
deuxhero |
All the non-psychic full caster guides haven't updated for years (as far as guides for the full class go), and I never felt this question was that thoroughly examined anyways. What are the best feats for a full caster that aren't feats that are good for any build (like Improved Initiative)?
Ones that have been pretty well covered
Sacred Geometry (which should be banned always)
Augment Summoning
Sacred Summons
Summon X monster
Extend Spell
Quicken Spell
Dazing Spell
Crafting feats
Flyby attack
Divine Interference (purely for burning low level spells to force rerolling of crits)
Improved Familiar
Eldritch Heritage for charisma casters
Preferred Spell (Especially for characters that want to cast more domain spells)
Spell Focus
Spell Penetration
Spell Perfection
Various feats that improve non-spells class features (hex altering feats, animal companion feats, extra X, ect.)
What else is there?

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Cunning Caster and Conceal Spell are both feats that allow a caster to hide his spell casting (and enable them to use spells in a public situation without getting chased out with torches and pitchforks).
There's slightly different benefits and flaws to each, but there's a crapton of creative things you can do with them and I shouldn't need to explain the benefit of being able to cast enchantments undetected.

Blackwaltzomega |
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The lists above are good things to prioritize, but I'd also say if you've got a spare feat somewhere Eschew Materials is a good just in case feat. It's not as important as having your metamagic and spell focus up and running but every now and then foiling Mr. Clever Dick Rogue who thinks he's got you on the ropes if he steals your spell components is good.

deuxhero |
The lists above are good things to prioritize, but I'd also say if you've got a spare feat somewhere Eschew Materials is a good just in case feat. It's not as important as having your metamagic and spell focus up and running but every now and then foiling Mr. Clever Dick Rogue who thinks he's got you on the ropes if he steals your spell components is good.
Also reminds me I forgot False Focus.

avr |

Fleeting Spell for battlefield control, possibly Tenacious Spell if your GM likes dispelling buffs. Reach Spell if you're not confined to a 5' per inch battlemat. For a blaster, Empower Spell - also occasionally useful with the likes of Mirror Image.
If you can get someone to work with, Elemental Commixture is fun. Lookout is another feat which can help a great deal if enough people take it.
If your class has an Extra {whatever} then it's probably at least worth considering it.

SmiloDan RPG Superstar 2012 Top 32 |

In 3.5, I had a druid that used Improved Counterspell to great effect. It allowed him to trade out a prepared flame strike to cancel out an enemy's fireball or lightning bolt. Since I was the party healer, this actually saved spell slots and kept my allies up. Also, as a druid, I could "waste" a turn readying an action to dispel, and have my animal companion and/or summoned nature's allies do the active stuff in combat, like fighting in melee, so my turn wasn't totally boring, passive, and reactive.