Llv 5 Bonus Feat, what choice?


Advice


Human Wizard Conjuration Teleport (Opposition Schools Enchantment – Divination)

STR 7 DEX 12 CON 14 INT 18 WIS 12 CHA 10

-Traits-
Campaign
Scholar of the Ancients You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Combat
Reactionary +2 Initiative
Equipment
Extremely Fashionable Diplomacy class skill. +1 Diplo/Bluff/Intimimate with 150GP value of items.
Social
Clever Wordplay INT to Diplomacy

-Feats-
1 – Improved Initiative H-Additional Traits - Familiar Owl
3 – Craft Wondrous Items
5 – Craft Wand + BONUS FEAT

I'm having trouble deciding what to pick next honestly. Our party is

Slayer > 2WF Our tank, front liner, stealthy guy
Oracle of Life > He can't do damage (achievement feat), he usually can't flank (using a weapon prevents casting and he's using heavy shield). He sometimes summons, but rarely buffs the party, because he needs his spells to heal to get credit for his achievement feat.
Sorecerer > new comer, I'm guessing pure damage sorcerer with some self buffing capabilities.

I don't like running Blasters, and I'm not even built for that honestly. At level 4 the best I could choose is Scorching Ray, and I have barely +3 to hit.

Craft Wand is there because I'm going Staff like wand discovery. I'm the crafter and knowledge guy.

I usually enjoy buffing the melee guy, having the Resist energy/Prot from evil spell in case we need it, and using some fog to help our party.
Eventually I end up doing
- flanking, because the Slayer has no one to flank
- Save or Suck spells otherwise we die > Grease for weapons, Color Spray

I don't wanna go summon, like I'll probably won't pick up Teleport.

Should I take Research Opposition? I have SoS spell, and Enchantment is all about that.
I could take Divination, but is it really worth it a feat? Only thing I can think of is Dispel Magic.


If you don't like running blasters why don't you make your opposition school Evocation and pick up enchantment for the control aspect. Sink another feat into school specialization or whatever to make the save DCs higher. Load up your wands with evocation spells.


TheGreat_OldOne wrote:
If you don't like running blasters why don't you make your opposition school Evocation and pick up enchantment for the control aspect. Sink another feat into school specialization or whatever to make the save DCs higher. Load up your wands with evocation spells.

I'm already level 4 I can't change that. Besides Enchantment is all about SoS which imo are the worst spells ever. I'd rather cast a buff on someone.


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Dispel magic is under Abjuration, so you don't need Divination for that. Divination CAN be good, if that's what you're into. Some really good spells there are scry, clairvoyance / clairaudience, and arcane eye.

My question is, where do you like to get your Save or Suck spells from? Necromancy? Transmutation? If either of those, then you could take Spell Focus: Necromancy or Transmutation or Conjuration (for grease, create pits, etc..). Allowing you to up the DC by +1.

Metamagic could work. Silent spell could help you catch enemies off guard with this.

Spell Penetration tends to be something that needs to be gotten sooner or later.

Depending on how your DM runs games, you could probably find use for Fast Study. Leave a few slots open, and pull out a utility spell when needed within a few minutes.

Personally, I feel a bunch of people sort of overlook Feral Speech. May not be as useful depending on DMs I suppose, but being able to talk to any animal at will essentially could get you much needed information and maybe with a proper diplomacy roll, a new ally. Even more useful if you have a familiar at earlier levels as they're there to help you. No more, you get the feeling as if they saw something big and scary, they can straight up tell you what it looked like.


Third Mind wrote:

Dispel magic is under Abjuration, so you don't need Divination for that. Divination CAN be good, if that's what you're into. Some really good spells there are scry, clairvoyance / clairaudience, and arcane eye.

My question is, where do you like to get your Save or Suck spells from? Necromancy? Transmutation? If either of those, then you could take Spell Focus: Necromancy or Transmutation or Conjuration (for grease, create pits, etc..). Allowing you to up the DC by +1.

