Red Dragon

Arennea's page

18 posts. Alias of mittean.


About Arennea

LONGWAND

For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of wandfire—the pounding beat of the Longwand.

Wandslingers, and by extension Longwands, are a bold and mysterious lot.

One of the great breakthroughs of the Last War was the invention of the eternal wand, an item with endless charges which allowed magewrights and other people with minor magical abilities to be used as soldiers with little training. With time, the recruits' extreme focus on one kind of item led the more talented of them to develop skills unknown to traditional spellcasters, paralleling those of gunslingers on other worlds. Nowadays, the Art of the Wand is established enough that even people with no experience fighting in the war can train themselves towards it.

Wands and other one-handed implements are often easy to conceal and faster to utilize and do sufficient damage in most situations. But some Wandslingers want a little more firepower and range. These are the Longwands; the best of these Wandslingers can reload a Longwand with dazzling speed, potentially putting even their regular wand-wielding comrades to shame.

Role: Wandslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many Wandslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other wandslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.

Alignment
• Any.

Hit Die
• d10.

Starting Wealth
• 5d6 x 10 gp (average 175 gp). In addition, each Longwand should begin gameplay with an outfit worth 10 gp or less, and their starting firearm.

Class Skills
The Longwand's class skills are
• Acrobatics (Dex)
• Bluff (Cha)
• Climb (Str)
• Heal (Wis)
• Intimidate (Cha)
• Knowledge (arcana) (Int)
• Knowledge (local) (Int)
• Perception (Wis)
• Ride (Dex)
• Spellcraft (Int)
• Survival (Wis)
• Swim (Str)
• Use Magic Device (Int)
The Longwand's background skills are:
• Craft (Int)
• Handle Animal (Cha)
• Profession (Wis)
• Sleight of Hand (Dex)

Skill Ranks per Level
• Class skills 4 + Int modifier
• Background skills 2

Class Features

Weapon and Armor Proficiency
Wandslingers are proficient with all simple and martial weapons. Instead of proficiency with all firearms, a Longwand only gains proficiency with two-handed firearms. They must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines. They are proficient with all light armor.

Wandsmith
A Longwand must take a longwand when they choose a battered firearm at 1st level. Their starting weapon is battered, and only they know how to use it properly. All other creatures treat their longwand as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The wandslinger also gains wandsmithing as a bonus feat.

Wand training (Su)
At 1st level when a Wandslinger uses a spell trigger item to cast a spell on their spell list, if it requires a ranged attack roll they gain a bonus on the damage roll equal to their Dex modifier. They apply this extra damage only once per target, even the spell would deal damage over multiple rounds.

Wand Mastery (Su)
Whenever the Wandslinger uses a wand, they calculate the DC for any spell it contains using their Wisdom modifier, instead of the minimum modifier needed to cast a spell of that level. If they also have the Mysterious Stranger archetype, they use their Charisma modifier instead.

Grit (Ex)
A Wandslinger makes their mark upon the world with daring deeds. Some Wandslingers claim they belong to a mystical way of the wand, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all Wandslingers have grit. In game terms, grit is a fluctuating measure of a Wandslinger’s ability to perform amazing actions in combat. At the start of each day, a Wandslinger gains a number of grit points equal to their Wisdom modifier (minimum 1). Their grit goes up or down throughout the day, but usually cannot go higher than their Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A Wandslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a wand: Each time the Wandslinger confirms a critical hit with a wand attack while in the heat of combat, they regain 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the Wandslinger’s character level does not restore grit.

Killing Blow with a wand: When the Wandslinger reduces a creature to 0 or fewer hit points with a wand attack while in the heat of combat, they regain 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the Wandslinger’s character level to 0 or fewer hit points does not restore any grit.

Wandslingers spend grit points to accomplish deeds. Most deeds grant the Wandslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the Wandslinger has at least 1 grit point.

The following is the list of Longwand deeds. A Wandslinger can only perform deeds of their level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex) At 1st level, the Wandslinger can resolve an attack against touch AC instead of normal AC when firing beyond their wand's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The Wandslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when they perform this deed.

