Wizard Bonus Feat

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 At 1st, 5th, 10th, 15th, and 20th level, a Wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The Wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

Wizard Bonus Feat is one of many Class Features available in Pathfinder: Wrath of the Righteous. Class Features are generally passive benefits that characters gain based on their Class but can also sometimes be active Skills that you can use in combat. Abilities in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments, buff characters or just protect you.

 

Wizard Bonus Feat Information

Type:

 

Wizard Bonus Feat Possible Selections

Name

Description

Combat Casting

You are adept at Spellcasting when threatened or distracted.

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability.

Greater Spell Penetration

Your spells break through spell resistance much more easily than most.

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

Spell Penetration

Your Spells break through Spell Resistance more easily than most.

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Augment Summoning

Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Superior Summoning

Each time you cast a summoning Spell that conjures more than one creature, add one to the total number of creatures summoned.

Metamagic (Bolster Spell)

You make your Spells deal additional area of effect damage, while making them stronger.
Benefit: Spell now deals 2 more points of damage per die rolled to all its targets. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. The spell can no longer apply precision damage.
Level increase: +1 (A bolstered spell uses up a spell slot one level higher than the spell's actual level)

Metamagic (Empower Spell)

You can increase the power of your Spells, causing them to deal more damage.

Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls.

Saving throws and opposed rolls are not affected, nor are Spells without random variables.

Level increase: +2 (An empowered spell uses up a spell slot two levels higher than the spell's actual level.)

Metamagic (Extend Spell)

You can make your Spells last twice as long.

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Level Increase: +1 (An extended spell uses up a spell slot one level higher than the spell's actual level.)

Metamagic (Heighten Spell)

You can cast Spells as if they were a higher level.

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Metamagic (Maximize Spell)

Your Spells have the maximum possible effect.

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving Throws and opposed rolls are not affected, nor are spells without random variables.

Level Increase: +3 (A maximized spell uses up a spell slot three levels higher than the spell's actual level.)

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Metamagic (Quicken Spell)

You can cast Spells in a fraction of the normal time.

Benefit: Casting a quickened spell is a Swift Action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

Level Increase: +4 (A quickened spell uses up a spell slot four levels higher than the spell's actual level.)

Casting a quickened spell doesn't provoke an attack of opportunity.

Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.

Metamagic (Reach Spell)

Your spells go farther than normal.

Benefit: You can alter a spell with range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium and long.

Level Increase: +1 (A reach spell uses up a spell slot one level higher than the spell's actual level.)

Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.

Spells that do not have a range of touch, close, or medium do not benefit from this feat.

Metamagic (Persistent Spell)

You can modify a Spell to become more tenacious when its targets resist its effect.

Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.

Level Increase: +2 (a persistent spell uses up a spell slot two levels higher than the spell's actual level.)

Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.

Metamagic (Selective Spell)

Your allies need not fear friendly fire.

Prerequisite: Spellcraft 10 ranks.

Benefit: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for Bards, Oracles, Paladins, Sorcerers, and summoners; Intelligence for Witches and Wizards; Wisdom for Clerics, Druids, Inquisitors, and Rangers.)
These targets are excluded from the effects of your spell.

Level Increase: +1 (a selective spell uses up a spell slot one level higher than the spell's actual level.)

Spells that do not have an area of effect or a duration of instantaneous do not benefit from this feat.

Greater Elemental Focus

Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist.

Prerequisite: Elemental Focus

Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus.

Elemental Focus

Your Spells of a certain element are more difficult to resist.

Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.

Greater Spell Focus

Choose a School of Magic to which you have already applied the Spell Focus feat. Any Spells you cast of this school are very hard to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against Spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.

Spell Focus

Choose a School of Magic. Any Spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against Spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Specialization

Select one Spell. You cast that spell with greater than normal power.

Benefit: Select one spell: Treat your caster level as being two higher for all level-variable effects of the spell.

Every time you gain a level in a spellcasting class, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

 

How to Acquire Wizard Bonus Feat

Wizard Bonus Feat can be obtained by the following classes:

 

Wizard Bonus Feat can be cast by using the following Items:

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  • Armor: ??

 

Wizard Bonus Feat Tips & Notes

  • Notes & Tips go here

 

 

 




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