Metamagic could work. Silent spell could help you catch enemies off guard with this.

Spell Penetration tends to be something that needs to be gotten sooner or later.

Depending on how your DM runs games, you could probably find use for Fast Study. Leave a few slots open, and pull out a utility spell when needed within a few minutes.

Personally, I feel a bunch of people sort of overlook Feral Speech. May not be as useful depending on DMs I suppose, but being able to talk to any animal at will essentially could get you much needed information and maybe with a proper diplomacy roll, a new ally. Even more useful if you have a familiar at earlier levels as they're there to help you. No more, you get the feeling as if they saw something big and scary, they can straight up tell you what it looked like.

Honestly, I can't decide. I feel like Spell Focus Conjuration is a decent choice, but nothing super good.

I'm usually using Conjuration a lot because we have troubles killing our enemies. Even if I went Blaster I don't have enough spells to make a difference.
Rergarding Feral Speech, not my cup of tea.


Well. If conjuration is what you keep having to fall back to, then Spell Focus Conjuration might be a good bet. Unsure of how much the +1 to DC makes a difference, but

Perhaps extend spell if you're wanting to go buff though? Resist Energy, Protection from Evil and such would last a bit longer. Once you reach 7th lv. you could do an extended Haste (considered one of the best buffs in the game) or extended slow to debuff enemies.

Another that could be generally useful is Heighten Spell. You could choose to heighten Grease to lv. 3 slot (adding +2) making the save for grease 10 base + 3 spell level + INT Modifier.

From what you wrote, you seem to enjoy buffing and occasionally have to toss in a save or suck.


I'm going to ask this question a little candidly, but do you actually like your character? You're a conjuration specialist wizard, but you're not interested in summoning and you seem to really loathe use spells to lock down opponents for your team. That's pretty much the bulk of your school specialization. The handful of spells you've got left are some blasts or partial blasts, which you also seem to not want to invest in.

So, if you really don't like the character, I'd talk to your GM about maybe changing your school (or class if it's really a problem - Bard would make a better flank buddy for your rogue, still give you spells + buff role, and you'd still be the knowledge guy). Transmutation might be an obvious shift to focus more heavily on buffs for your team.

If you do like your character as is, maybe look at Arcane Builder (especially since you're investing heavily in crafting feats). But you also won't go wrong with Spell Focus - Conjuration. That +1 DC may not seem like much, but it's a big help as you climb in levels to keep lower level spells relevant longer.

Are you planning to take Improved Familiar at 7 to add an extra set of hands to use the wands you plan to make?


cavernshark wrote:

I'm going to ask this question a little candidly, but do you actually like your character? You're a conjuration specialist wizard, but you're not interested in summoning and you seem to really loathe use spells to lock down opponents for your team. That's pretty much the bulk of your school specialization. The handful of spells you've got left are some blasts or partial blasts, which you also seem to not want to invest in.

So, if you really don't like the character, I'd talk to your GM about maybe changing your school (or class if it's really a problem - Bard would make a better flank buddy for your rogue, still give you spells + buff role, and you'd still be the knowledge guy). Transmutation might be an obvious shift to focus more heavily on buffs for your team.

If you do like your character as is, maybe look at Arcane Builder (especially since you're investing heavily in crafting feats). But you also won't go wrong with Spell Focus - Conjuration. That +1 DC may not seem like much, but it's a big help as you climb in levels to keep lower level spells relevant longer.

Are you planning to take Improved Familiar at 7 to add an extra set of hands to use the wands you plan to make?

Well, I actually do like it, but party wise we're having some issues. It's a bit long to go into details, but almost every fight it's an epic fight. I have to burn all of my spells just to keep us alive.

