Useful wands for a fighter with high UMD?


Advice


I have a fighter I just built that has a +23 UMD check at level 11, so I'm trying to determine the best wands for him to get. So far I've come up with the following:

Wand of Longstrider
Wand of Shield

What other wands would be useful? For that matter are there other magic items besides wands I should be considering that can allow me to take advantage of my high UMD? I have 5500g left to spend.


Can you tell us more orless how is builded your fighter andyourparty composition?

Silver Crusade

Lead Blades or Gravity Bow depending on whether you are melee or ranged.

Sovereign Court

If you use Advanced (Spell) Search on d20pfsrd.org, and search for "Range Personal" spells, you'll probably find quite a lot of things fighters aren't supposed to have. I kinda like Aspect of the Wolf; it isn't cheap at all, but it's a big buff and non-provoking Trip as a Swift Action is neat.

Sczarni

A wand of Veil of Positive Energy would only cost you 750gp. It's situational, but has a 10 minute duration.


Heroism! Especially if you can get a bard to make it, but it's still worth it if it's coming from a wizard. It helps you hit your iteratives as well as make your saves, and it lasts for several encounters at a time. It's a bit over your current budget, but it's a huge boon.

Silver Crusade

Greater Invisibility is always fun. Mirror Image. The Cure Spells..

Mage Armor and Shield aren't too useful, the divine buffs tend to be better then the arcane since they're also meant for people who wear armor.


I've seen a low dex fighter use a wand of true strike with super long range bow shots.

wind wall to stop archer attacks
obscuring mist ditto
endure elements
hide from undead
comprehend lang
align weapon
make whole
silence
bless weapon
detect undead
detect secret doors
alarm
hide from animals
speak with animals

All of those can be useful if you don't have someone in the party that takes them very often. And that's just from the CRB.


Cure Light Wounds
Comprehend Languages
Endure Elements
Ant Haul
Stone Fist (bar room brawl?)
Unseen Servant
Floating Disk
Mending (repair your armor/weapons)
Invisibility
Mirror Image
Weapon of Awe
Mage Armor (vs. ghosts)
Protection From Evil
Divine Favor
Remove Sickness
Remove Fear
Entropic Shield
Obscuring Mist


CL2 wand of vanish
wand of cure light wounds
wand of true strike
wand of enlarge person/reduce person
wand of bless
wand of protection from evil/chaos/good/lawfull


Nicos wrote:
Can you tell us more orless how is builded your fighter andyourparty composition?

Fighter is a two-handed fighter archtype who uses a nodachi. Since building an effective two-handed figher type is so light on feat requirements I had plenty of feats left over for fun stuff.

As far as party composition I don't know. This character would be for an upcoming RotRL campaign, but four of the five other players haven't decided what to play - only one other player has decided he's going to play a bard. But since everyone else hasn't made up their mind I keep getting ideas in my head on what I might want to play and have rolled up several different characters (see my other thread on a holy vindicator).

Bigdaddyjug wrote:
Lead Blades or Gravity Bow depending on whether you are melee or ranged.

Ooo, Lead Blades is a good idea. I'll have to add that to my arsenal.

Ascalaphus wrote:
If you use Advanced (Spell) Search on d20pfsrd.org, and search for "Range Personal" spells, you'll probably find quite a lot of things fighters aren't supposed to have. I kinda like Aspect of the Wolf; it isn't cheap at all, but it's a big buff and non-provoking Trip as a Swift Action is neat.

I'll check that search function out, thanks!

soupturtle wrote:
Heroism! Especially if you can get a bard to make it, but it's still worth it if it's coming from a wizard. It helps you hit your iteratives as well as make your saves, and it lasts for several encounters at a time. It's a bit over your current budget, but it's a huge boon.

I've been giving this some thought. Heroism is such a great buff and the bard version of the wand only costs 6000gp, which might very will be worth it.


Spook205 wrote:

Greater Invisibility is always fun. Mirror Image. The Cure Spells..

Mage Armor and Shield aren't too useful, the divine buffs tend to be better then the arcane since they're also meant for people who wear armor.

I was thinking shild could be useful because this character uses a two-handed weapon and it gives the best AC bonus for the buck.

Mirror Images is another thought, though it competes with Blur. I also can't be spending too much time buffing otherwise I'm not being effective. Per combat I figure I can spend one, maybe two actions buffing up before jumping into the fray. I'm also really only considering buff spells because the casters in the party can better handle battlefield control, healing, and utility.


I also like all of the "Aspect of the..." ranger spells--there's one for everybody, really.

Also
Expeditious retreat
Bladed dash and greater bladed dash
Feather step (especially if you want your feet slot for something else)

You might also consider going through your "regularly carry potions of..." and see about getting those as wands. It's usually cheaper per use, and wands don't provoke the way potions do.

Scarab Sages

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Lead Blades + Enlarge Person on a Nodachi = death.


If you really want your party members to thank you, get a Wand of Compel Hostility or Knight's Calling, just have it higher caster level so it lasts a sufficient amount of rounds. Pulling a melee creature off your squishy party member is a very useful ability...

Silver Crusade

Swashbucklersdc wrote:
If you really want your party members to thank you, get a Wand of Compel Hostility or Knight's Calling, just have it higher caster level so it lasts a sufficient amount of rounds. Pulling a melee creature off your squishy party member is a very useful ability...

