Long time lurker, first post.
I'll like some help optimizing my feat/class feature selection and getting critical feedback on my god wizard build. I'm also soliciting comments on whether this build is an optimized addition to the party. For RP reasons, I'll rather keep a singnificent investment in Paragonastic Apostle unless the party will significantly benefit from a different focus (like a Malconvoker).
1. Should I drop either Otherworldly or Dragonwrought to squeeze in Extend Spell?
2. Is it worth focusing on summons to make up for the missing BSF and run somthing like FS Conj 6/Malconvoker 5?
3. Is Chain Spell + Arcane Reach at CL 14 worth giving up Quicken Spell?
4. Can the CO boards offer any other mechanically sound yet flavorful feats to consider?
Party:
Human Rogue 5/Assassin 4
Homebrew illithid 8/Wizard 1: Tax collector, UMD wand wielder
Homebrew Deathlock (Lib Mort)/Wizard 8: Undead blaster with the spell selection of a sorcerer: Negative energy ball, Cloudkill, Create Zombie, rinse, repeat.
Aasamir Cleric 9: Meleebot. Never buffs the party.
Allowed sources: Core. All other sources subject to DM approval depending on backstory and flavor.
Stats: Pregenerated array (18, 16, 14, 12, 12, 10)
Campaign: Homebrew setting, character will start at lvl 9 (Wiz 5/Para 4). I'll likely leave the campaign by the time this character levels to 14~15. Characters are POOR: 6 months of adventuring IRL yields 10,000 gold. Equipment highly loot dependent. Starting gold at ECL 9 will be around 3,000. One flaw allowed.
Addendum: We only need 1000 Exp to gain a level, regardless of level. Experience goes into a communal party pot, usually ranging from 700 to 2000 exp per session. The party decides who to level using the communal exp based on what the character gains next level and the relative level of a player to the party average. Characters almost never have more than a 1 ECL difference betwean them. Also, party is very hostile towards anything that uses xp. Scrolls are acceptable to them, but scrolls suck.
Backstory:
From a lawful good desert kingdom, the longest continuous government in the realm. Joins party in order to chronicle their adventures in neutralizing artifact creature of doom. Absolute knowledge bag with sidelines in forgery and poisonmaking. Kobolds in our neighborhood live in burrows and sewers; as a southern representative of my race, I will face some discrimination. [spoiler]Secretly member of international lawful neutral mercenary espionage group sent to monitor parties progress.[/spoiler]
Build:
LN Otherworldy Venerable Dragonwrought Desert Kobold Specialist Conjurer 5/Paragonastic Apostle 4/Master Specialist 4/Archmage 1
ACF: Wizard fighter feats (UA), Domain Granted Power (CChamp), Specialist: banned Enchantment and Evocation.
Wiz 1 flaw: Otherworldy (PGtF), Wiz: Imp. Init., Dragonwrought (RoD)
Wiz 3 Flyby Attack
Wiz 5 Domain Power: Luck
Pa 1 Spell Focus: Conj, Accurate Retort
Pa 2 Discern Weakness: Human
Pa 3 Penetrating Insight
Pa 4 Spell Focus (Necro), Spatial Awareness
MS 3 Chain Spell
Ar 1 Arcane reach
Stats at lvl 9
[spoiler]
Str 8
Dex 16
Con 16
Int 23
Wis 11
Cha 13
[/spoiler]
Spells:
I've asked for the Orb line, Unluck, Alter Fortune, Nerveskitter, and Unicorn Arrow. My initial (indeed, possibly my ultimate) spell list is up solely to the DM, although he does take suggestions.
Tactics:
Invisibility, followed by BC or summons, followed by haste, then Orb of Fire, Unluck, ect, ect.