Originally we had a Ninja instead of a Sorcerer, but he died.
Issue is, now, we're gonna be 3 ranged guys and 1 melee. I didn't want to go the Summoning route because it's annoying to keep track of all monsters and abilities.
I like using Conjuration spells as long as they do something. Not really a fan of Glitterdust for example, but if I have to use it I do.
I love Grease, saved our asses tons of times. Loving Create pit, and I'm just taking Produce Flame to do some extra damage.
I'm looking at Pyrotechnics now if I can make it work somehow on our party.
But I want to be a Buffer/Controller, but it's kinda hard to do when you only have 1 melee and 80% of the times he's rolling less than 10.

So far the oracle it's just a healbot, he's not even buffing, except the occasional summon (which saved our asses too, yes, a level 1 summon eagle, saved us). He can't flank, and honestly there's no logical reason to hit him because he's not doing any damage

So far, in all honestly, I think we have only survived because NPCs didn't save against Color Spray.
If you ever played Rise of the Runerlods >

Spoilers:

We almost died against the Quasit (thanks to our Oracle putting in hand inside the Water of Lamashtu)
We almost died against Tsuto, we lived thanks to a lucky crit from an Axe x3 and killed him, otherwise we were dead
We almost died against the Goblin chief in Thistletop, I had to tank at least 10 attacks in that combat.
We almost died against Ranger Bugbear and 2 flying dogs, and the bugbear didn't even hit more than twice.
Ninja died against a Shield guy because, well, he made really bad choices.

Anyways, I really like the idea of Arcane builder, I'm not sure we'll have enough downtime to craft a lot, I'm not just how it works though considering I have Cooperative Crafting, and I can craft 2k every 4 hours. I'm not sure how much I'll craft every 4 hours.

The original idea is to get Staff like wand, I'm really thinking if it's worth it honestly.
Improved Familiar is nice, specially for wands, but I'm not sure if my DM is gonna like it. Yes, it can free up some action economy, and I'm focusing on crafting a lot, so it does make sense, but suddenly when 1 only have 1 melee, Haste doesn't look THAT great anymore.

I was looking at Arcane Savant and the Scroll ability to use your CL seems really cool.
I'm not sure how the Oracle is gonna level either, I'm worried we'll lack protection spells (like resist energy) and such. He's pure healing, but sometimes a buff it's just better.


It's tough because summoning would definitely help shore up your party weaknesses.

Web is another decent control spell you could pick up. I'm surprised you don't like Glitterdust - it's pretty strong and versatile without completely ending a fight.

Honestly, take Spell Focus Conjuration. You're about to hit 5 and level 3 spells change the game a lot for wizards. Aqueous Orb is a really fun spell that lets you do some damage while controlling. You're not wrong that haste is going to feel wasted on your party, but you could always flip the paradigm and keep slow on hand to hit your opponents. The same is now true of Resist Energy too - you can flip if you're allowed to get the spell Quell Energy. It gives the target a save, but a single spell can avoid needing to throw energy resist on everyone.

Your concern for needing to plan for situational spells does sort of suggest that Fast Study might be an option for you. As you get more spell slots you can leave 1 or 2 open at each level and slot them in as necessary. It does require more advanced scouting though to really be effective.


cavernshark wrote:

Stuff

Oracle wanted to Summon, trying to not take the spotlight.

Maybe level 3 will change lots of think.
I think I'll go Spell focus and Greater Spell focus. That's a +2 to any Conjuration spell and it doesn't really ruin my plans for getting Staff like Wand.
Staff like wand, although non optimal, will allow me to be super useful no matter how bad things are going, and always having something. Just having Vanish on a level 1 makes it worthwhile.

Thanks for the suggestions. It's been a bit hard to survive, but the Spell Focus will work great with Create Pit and any Conjuration spell.

I think crafting 4k/day is enough, don't think I'll need another 1k.


Letric wrote:
he usually can't flank (using a weapon prevents casting and he's using heavy shield)

Just FYI, you can threaten and flank with a shield, even if you don't intend to ever make shield bashes with it.


