist Wizard 6/Pathfinder Savant 7 who has two feat slots open. One is her 13th level feat slot, and one is her 5th level Wizard Bonus feat slot which originally had Extend Spell in it, but was opened up because she never used that feat.
Anyway, here's a quick run-down of her build:
LN Female Human Universalist Wizard 6/Pathfinder Savant 7 of Asmodeus
Greatest Motivation: Find and learn as many spells as possible.
Ability Score:
High Int/Con
Mid Dex/Cha
Dumped Str/Wis
Caster Level: 14th (due to a trait and an Ioun Stone)
Feats in no order:
- Magical Aptitude
- Combat Casting
- Reach Spell
- Fast Study (Arcane Discovery from UM)
- Improved Familiar (Imp)
- Craft Rod
- Spell Penetration
- Scribe Scroll
- Craft Wondrous Items
- (Open)
- (Open)
Misc.:
*Not paying attention to AC (it's a 13... not worth bumping up).
*Can cast Dispel Magic and Greater Dispel Magic spontaneously, and I've come to really enjoy this ability.
*Can activate scrolls at her own caster level.
*Can take 10 on Spellcraft, Knowledge(Arcana), UMD.
Not sure what else to add...
Anywho, she's plenty powerful already. I'd much prefer to get her some INTERESTING abilities over POWERFUL abilities.
Thanks all! :)

Thelemic_Noun |

Greetings, all :)
Well, I have a Universalist Wizard 6/Pathfinder Savant 7 who has two feat slots open. One is her 13th level feat slot, and one is her 5th level Wizard Bonus feat slot which originally had Extend Spell in it, but was opened up because she never used that feat.
Anyway, here's a quick run-down of her build:
** spoiler omitted **Anywho, she's plenty powerful already. I'd much prefer to get her some INTERESTING abilities over POWERFUL abilities.
Thanks all! :)
Defensive combat training?
Or craft arms & armor and craft construct for some really interesting (but expensive as hell) options.
Craft contingent spell from 3.5 Complete Arcane lets you do awesome, off-the-wall, outside-the-box craziness for a minimal investment (but make sure the dude has a ring of counterspells w/dispel magic)
What does that prc do?

Maeljw |

If your DM allows it a good 3.0/3.5 feat that would fit your looking for TONS of spells:
Collegiate Wizard [General]
You have undergone extensive training in a formal school for wizards.
Prerequisites: Int 13, wizard level 1st.
Benefit: You begin play with knowledge of six 1st-level spells plus 1 per point of Intelligence modifier. Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks.
Normal: 1st-level wizards begin play with knowledge of three 1st level spells, and can add two spells per level to their spellbooks.
Special: You can take this feat only as a 1st-level character.
Starting with up to 10 spells at level 1. Plus 4 per level without research costs. That's a lot of choices. At 14th level for you that's 10 (assuming 18 Int at level 1) + 52 (13 levels * 4 per levels) or 62 spells known. Not too shabby.

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Defensive combat training?
Or craft arms & armor and craft construct for some really interesting (but expensive as hell) options.
What does that prc do?
I've got Dimension Door to get out of grapples, as well as our party Paladin with... some spell that lets you get out of grapples :P
I definitely thought about CAaA, and it's still a possibility. Craft Construct is one I hadn't thought of.... :)
Pathfinder Savant at Archives of Nethys
If your DM allows it a good 3.0/3.5 feat that would fit your looking for TONS of spells:
Collegiate Wizard [General]
You have undergone extensive training in a formal school for wizards.
Prerequisites: Int 13, wizard level 1st.
Benefit: You begin play with knowledge of six 1st-level spells plus 1 per point of Intelligence modifier. Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks.
Normal: 1st-level wizards begin play with knowledge of three 1st level spells, and can add two spells per level to their spellbooks.
Special: You can take this feat only as a 1st-level character.Starting with up to 10 spells at level 1. Plus 4 per level without research costs. That's a lot of choices. At 14th level for you that's 10 (assuming 18 Int at level 1) + 52 (13 levels * 4 per levels) or 62 spells known. Not too shabby.
That's an amazing feat :D Unfortunately, she's already 13th level! Haha, and I've already been playing her, so 1st level-only feats are out. Next time I make a Wizard, though, that's the first feat I'll take if I can :D

