Help with feats


Advice


My level 10 gnome illusionist is soon a level 11 gnome illusionist.

He does have a few feats, but he wants more!

Current feats:
Craft Magical Arms & Armour
Craft Wondrous Item
Craft Rod
Spell Focus (Illusion)
Greater Spell Focus (Illusion)
Improved Familiar (Void Worm)
Improved Initiative

Potential feats:
Spell Penetration
Still Metamagic
Quicken Metamagic
Spell Focus (Conjuration) (so that I can take Augment Summoning)

I'm open to alternatives or suggestions as long as they are in the core rulebook or in the advanced player's guide.


if you can use the Familiar Folio splat book you might want to look at the School Familiar (I think this can be used with improved familiars but worth checking). For the Illusion school (I'm assuming you are that) this would give your familiar:

- one school cantrip (haunted fey aspect I assume as the worm already has ghost sound)
- ability to use your school powers that are limited in uses per day - so at least your blinding ray (though each use counts as 2 uses - still good action economy), unclear if this would also include your school invisibility power

- ability to shift an illusion to your familiar as a move action and for the familiar to then concentrate on the illusion for you (and the CL of the illusion would go up by +1)

not game breaking but all pretty nifty

if not then I would probably suggest either the Spell Focus Conjuration, then augment summoning or looking at feats that will help boost you/your party (leadership if your GM allows it, toughness is frequently helpful for a boost in survivability) Or other options might be skill focus (spell craft) or magical aptitude (if you use UMD) as they might help you with your crafting which seems to be a focus. Another option would be Heighten Spell to lead into eventually getting Preferred Spell.


this?

Grand Lodge

If you use shadow spells, how about Tenebrous Spell.

+1 DC, +1 Caster Level, -2 when trying to dispel (as long in Dim Light or Darkness)

Easier to dispel (+4 to the attempt) in bright light. Harder to cast (concentration 15+2xspell level) in bright light.

Best part of this metamagic however is that it DOES NOT INCREASE spell level if it is a Darkness, Shadow or Illusion(shadow) spell.

That said, the other 2 suggestions so far sound just as good (unless you have a HEAVY focus on shadow spells already)


Those feats all sound good, but I'm not permitted anything outside of the core rulebook and the advanced player's guide :(

This is because we're playing an old adventure path, and the GM wants our characters relatively balanced in terms of capability compared to the NPCs.

Grand Lodge

In that case, I would go still spell or leadership


my other suggestions were all Core rulebook or APG only suggestions (there are a bunch of other great suggestions from Ultimate Magic like Spell Specialization (which is a great feat since you can adjust it as you continue to level up).

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