Avoron wrote:
Letric wrote:
he usually can't flank (using a weapon prevents casting and he's using heavy shield)
Just FYI, you can threaten and flank with a shield, even if you don't intend to ever make shield bashes with it.

Any idea where does it say this? Unless there's a clear ruling my DM won't allow it

Silver Crusade

Avoron wrote:
Letric wrote:
he usually can't flank (using a weapon prevents casting and he's using heavy shield)
Just FYI, you can threaten and flank with a shield, even if you don't intend to ever make shield bashes with it.

According to flanking rules all you need to do is threaten the appropriate square. Which you always do (excepting some conditions.)

If none of that sways your GM, then just pick up a spiked shield and that should end the disagreement. Though I would reccomend you put them on your tower shield if you're going to suck up those penalties anyway.

You might want to look into Bouncing Spell to give your magic more staying power.

If you choose you could also get Exotic Weapon(Net) which is a ranged touch attack, so your crappy BAB isn't as big a deal, buy a few of them and you'll be pleased.

A Lesser Metamagic Rod of Selective Spell will help greatly with some spells you can use to control the battlefield that aren't summons. (Or any Metamagic Rod you fancy, really.)

Aqueous Orb is a brilliant example. Nauseating Trail can be done on your one melee character to restrict the enemy's motions.

Those are just some of the many amazing 3rd Level Spells that you can enjoy. I know you get only a few now, with a little care, Level 5 will be a turning point.

I also want to point out that, without buying into all of your classes strengths, you cannot fill the holes your party has.

That's okay, since your job is not to catch everyone when they fall. Select the battlefield control spells you like, and you can at least create opportunities to escape with your lives, if not win, without sacrificing your core goals.


ErrantPursuit wrote:
Avoron wrote:
Letric wrote:
he usually can't flank (using a weapon prevents casting and he's using heavy shield)
Just FYI, you can threaten and flank with a shield, even if you don't intend to ever make shield bashes with it.

According to flanking rules all you need to do is threaten the appropriate square. Which you always do (excepting some conditions.)

If none of that sways your GM, then just pick up a spiked shield and that should end the disagreement. Though I would reccomend you put them on your tower shield if you're going to suck up those penalties anyway.

You might want to look into Bouncing Spell to give your magic more staying power.

If you choose you could also get Exotic Weapon(Net) which is a ranged touch attack, so your crappy BAB isn't as big a deal, buy a few of them and you'll be pleased.

A Lesser Metamagic Rod of Selective Spell will help greatly with some spells you can use to control the battlefield that aren't summons. (Or any Metamagic Rod you fancy, really.)

Aqueous Orb is a brilliant example. Nauseating Trail can be done on your one melee character to restrict the enemy's motions.

Those are just some of the many amazing...

Great suggestions. Didn't even think about Selective Spell. At a time I was going to pick up Craft rod, but in all honestly I wasn't even sure I have the time to craft so many things, so with the money I save from other feats I can afford more rods.

A Orb was on my list, but that selective Rod is just amazing. I'll still be able to use bad 1 level spells like Color Spray and don't care much about my allies.

I know Summon Monster would solve most of our issues, but if I did that I need some feats to buff them up and that's at least 3 of them. Considering that the Oracle wants to summon, I'll leave that to him.

I'm gonna speak to my DM regarding Dimensional Agility for my Shift School ability.

With your suggestions and Spell Focus Conjuration once I reach level 11 my Staff like Wand DC will still be pretty high and I'm gonna be useful on a lot of encounters.

Silver Crusade

Letric wrote:

Great suggestions. Didn't even think about Selective Spell. At a time I was going to pick up Craft rod, but in all honestly I wasn't even sure I have the time to craft so many things, so with the money I save from other feats I can afford more rods.

A Orb was on my list, but that selective Rod is just amazing. I'll still be able to use bad 1 level spells like Color Spray and don't care much about my allies.

Glad to help. Be careful though, the Rod only works a few times per day.

Metamagic Rods wrote:
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day.