Tiny Coffee Golem |

Craft wand (Prerequisite I believe) and Staff like wand (discovery)
My high level mage has this and carries several minimum caster level wands around. It makes him look like he's got a hell of a lot more spells than he does. Plus it's cheap and easy to replace them.
Level one wand at first level caster = 750GP retail (375gp to make) and one day of work.
50 magic missile charges for one day of work (less really, but its one day min) that you can use at 13th level caster.
Also the Truename thing is really cool. I have the 15th level version and summon a cloud dragon (extraplanar). That kind of power is really badass is used creatively. Not to mention the intimidation factor.
If you're looking for pure flavor their is always the 3.0/3.5 feat Themantic Spellcasting. Basically pick a theme (ex Screaming skulls) and all your spells have that theme but with no mechanical changes. Also adds +2 to identify them with spellcraft.
You cast a fireball and the bead looks like a screaming skull as it flies to its target. Then the detonation looks like thousands of screaming flaming skulls expanding out from one another until the birds eye view of the thing looks like one big flaming screaming skull. Its a fun feat, but has no particularly useful mechanic.
Edit: Arcane blast is nice too.

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I edited my post since you last saw it.
Also, imp init (though that's not exactly 'interesting')
Hmm, I'm not seeing anything different than what I quoted. Perhaps the edit didn't quite go through. If you can't edit it, just post your edits as an additional post, I'm interested in anything anyone has to say about this :)
Yeah, haha, I'm trying to avoid that feat, though I admit it's a very good one for a Wizard. Also, most of my spellcasting seems to be "reactive": I got first initiative in a surprise round last game, and ended up delaying until the top of the first round, as I didn't really know what to do.

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Craft wand (Prerequisite I believe) and Staff like wand (discovery)
My high level mage has this and carries several minimum caster level wands around. It makes him look like he's got a hell of a lot more spells than he does. Plus it's cheap and easy to replace them.
Level one wand at first level caster = 750GP retail (375gp to make) and one day of work.
50 magic missile charges for one day of work (less really, but its one day min) that you can use at 13th level caster.
Staff-like Wand's prereq is Craft Staff, which has itself a prereq of Caster Level 11. I've already got my 11th-level slot filled. In addition, I'm not sure that my PrC levels would stack to determine what "Wizard Level" I have... Otherwise, I'd totally take this :D
Also the Truename thing is really cool. I have the 15th level version and summon a cloud dragon (extraplanar). That kind of power is really badass is used creatively. Not to mention the intimidation factor.
Haha, ya know, I actually already have this planned for my 15th-level slot. And yes, I'm super-freakin'-excited about it :)
I suppose I could take it at 13th AND 15th, and have TWO extraplanar beings as my... slaves? Mmm sounds like a possibility :)
If you're looking for pure flavor their is always the 3.0/3.5 feat Themantic Spellcasting. Basically pick a theme (ex Screaming skulls) and all your spells have that theme but with no mechanical changes. Also adds +2 to identify them with spellcraft.
You cast a fireball and the bead looks like a screaming skull as it flies to its target. Then the detonation looks like thousands of screaming flaming skulls expanding out from one another until the birds eye view of the thing looks like one big flaming screaming skull. Its a fun feat, but has no particularly useful mechanic.
Edit: Arcane blast is nice too.
Oooo I like that! What book is it in, if you happen to recall? That's definitely going down on the possibility-list for my lower slot.
Arcane Blast, well, I'm not much for the blasty-types :P
Thanks to all so far! Keep 'em coming. Even if I can't use them for this character, I'm sure I'll be making a Wizard again in the future :D

