olethros said:
I'm creating a 8th level sorcerer for my current campaign. Does anyone have any good suggestions for feats?
The sorcerer has a diverse range of spells.
Metamagic obviously! At 8th level you cast 4th level spells and can therefore afford a max +3 slot increase (cantrips rarely benefit from metamagics). Some suggestions here, although you really have to check HOW MANY of your known spells would benefit before taking the feat.
Chain Spell
The cost of +3 means it could be too early to take this, but with the right spells this can be a blast.
Empower Spell
Never a waste, although at your level you still aren't going to use it on many spells. But it's really a good investment for the future, because it takes away the need for learning higher offensive spells: as an example, if you have Fireball (lv3) you can empower it and turn it into a well-scaled lv5 offensive spells, which means that you don't really need to learn such a spell and can instead learn something different.
Sculpt Spell
It's not as flexible as it may seem, but IMXP it's a good way to use area spells without bothering about your allies, and luckily it's only +1.
Energy Substitution
This one also can help you in not-having-to-learn a few spells later, since it doubles your energy-damaging spell without increasing the slot at all.
Heighten Spell
Mostly used to get a sudden boost to the DC of your lower level spells, it's good to keep them useful at high levels.
Extend Spell
+1 is very cheap, and this feat works best with either very short spells (1 round, 1 round/level) or very long ones (10 min/level, 1 hour/level).
Silent Spell and
Still Spell
These are the "emergency aid" metamagic, if you are afraid of being silenced or blocked, but otherwise you won't use them on a regular basis.
Besides metamagic, here are some other spellcasting-related feats that I think are useful to consider (non-spellcasting feats also are useful, but I'd skip those):
Spell Focus
You know few spells, and if you wanted a little versatility they are probably spread to different schools. However, as a Sorcerer there is almost always one or two spells which you cast much more often than any other (Fireball?) and as such you end up benefitting from SF very often even if it is 1 spell only.
Extra Spell
Unfortunately it gives you one spell known but only of a level less than your maximum, which is not totally fair, but still it's worth: think that you are NEVER going to know more than 4 spells of level 3... OTOH if you play in a setting with lots of scrolls and wands available (or if you have a Wizard in the party to make them for you), you can more easily expand your repertoire and save the feat for something else.
Eschew Materials
Depending on the game style, this could be not very useful in practice, but it gives always one thing less to bother about.
Improved Counterspell
This one is only if you are willing to use counterspelling, which IMXP quite a hard tactic and often ineffective. As a Sorcerer you have lots of spells per day and you cast spontaneously, so your normal limit in counterspelling is that you rarely know exactly the same spell you want to counter. This feat takes away the reason why you never bother to counterspell, but still it's going to be useful only for lower level spells. For advanced players only!