Metamagic Rod, Selective

Metamagic Rod, Selective wrote:
The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

This is only a stop-gap or shoring up method. You'll need the feats or a lot of rods to use it freely.

Also, don't worry about making the summons "effective". You can focus on battlefield control and never pick up a summon and do just fine.

If you do pick up a summon here and there, it can provide a flanking buddy or just some minions to hold off the front line. One of the best features of Summons is the ability to summon D# of a lower level type. This just puts bodies on the field in your defense. It's fine if they get run over. Those rounds the enemy wasn't hitting your friends or you. A few 25gp scrolls of Summon Monster 1 will block charge lines, flank, or pinprick damage until you get something more meaningful and won't clog up your prepared spell lists.


I might revisit the Summon, you might need it eventually, and there's nothing to avoid it.
I have more system mastery than the oracle so I can manage them better.

I don't think I'll have space for Metamagic Feats, I'm checking. So far my 7-9 feats are undecided though, might pick Persistent Spell, though I'm not sure.

I was thinking that Persistent on a Wand can be great just to annoy the DM. Even if it's low level, at level 11 I can cast a Grease on a Weapon with a 19 DC and if it's persistent it's a 21, that can be hard to beat by someone with a weapon.

With the money saved by crafting I can afford tons of Rods.

Silver Crusade

I am a big fan of persistent. You should definitely accommodate for spell resistance as early as level 7 but no later than 10.

Intensified Spell Can be very good to keep low level damage relevant. 10d4 Magic Missile, for instance.

In terms of adding more tricks to pull out of your hat Reach is one of my favorite and entire builds have been based on [http://www.d20pfsrd.com/feats/metamagic-feats/rime-spell-metamagic]Rime[/url].

There are a lot of good options. Most of my favorites are +1's, but I rarely play blasters. If you stick with your crafting then you shouldn't have any trouble accruing a bag of tricks that keeps on giving and surprising.

It would probably behoove you to pick up some equipment enhancements so you can manipulate your stash with little trouble.
Quick Draw and wands on a bandolier will keep you cycling through your wands nice and easy.
The Handy Haversack prevents AoO's and keeps your weight down on those rods. In fact, unless it's a full round action, you can fetch the rod(Move), cast the spell(Standard), and Shift(Swift) away.

Lastly, as the Oracle wants to do summoning and you're not really interested (from what you mentioned earlier) just let the Oracle do it and save your turns for other stuff. You can always offer advice as the situations arise. Chances are the player will appreciate a few pointers anyway.


1 – Improved Initiative H-Additional Traits - Familiar Owl
3 – Craft Wondrous Items
5 – Craft Wand + Spell Focus Conjuration (decided with your help)
7 – Persistent Spell
9 – Empty
10 – Craft Staff
11 – Staff Like Wand

This is my feat plan. I'm level 4 right now, checking for 5th level feat.

I'm picking Craft Staff with a Ioun Stone +1 CL, which costs 15k to make, but it's the only way to get Craft Staff at level 10, though I need CL 11th to get it.

IF I'm picking Persistent Spell, I only have level 9 slot empty, which needs to be Spell Penetration. Usually my build isn't focus around damage, mostly about Map Control and Buffing allies with whatever I can come up with > Communal Protection from Evil, Resist Energy, See Invisibility, and the like.
13th of course is for Quicken Spell.

Persistent is a great feat, just need to check which spells apply it to. I can always afford rod, that's the idea of the build too, to use lots of Rods+Wands, even if I'm spamming low level spells.
I was planning on getting GSFocus, so I guess I need space for that too. I might even forsake Persistent and just go with GSFocus, which gives me straight +1 with no level increase.
I can always afford to buy rods, our DM has no restriction on buying magic items

Eventually most of my income will be spent on Consumables to help the party, and be a Always ready for Anything Wizard, your pal.

On a side note, I have a Valet Familiar, so I can deliver Touch Spells through him and he can move before/after delivering it, so it's great for Communal Spells.