Steady Aim (Ex) At 1st level, as long as a Longwand has at least 1 grit point, they can take a move-equivalent action to increase the accuracy of a two-handed firearm. When they do, they increase the range increment of the wand they are firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the wandslinger’s dodge deed.

Quick Clear (Ex) At 1st level, as a Standard Action, the Wandslinger can remove the broken condition from a single wand they are currently wielding, as long as that condition was gained by a wand misfire. The Wandslinger must have at least 1 grit point to perform this deed. Alternatively, if the Wandslinger spends 1 grit point to perform this deed, they can perform quick clear as a Move-equivalent Action instead of a Standard Action.

Wandslinger Initiative (Ex) At 3rd level, as long as the Wandslinger has at least 1 grit point, they gain the following benefits. First, they gain a +2 bonus on initiative checks. Furthermore, if they have the Quick Draw feat, their hands are free and unrestrained, and the firearm is not hidden, they can draw a single wand as part of the initiative check.

Wand-Whip (Ex) At 3rd level, the Wandslinger can make a surprise melee attack with the butt or handle of their wand as a Standard Action. When they do, they are considered to be proficient with the wand as a melee weapon and gain a bonus on the attack and damage rolls equal to the Level of the spell contained in the wand. The damage dealt by the wand whip is of the bludgeoning type and is determined by the size of the wand. One-handed wands deal 1d6 points of damage (1d4 if wielded by Small creatures) and longwands deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the Wandslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the Wandslinger can make a combat maneuver check to knock the target prone as a Free Action. Performing this deed costs 1 grit point.

Fast wand reload (Ex) At 3rd level, as long as the Longwand has 1 grit point, they can reload a wand into any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.

Dead Shot (Ex) At 7th level, as a Full-Round Action, the Wandslinger can take careful aim and pool all of their attack potential into a single, deadly shot. When they do this, they shoot the wand at a single target, but make as many attack rolls as they can, based on their base attack bonus. They make the attack rolls in order from highest bonus to lowest, as if they were making a full attack. If any of the attack rolls hit the target, the Wandslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the Wandslinger increases the damage of the shot by the base damage dice of the wand. For instance, if a 7th-level Wandslinger firing a longwand hits with both attacks, they do 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, they confirm the critical once using their highest base attack bonus –5. For each critical threat beyond the first, they reduce this penalty by 1 (to a maximum of 0). The Wandslinger only misfires on a dead shot if all the attack rolls are misfires. They cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The Wandslinger must spend 1 grit point to perform this deed.

Startling Shot (Ex) At 7th level, a Wandslinger with at least 1 grit point can spend a Standard Action to purposely miss a creature that they could normally hit with a firearm attack. When they do, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex) At 7th level, as a Full-Round Action, the Wandslinger can make a single wand attack and choose a part of the body to target. They gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature they target. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the Wandslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Bleeding Wound (Ex): At 11th level, when the Wandslinger hits a living creature with a wand attack, they can spend 1 grit point as a Free Action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the Wandslinger’s Dexterity modifier. Alternatively, the Wandslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (Wandslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Expert Loading (Ex): At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.

Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.

Menacing Shot (Ex): At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier.

Slinger’s Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.

Death’s Shot (Ex): At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.

Stunning Shot (Ex): At 19th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Deeds: For the purposes of deeds, a wandslinger treats wands as one-handed firearms and staves as two-handed firearms. A deed which requires a ranged attack roll may only be used with a spell which requires a ranged attack roll. In addition, he may choose to replace one or more of his deeds with the deeds below:

Eternal Charge (Su): At 1st level, a wandslinger can expend 1 point of grit in place of a charge when casting a spell from a spell trigger item. This deed replaces Quick Clear.
Focus Shot (Su): At 1st level, as long as he has 1 point of grit remaining a wandslinger may cast an area spell from a spell trigger item as a ranged touch spell, affecting a single target out to the spell's maximum range. If the spell's primary effect allowed a save it is removed, though saves for secondary effects remain. Spells which could affect the target multiple times affect them once and then end (eg. a wall of fire would damage the target once as if they had passed through it, but a web spell would keep the target grappled for the full duration). This deed may only be used with spells on his spell list. This deed replaces Deadeye.
Full Power (Su): At 1st level, a wandslinger can expend 1 point of grit as he casts a spell from a spell trigger item to increase its caster level to his gunslinger level (if higher than its original caster level). This deed replaces Expert Loading.
Point Blank Burst (Su): At 3rd level, a wandslinger may expend 1 point of grit to cast a spell from a spell trigger item as a ranged touch spell against an adjacent target. If it hits, both the target and the gunslinger also take 1d6 damage per two gunslinger levels you possess. This otherwise functions as the Focus Shot deed. This deed replaces Pistol-Whip.
Wand Assault (Su): At 7th level, a wandslinger can expend 1 point of grit as part of a full attack, enabling him to cast spells from spell trigger items in place of attacks. This deed may only be used with spells on his spell list. This deed replaces Dead Shot.
Quick Activation (Su): At 11th level, a wandslinger can expend 1 point of grit to cast a spell from a spell trigger or spell completion item as a swift action, as if the Quicken Spell metamagic feat had been applied to it. This deed replaces Lightning Reload.

A mysterious stranger swaps a pair of deeds for the following.

Focused Aim (Ex) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

This deed replaces the quick clear deed.

Clipping Shot (Ex) At 11th level, when the mysterious stranger misses with a firearm attack, she can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit (roll damage normally). She can decide to use this deed and spend the grit point after making the attack. This deed has no effect if the attack used the dead shot deed. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.

This replaces the bleeding wound deed.

Bonus Feats: A wandslinger adds Master Craftsman, Metamagic Spell Trigger3.5, Wand Dancer, Wandsmithing and all item creation feats to the list of feats he can select as bonus feats.

Rapid Reload
At 1st level, a longwand gains Rapid Reload (longwand) as a bonus feat.

Dual Wand Use (Su)
Also at 2nd level, a longwand learns how to activate two wands nearly simultaneously as a full-round action. The adept must hold a wand in each hand in order to activate both wands. Activating two wands in this way is horribly inefficient, and consumes 1d4 charges from each wand rather than just 1 charge. If using this ability would require more charges than are remaining in the wand, the wand fails to activate and loses all of its remaining charges.

This ability replaces nimble.

Longwand training
Starting at 5th level, a longwand increases their skill with two-handed firearms. They gain a bonus on damage rolls equal to their Dexterity modifier, and when they misfire with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels after 9th level (13th, and 17th), the bonus on damage rolls increases by +1.

This replaces gun training 2, 3, and 4.

Stranger’s Fortune (Ex)
Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action.

This ability replaces gun training 1.

Wand Quick Draw (Ex)
A 2nd-level Wandslinger can produce a wand stored at their belt or in a bandolier as a Free Action as if they were drawing a weapon using the Quick Draw feat. At 3rd level, a Wandslinger can produce two wands stored on their belt or in a bandolier at the same time as a Free Action as if they were drawing a weapon using the Quick Draw feat. At 4th level, a Wandslinger can produce a longwand stored on their belt or in a bandolier at the same time as a Free Action as if they were drawing a weapon using the Quick Draw feat.

Siphon Charge (Su)
At 3rd level, a Longwand can use charges from a wand in their hand much as if they were a single Action Point, to improve a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw. They must make a Use Magic Device check (DC 25) to activate the wand in this way, which they can do as a Free Action once per round. The wand must have at least 8 charges. With a successful check, the Wandslinger drains 1d6+1 charges from the wand. If the wand holds 1st-level spells, the adept adds 1d6 to his d20 roll, just as if he had spent an Action Point. Wands that hold higher-level spells allow them to roll more dice, in the same way as a higher-level character rolls more dice when spending an Action Point. The Wandslinger rolls a number of dice equal to the spell level contained in the wand and adds the highest result to their d20 roll. If the wand contains 0-level spells, they roll 1d4 instead.

Wand Focus (Ex): A Cannith wand adept adds his class level to the saving throw DC and caster level of any wand he uses. This benefit stacks with that of the Wand Mastery feat.

In addition, a Cannith wand adept gains a +1 bonus on attack rolls made when casting any spell from a wand, regardless of whether the spell is a ray, a touch spell, or a spell that requires a normal attack roll. This bonus stacks with the benefit of Weapon Focus (ray) and similar feats.