
Pendagast |

We have this crazy Eldritch Knight in our group.
It started as a half orc wiz/barbarian.
But a few weeks ago we had a new player join the group, and he likes archers and range attacks. So i let him remake it as an elf wizard/fighter/eldritch knight.
With the arcane bond he chose wand and made it a wand of fireballs (so he has a free wand that started out with 50 charges.
I personally think this mechanic is broken. Just too easy to have this level of fire power for little cost.
But here's the funny. He found another wand of fire balls, so he has two.
The question in game came up could he use TWO wands in the sae way he can use TWO weapons?
I'm one of those DMS that hates to say no (unless its incredibly insane or lame) but requires a skill check to see if you can get away with it.
Do you all think this would be spellcraft or use magic device?
UMD is if the class features doesnt match the magic item, in this case it matches.
So I let him make a spellcraft check (with a wonk of penalties) and he still managed (barely) to get them both off.
It was kinda cool of fun actually (truly hilarious how it ended up working out an how he also managed to not only destroy all baddies in the room but 90% of the treasure too)
Anyway what do you all think of dual wand activation? You can fire two crossbows one in each hand.... hmmmmm.
Anyway curious on opinions, in 15 years of play this has never actually come up before?

Majuba |

It's a silly feat, but as Kevin mentioned, Dual Wand Wielder (also from Eberron book).
Two things:
1) You don't get a "free" item from Arcane bond. If you choose a wand, it starts with 0 charges. You can craft it to do whatever you want, and unlike other wands it doesn't disintegrate when it hits 0 charges. But no free wand of fireballs.
2) One reasonable cost for doing that sort of thing, if you really want to allow it (heck, I did way back, with wands of wonder.. *shudder*), is to make the 2nd one burn up extra charges (at least two). No *need* to tell the player this until it runs out of charges, or some other appropriate time (casts detect magic with it out, notices it's significantly weaker than before).