Letric wrote:

Human Wizard Conjuration Teleport (Opposition Schools Enchantment – Divination)

STR 7 DEX 12 CON 14 INT 18 WIS 12 CHA 10

-Traits-
Campaign
Scholar of the Ancients You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Combat
Reactionary +2 Initiative
Equipment
Extremely Fashionable Diplomacy class skill. +1 Diplo/Bluff/Intimimate with 150GP value of items.
Social
Clever Wordplay INT to Diplomacy

-Feats-
1 – Improved Initiative H-Additional Traits - Familiar Owl
3 – Craft Wondrous Items
5 – Craft Wand + BONUS FEAT

I'm having trouble deciding what to pick next honestly. Our party is

Slayer > 2WF Our tank, front liner, stealthy guy
Oracle of Life > He can't do damage (achievement feat), he usually can't flank (using a weapon prevents casting and he's using heavy shield). He sometimes summons, but rarely buffs the party, because he needs his spells to heal to get credit for his achievement feat.
Sorecerer > new comer, I'm guessing pure damage sorcerer with some self buffing capabilities.

I don't like running Blasters, and I'm not even built for that honestly. At level 4 the best I could choose is Scorching Ray, and I have barely +3 to hit.

Craft Wand is there because I'm going Staff like wand discovery. I'm the crafter and knowledge guy.

I usually enjoy buffing the melee guy, having the Resist energy/Prot from evil spell in case we need it, and using some fog to help our party.
Eventually I end up doing
- flanking, because the Slayer has no one to flank
- Save or Suck spells otherwise we die > Grease for weapons, Color Spray

I don't wanna go summon, like I'll probably won't pick up Teleport.

Should I take Research Opposition? I have SoS spell, and Enchantment is all about that.
I could take Divination, but is it really worth it a feat? Only thing I can think of is Dispel Magic.

If your Oracle is using a Heavy Shield, he still counts as Flanking. As long as he can make attacks with the Heavy Shield and is in the proper position, then he can do it.

Yeah, I'd leave the blasting to the Sorcerer. He can do it better and for longer if he's spec'd right.

If you're a crafter, I'd consider going Craft Magic Arms & Armor, being able to enhance everybody's weapons and armor essentially cuts out the middle-man of a lot of items. It also allows you to effectively "transmute" found items into different, more usable ones, or to save up to enhance your current weapon or armor at cost and not price, which is huge, as it allows you to spend your money on other equally important things. If your GM allows a fair amount of downtime, this will be nice.

Enchantment would be infinitely more useful for Opposition Research, as buffs like Heroism and Rage are pretty damn awesome, and spells like Hold Person, Suggestion, and Charm Person are pretty neat too. Divination kind of sucks as a spell school, because its effectiveness is subject to GM FIAT, which is almost never a good thing. Also, Dispel Magic is Abjuration, not Divination, so you wouldn't be charged double slots for that.

I'm surprised you wouldn't pick up summoning, as Conjuration is specifically built for summoning spells. I suppose the only reason that's the case is because you don't have any of the feats for it (such as Spell Focus, Augment, and Superior Summons), though being able to summon two Celestial creatures (which is going to be useful 90% of the time) as a Standard Action, having +4 Constitution and +4 Strength, is pretty rad. They'll also provide flanks for your Slayer buddy too, or themselves.


@Darksol the Painbringer
Need to speak to my DM regarding not having a weapon and being able to threaten. All I saw was that you can make an off hand attack with your shield, which means being able to TWF.

Craft Magic/Armor I'm not picking it up because I'm not really sure we have downtime. I'm assuming all the crafting will be done on adventures, and I'm picking up Rope trick and the such to craft. I also have Valet Familiar to craft 4k/day if I'm Accelerating.
I already have Scrolls/Wands/Items, another one is too much. Plus Scrolls are the worst to craft, 1 pathetic spell takes 1 day.

