God Wizard Feats Needed


Advice

Grand Lodge

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Find me the best feats for my last two slots at 17th and 19th.

Conjurist Summoner - Enchantment and Evocation are 2 Slots

1st - Improved Initiative
1st - Scribe Scroll
Hum - Spell Focus Conjuration
3rd - Augment Summoning
5th - Superior Summoning
5th - Spell Penetration
7th - Improved Familiar
9th - Greater Spell Penetration
10th - Opposition Research Evocation
11th - Craft Wand
13th - Craft Staff
15th - Persistent Spell
15th - Quicken Spell
17th -
19th -

These are not at all in the order I took them.

Here is my whole character from herolab.

Isis Avanne
Female Human Wizard 15
CG Medium Humanoid (human)
Init +8; Senses Perception +19
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Defense
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AC 19, touch 15, flat-footed 18 (+4 armor, +1 Dex, +4 deflection)
hp 107 (15d6+45)
Fort +12, Ref +10, Will +13; +1 morale bonus vs. fear
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Offense
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Speed 30 ft.
Wizard Spells Prepared (CL 15):
8 (2/day) Summon Monster VIII, Prismatic Wall (DC 28), Prismatic Wall (DC 28)
7 (3/day) Spell Turning, Summon Monster VII, Forcecage (DC 27), Dispel Magic, Quick
6 (5/day) Acid Fog, Chain Lightning (DC 26), Dispel Magic, Greater, Flesh to Stone (DC 26), Scorching Ray, Quick, Resilient Sphere, Prstnt (DC 24)
5 (6/day) Teleport, Slow, Prstnt (DC 23), Slow, Prstnt (DC 23), Color Spray, Quick (DC 21), Obscuring Mist, Quick, Stoneskin, Communal, Magic Jar (DC 25)
4 (6/day) Scrying (DC 24), Fear (DC 24), Invisibility, Greater, Resilient Sphere (DC 24), Solid Fog, Glitterdust, Prstnt, Emergency Force Sphere
3 (6/day) Sleet Storm, Ray of Exhaustion (DC 23), Fireball (DC 23), Dispel Magic, Dispel Magic, Daylight, Ash Storm
2 (7/day) Resist Energy, False Life, False Life, Scorching Ray, Scorching Ray, Web (DC 23), Web (DC 23), Glitterdust
1 (7/day) Mage Armor, Mage Armor, Summon Monster I, Color Spray (DC 21), Obscuring Mist, Anticipate Peril (DC 21), Anticipate Peril (DC 21), Anticipate Peril (DC 21)
0 (at will) Open/Close (DC 20), Read Magic, Mage Hand, Prestidigitation (DC 20)
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Statistics
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Str 9, Dex 12, Con 16, Int 31, Wis 10, Cha 10
Base Atk +7; CMB +6; CMD 21 (26 vs. Grapple)
Feats Augment Summoning, Craft Staff, Craft Wand, Greater Spell Penetration, Improved Familiar, Improved Initiative, Opposition Research, Persistent Spell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Superior Summoning
Traits Desperate Focus, Reactionary
Skills Diplomacy +8, Escape Artist +6, Knowledge (arcana) +28, Knowledge (dungeoneering) +28 (+30 to navigate underground.), Knowledge (engineering) +28, Knowledge (geography) +28, Knowledge (history) +28, Knowledge (local) +28, Knowledge (nature) +28, Knowledge (nobility) +28, Knowledge (planes) +28, Knowledge (religion) +28, Linguistics +18, Perception +19, Sense Motive +2, Spellcraft +30, Survival +0 (+2 to avoid becoming lost when using this.), Use Magic Device +14
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Undercommon
SQ acid dart (13/day), arcane bonds (elvünduil, azata, lyrakien), arcane familiar nearby, deliver touch spells through familiar, dimensional steps (450'/day) (90 5-ft inc/day), empathic link with familiar, opposition schools (enchantment), scry on familiar (1/day), share spells with familiar, speak with familiar, specialized schools (conjuration), summoner's charm (+7 rds)
Combat Gear Boots of escape (1/day), Extend metamagic rod (lesser) (3/day), Otherworldly kimono (1/day), Pearl of power (1st level) (1/day), Ring of counterspells, Ring of counterspells, Spellguard bracers (3/day), Wand of Arcane Eye, Wand of Clairaudience/Clairvoyance, Wand of Magic Missile (CL 9), Wand of Mirror Image, Wand of Shield, Wand of Stoneskin, Alchemical grease (10), Heatstone; Other Gear Belt of mighty constitution +4, Carpet of flying I, Gloves of elvenkind, Goz mask (60 minutes/day), Handy haversack (95 @ 112 lbs), Headband of vast intelligence +6Knowledge (nobilit, Ioun stone (dusty rose prism, cracked), Bedroll, Blanket, Candle (10), Chalk (10), Charcoal stick (10), Compass, Crowbar, Earplugs, Fishing net, Flask (3), Flint and steel, Folding chair, Hammer, Hammock, Incense (5), Ink, black (2), Inkpen, Journal (2), Miner's pick, Mirror, Perfume, common (10), Pocket watch, Scroll case (empty), Shovel, Signet ring, Silk rope, Sledge, Soap, bar (50 uses), Spell component pouch, Spellbook (4), String or twine, Wine, fine (per bottle) (5), A: Ivory Statuette of Isis, Diamond Dust, 4473 GP, 2200 GP of Valuables
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Special Abilities
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Acid Dart (13/day) (Su) 30' Ranged touch attack deals 1d6+7 Acid damage.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Boots of escape (1/day) Dimension Door 1/day to escape being grappled, pinned, or entangled.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (450'/day) (90 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Gloves of elvenkind +5 to concentration checks when casting defensively.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of counterspells Counters this spell when it's cast on you.
Ring of counterspells Counters this spell when it's cast on you.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spellguard bracers (3/day) +2 to cast defensively. Activate to roll twice and take better roll.
Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
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716 Pages of Spells in 8 Spell Books