Tiny Coffee Golem |

Staff-like Wand's prereq is Craft Staff, which has itself a prereq of Caster Level 11. I've already got my 11th-level slot filled. In addition, I'm not sure that my PrC levels would stack to determine what "Wizard Level" I have... Otherwise, I'd totally take this :D
Tiny Coffee Golem wrote:Also the Truename thing is really cool. I have the 15th level version and summon a cloud dragon (extraplanar). That kind of power is really badass is used creatively. Not to mention the intimidation factor.Haha, ya know, I actually already have this planned for my 15th-level slot. And yes, I'm super-freakin'-excited about it :)
I suppose I could take it at 13th AND 15th, and have TWO extraplanar beings as my... slaves? Mmm sounds like a possibility :)
Good point. You're right. It's wizard only levels not Caster level. Hence Prestige classes dont count. boo. No truename or staff like wand for you.
Also regarding Truename the discovery specifically says it's a bad idea to abuse this. The extraplanar creature may be your "B**ch" but he's probably got friends who will come for you.Tiny Coffee Golem wrote:Oooo I like that! What book is it in, if you happen to recall? That's definitely going...If you're looking for pure flavor their is always the 3.0/3.5 feat Themantic Spellcasting. Basically pick a theme (ex Screaming skulls) and all your spells have that theme but with no mechanical changes. Also adds +2 to identify them with spellcraft.
You cast a fireball and the bead looks like a screaming skull as it flies to its target. Then the detonation looks like thousands of screaming flaming skulls expanding out from one another until the birds eye view of the thing looks like one big flaming screaming skull. Its a fun feat, but has no particularly useful mechanic.
Edit: Arcane blast is nice too.
I forget the book sorry. I think it was one of the splat books. Honestly even without the feat you can do this (minus the +2 to identify thing). In the new system it's (at best) a better trait than feat.
OHH, but do you have a bonded item or familiar. Improved Familiar is always interesting.

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Good point. You're right. It's wizard only levels not Caster level. Hence Prestige classes dont count. boo. No truename or staff like wand for you.
Also regarding Truename the discovery specifically says it's a bad idea to abuse this. The extraplanar creature may be your "B**ch" but he's probably got friends who will come for you.
Oh, man, didn't realize Truename was like that, too! Haha, there goes my 15th level slot. Luckily I'll have two levels to figure out what to put there :P
I forget the book sorry. I think it was one of the splat books. Honestly even without the feat you can do this (minus the +2 to identify thing). In the new system it's (at best) a better trait than feat.
OHH, but do you have a bonded item or familiar. Improved Familiar is always interesting.
Found it: Player's Guide To Faerun (or however you spell that). It actually gives a +4 bonus to the DC to Identify, AND a +1 Caster Level for one "theme" spell every spell level. I'm definitely taking this in my lower slot, as long as my GM allows it. The flavor is great, AND it's one of the very few ways I've found to boost my Dispels.
Now I just have my 13th-level slot to fill :)
Yep, got Improved Familiar, with an Imp granted to me by the great Asmodeus himself :) Of course, pursuant to several terms and conditions.

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Whilst the feat was updated in the 'Player's Guide to Faerun' the version mentioned was from 'Magic of Faerun'.
For other options there are also Heighten Spell leading into Preferred Spell. If you have taken a healing spell as one of your picks from PF Savant then this would let you cast it spontaneously.

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My personal favorite feat for a wizard, assuming you have an openminded DM, is Craft Wondrous Item. As long as you can design your creations yourself, you can make some awesome stuff with really cool flavor.
Other than that, Heighten Spell and Preferred Spell can be very nice, Improved Initiative is a must have from a charop point of view. You could also look at Eldritch Heritage and Improved Eldritch Heritage, which give you powers from one of the sorcerer bloodlines. They can be very effective and very useful at refining the character's persona.