Feats for a mystic theurge


Advice


i have a halfling wizard 3/ cleric 2

STR: 13
DEX: 18
CON: 13
INT: 18
WIS: 20
CHA: 17

Looking for feat choices for my up and coming lvls and into my theurge lvling


Dang, those are impressive stats on a level 5 character.

As a Mystic Theurge, magic is the be-all and end-all. You've got more spell slots than hit points, and you've still got half your spells left when other casters have run dry. Soooo ... anything magic.

Metamagic feats will let you put all those many, many spell slots to better use. Spell Focus and Greater Spell Focus to juice up the save DCs of your favorite types of spells. Spell Penetration and Greater Spell Penetration to blow past the annoying spell resistance that's likely to pop up with increasing frequency at later levels.

The Exchange

Boon Companion. Metamagic feats do you good as well.


Boon Companion is a solid choice if you have a familiar.

Liberty's Edge

Ok, to begin with how about telling us a little about your character. You know, your current feats, what type of spells you generally cast, equipment (I'm assuming a +2 or better headband for wisdom, otherwise your wisdom is impossible at 5), etc.


Stats are high because of our house rules we generally have high stats there is no magic items i have that increase my stats.

Feats I have now:
Practiced Spellcaster (Arcane)
Practiced Spellcaster (Divine)
Maximize spell
Enlarge Spell
Widen Spell

I have a ring and a morningstar of spell storing to store up to 3 lvls of spells in each

Liberty's Edge

How do you have 5 feats at level 5, without having any class that grants bonus feats (other than wizard, which mind you grants scribe scroll, which you don't seem to have. Also, your domains would be nice to know. And the fact that you're using a bunch of house rules would have been helpful. And that you're using 3.5 material.

How about this. Make a composed list of everything that we would need to know about your character in order to help, and then i'll help.


OK our rules give us background feats one of which i chose gives me 2 regular feats and we give feats each odd lvl starting with lvl 1. My domains are Travel and Community, and my specialist school is in Illusion with Necromancy and Transmutation in my opposed schools. We are using 3.5 material as well as pathfinder and if I ask specifically we might be able to use dragon magazine stuff as well

Liberty's Edge

I know very little about running an illusionist.

With your charisma, the eldritch heritage line is open, I'd go through that and see what I could find. Beyond that, extend is a good feat. Spell focus, unfortunately, won't help much since there are few (to no) illusions on the cleric list but it still might be worth taking.


were would i find the eldritch heritage feats at?


They're in Ultimate Magic.

Elritch Heritage

Improved Eldritch Heritage

Greater Eldritch Heritage


IMPROVED INITIATIVE - GOING FIRST IS VERY IMPORTANT
WARRIOR PRIEST - BEING HURT IS PART OF THE JOB AND THE INITIATIVE BONUS IS NICE
CRAFT MISC MAGIC ITEM - CONGRATS, THIS IS YOUR FEAT TAX. IT ALLOWS YOU TO BUILD HEADBANDS WHICH YOU NEED MORE THAN ANY OTHER CLASS, AND BLESSED BOOKS WHICH DRASTICALLY LOWER THE COST OF SCRIBING SPELLS INTO A SPELLBOOK. IT ALSO LETS YOU MAKE IOUN STONES WHICH CAN INCREASE YOUR CASTER LEVEL AND GIVE YOU ALERTNESS.

IF YOU HAVE A FAMILIAR INSTEAD OF A BONDED OBJECT:
SKILL FOCUS: KNOWLEDGE (WHATEVER)
ELDRITCH HERITAGE - MAKES YOUR FAMILIAR TRACK WITH YOUR CLASS.

METAMAGIC IS ACTUALLY LESS IMPORTANT FOR YOU, YOU HAVE MORE SPELLS BUT LESS SPELL LEVELS TO PLAY WITH. AS YOU ARE OFTEN A BUFFMEISTER EXTEND SPELL WORKS WELL AND IS REASONABLY PRICED.

COSMOPOLITAN - PERCEPTION AS A CLASS SKILL AND SOMETHING USEFUL LIKE UMD.

VARSIAN TATTOO - CONJURATION IS USEFUL IF YOU ARE A HEALER.

TOUGHNESS - YOU WILL NEVER REGRET MORE HIT POINTS, BUT YOU SHOULD MAKE A BELT TO DEAL WITH THAT.

GREAT FORTITUDE, LIGHTENING REFLEXES - YOU SHOULD HAVE A CRAZY HIGH WILL SAVE, BUT BOOSTING YOUR OTHERS IS NICE.

ARCANE ARMOR TRAINING - YOUR CLERIC OR DRUID CLASS GIVES YOU ARMOR PROFICIENCY AND THIS FEAT LETS YOU HANG SOME IMPRESSIVE ENCHANTMENTS ON YOUR ARMOR SLOT. IF YOUR GM ALLOWS ULTIMATE COMBAT ARMORS DISREGARD THIS AS SILK CEREMONIAL ARMOR OR A HARAMIKI FILLS THIS NEED. ITS NOT ABOUT THE AC ITS ABOUT ALL THE NEAT ARMOR ENCHANTS.

CRAFT ARMS AND ARMOR - SEE ABOVE, A SINGLE GARMENT THAT CAN GIVE RESISTANCE TO ALL SORTS OF ENERGY, BONUSES TO SKILLS AND DAMAGE REDUCTION OR RESISTANCE TO CRITICAL HITS OR SNEAK ATTACKS.

ALSO, I CAN SEE A THEURGE DROPPING ANY SCHOOL EXCEPT TRANSMUTATION. I'M NOT SAYING YOU NEED TO FOCUS ON IT BUT ALMOST A THIRD OF ALL WIZARD SPELLS ARE TRANSMUTATIONS AND ALMOST EVERY BUFF WORTH TAKING IS A TRANSMUTATION. SERIOUSLY DROP ENCHANTMENT (YOU CAN DO MOST OF THAT STUFF WITH CLERIC SPELLS), NECROMANCY OR DIVINATION BEFORE TRANSMUTATION.

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