Contingency: When I am caught flat footed to an attack or I say Abracadabra Resilient Sphere pops.

I have a concentration check of 36 to cast defensively and I can roll twice once a day.

I take half damage from all attacks because of the Shield Other spell from my Ghaele Planar Binding Cleric.

Permanent Spells
Darkvision
Arcane Sight
See Invisibility

Item's I Want

Tunic of Careful Casting - 5000
Eyes of Keen Sight, 6000
Necklace of Adaption - 9000
Wings of the Gargoyle - 72000
Belt of Con +6 - 20000
Tome of Clear Thought - 27500

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Elvünduil
Female Azata, Lyrakien
CG Tiny Outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision, low-light vision; Perception +21
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Defense
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AC 33, touch 20, flat-footed 29 (+4 armor, +4 Dex, +2 size, +9 natural, +4 deflection)
hp 53 (3d10+3)
Fort +7, Ref +10, Will +13; +1 morale bonus vs. fear
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 20
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Offense
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Speed 30 ft., flight (80 feet, perfect)
Melee Slam (Azata, Lyrakien) +7 (1d2-3/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks starlight blast (dc 12)
Spell-Like Abilities Commune (6 questions, cl 12th) (1/week), Confusion, Lesser (1/day), Cure Light Wounds (1/day), Dancing Lights (At will), Daze (At will), Detect Evil (Constant), Detect Magic (Constant), Freedom of Movement (Constant), Silent Image (1/day), Summon Instrument (At will), Ventriloquism (At will)
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Statistics
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Str 5, Dex 18, Con 12, Int 16, Wis 16, Cha 28
Base Atk +7; CMB +9; CMD 20
Feats Flyby Attack, Improved Initiative
Skills Appraise +6, Bluff +15, Diplomacy +20, Fly +16, Heal +6, Intimidate +12, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Knowledge (geography) +5, Knowledge (history) +18, Knowledge (local) +5, Knowledge (nature) +18, Knowledge (nobility) +5, Knowledge (planes) +21, Knowledge (religion) +18, Linguistics +8, Perception +21, Perform (Singing) +15, Sense Motive +9, Spellcraft +15, Stealth +12, Survival +6, Use Magic Device +28
Languages Abyssal, Celestial, Daemonic, Infernal; truespeech
SQ improved evasion, traveler's friend (1/day)
Combat Gear Scroll of Locate Object, Remove Blindness/Deafness, Wand of Baleful Polymorph, Wand of Displacement, Wand of Fireball (CL 8), Wand of Haste (CL 8), Wand of Invisibility, Wand of Lightning Bolt, Wand of Mirror Image, Wand of Shield; Other Gear Amulet of natural armor +1, Cloak of resistance +1, Ring of protection +1, Ring of the Dangerously Curious, You have no money!
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Special Abilities
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Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (80 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (20) You have Spell Resistance.
Starlight Blast (DC 12) (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their align
Traveler's Friend (1/day) (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance - doing so removes the effects of exhaustion and fatigue from the listener.
Truespeech (Su) Speak with any creature that has a language.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sczarni

Staff like wand?


I'd take Craft Wondrous Item as soon as I could.
Pearls of Power, Cloak of Resistance, Bracers, etc. etc. etc.

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