Regarding opposition, well Enchantment has nice buffs, but we're down to 1 melee. Yes, Heroism is great, eventually I can craft a Wand and just put it there, I can afford it. At level 11 that wand will be CL 11 and last a LOT longer. Only downside is that I can't Extend it unless I craft it that way.

Haste was a great buff until we lost our Ninja, now with only 1 melee, basically we need to either go Invisible, summon a lot of meatshields, or just kill everything on first round.

Since I'm guessing our Oracle is focusing mainly on Healing/Summon, and not buffing that much (from what I could see on these first 4 levels) I'll have to pick up those roles (which I like) and Control battlefield with fly+aoe entagled and the such.

Picked up Conjuration for the Shift ability, I like having escapes. At first I was going to summon, but then realized takes too much effort to know every monster, and I wanna play something more simple.
Once I'm level 5 I might prepare a SM just in case for something rare, like having Archon to bypass all DR for example.


Letric wrote:

@Darksol the Painbringer

Need to speak to my DM regarding not having a weapon and being able to threaten. All I saw was that you can make an off hand attack with your shield, which means being able to TWF.

Craft Magic/Armor I'm not picking it up because I'm not really sure we have downtime. I'm assuming all the crafting will be done on adventures, and I'm picking up Rope trick and the such to craft. I also have Valet Familiar to craft 4k/day if I'm Accelerating.
I already have Scrolls/Wands/Items, another one is too much. Plus Scrolls are the worst to craft, 1 pathetic spell takes 1 day.

Regarding opposition, well Enchantment has nice buffs, but we're down to 1 melee. Yes, Heroism is great, eventually I can craft a Wand and just put it there, I can afford it. At level 11 that wand will be CL 11 and last a LOT longer. Only downside is that I can't Extend it unless I craft it that way.

Haste was a great buff until we lost our Ninja, now with only 1 melee, basically we need to either go Invisible, summon a lot of meatshields, or just kill everything on first round.

Since I'm guessing our Oracle is focusing mainly on Healing/Summon, and not buffing that much (from what I could see on these first 4 levels) I'll have to pick up those roles (which I like) and Control battlefield with fly+aoe entagled and the such.

Picked up Conjuration for the Shift ability, I like having escapes. At first I was going to summon, but then realized takes too much effort to know every monster, and I wanna play something more simple.
Once I'm level 5 I might prepare a SM just in case for something rare, like having Archon to bypass all DR for example.

Since when is a Heavy Shield not a weapon? It's listed in the Weapons section, it has damage dice, you can make normal attacks with it, the list goes on. A Heavy Shield is just as much a weapon as a Longsword. If you disagree, then re-read the rules on the PRD. Also, relevant FAQ. He isn't proficient, meaning he suffers a -4 penalty, but he can still make attacks with it. See also this relevant FAQ.

It was merely a suggestion. Stating you're a crafter means you'll want to encompass more than just Wondrous Items. But, if you are unsure about downtime, then I'd suggest retraining your crafting feats, not so much that they'll be useless, but more that you might want other feats in place, such as Spell Penetration, or Metamagic Feats, since their usage is very questionable.

If you extend it, that's a 4th level spell, which can still be used in a Wand, but that's pushing it, since that will increase the cost with not a lot of useful repercussion.

If your Oracle can learn to cast Blessing of Fervor down the road (4th level spell), it would be more suitable to your party composition.


@Darksol the Painbringer

Checking with my DM and the info you gave me. It seems he might allow it.

I have 2 crafting feats, Craft Wands is there because I want Staff Like Wand, so I have to take it.
CWI, I'm taking it because I wanna speed up process for some things, and if everything goes as planned Ill be able to craft even while adventuring at max gold, so it's good enough.
Craft Armors was a great suggestions, but sadly I can't take it because of unknown dowtime.

Blessing of Fervor is a great spell! I'm gonna make a Wand out of it and give it to him!

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