There's a feat for this, actually. No need for the wand.


What is the Feat?


Imbicatus wrote:
Lead Blades + Enlarge Person on a Nodachi = death.

That sounds awsome. I know lead blades on a nodachi ups the damage to 2d8, so what would adding an enlarge spell change the damage to from there? (Especially since I gave this character the Eldritch Heritage: Orc Bloodline so he'll eventually be running around as large size all the time anyway.)

Swashbucklersdc wrote:
If you really want your party members to thank you, get a Wand of Compel Hostility or Knight's Calling, just have it higher caster level so it lasts a sufficient amount of rounds. Pulling a melee creature off your squishy party member is a very useful ability...

Unfortunately both those spells give a save so casting them from a wand will mostly be pointless since the save DC would be a laughably easy 11. Not worth it.

Scarab Sages

Xexyz wrote:
Imbicatus wrote:
Lead Blades + Enlarge Person on a Nodachi = death.

That sounds awsome. I know lead blades on a nodachi ups the damage to 2d8, so what would adding an enlarge spell change the damage to from there? (Especially since I gave this character the Eldritch Heritage: Orc Bloodline so he'll eventually be running around as large size all the time anyway.)

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

So you would do 3d8 with a crit range of 18-20 and reach. Only problem it it will take two rounds of wand buffing to pull off, which may or may not be worth it.


Imbicatus wrote:

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

So you would do 3d8 with a crit range of 18-20 and reach. Only problem it it will take two rounds of wand buffing to pull off, which may or may not be worth it.

Sweet, thanks for the progression info. I also agree on the buffing time; like I said in a previous post I really should only be spending one round of buffing so I can simply buff then move into position and be ready to unleash full attacks on my next turn.


Xexyz wrote:
I'm also really only considering buff spells because the casters in the party can better handle battlefield control, healing, and utility.

That's a shame because you are primed to add a lot of out of combat utility to your character. The hard work is already done. You can start small by buying a few level 1 scrolls here and there for 25gp each if you don't want to spend 750gp on wands for all the spell suggestions people have listed.


Rory wrote:


That's a shame because you are primed to add a lot of out of combat utility to your character. The hard work is already done. You can start small by buying a few level 1 scrolls here and there for 25gp each if you don't want to spend 750gp on wands for all the spell suggestions people have listed.

Oh, I should have clarified - I'm only considering buff spells for wand purchase. Scrolls are different since at that level I'll be able to auto-succeed on any scroll that's CL 9th or lower. For example I bought a couple scrolls of Align Weapon since it's only situationally useful. Also definitely getting a scroll of See Invisibilty.

However I don't see the value of using the character's own funds to buy scrolls or wands for spells that are better off being cast by actual spellcasters.


Xexyz wrote:
However I don't see the value of using the character's own funds to buy scrolls or wands for spells that are better off being cast by actual spellcasters.

There was a very heated thread about how a fighter had no class abilities that were worthwhile outside of combat. Your character, through the judicious application of feats, sounds like it completely dispels that notion. Kudos to you!


Longstrider is often a great long duration buff for many fighters.

A scroll with a few castings of mount is really cheap and has two big uses.

1 - the usual use mounts for the party especially if you usually just walk

But 2 is the fun and life saving one - as long duration meat shields (that technically can flank) when the party needs a buffer between you and something dangerous. Mount is cheap as a scroll - the multiple castings on one scroll is to save you actions in combat.

Infernal healing can sometimes be better in combat healing than cure light wounds as it is 10 rounds of protection against bleed effects and auto stabilizing as well a minor healing.

If your DM allows custom items or combining items then look at adding a Cloak of the Hedge Wizard (Divination) to your cloak of resistance. This would give you:

- at will detect magic and prestidigitation
Once per day Detect Secret Doors and True Strike.

All for 3750 gp. Which may be costly but could also be really useful (take ranks in spellcraft and you can identify magic items and know about spells as they are being cast)

A slightly complex idea to consider is getting spell storing on your armor and/or weapons. On your armor Vampiric Touch is pretty amazing.

On your weapons Touch of Idiocy will ruin a casters day and has no save. So get a bunch of scrolls of it or a wand and keep your weapon primed. (Or get a dagger with spell storing and use it when facing casters).

Silver Crusade

Swashbucklersdc wrote:
What is the Feat?

Antagonize.

Liberty's Edge RPG Superstar 2013 Top 16

My preferences, in no particular order, given what you've told us:

CL3 extended shield (same as a 2nd level wand)
longstrider
lead blades
barkskin
bull's strength (WAY cheaper than belt +4, and by the time you run out of charges, you'll be able to afford the belt)
bless weapon (sweet, sweet autoconfirm on that nodachi)


Good wands for fighter self-buffing include things with long durations (so you potentially use one casting over many combats), or that give you mobility advantages you'll regularly need but might not be able to provide with other magic items.

Keep in mind that low-level wands are substantially cheaper than high-level ones.

Heroism
Invisibility (or improved invisibility)
Silence (cast it on yourself, approach enemy spellcaster, also for stealth)
Fly
Dimension door

True strike (if you charge into combat a lot -- you can fight defensively, use combat expertise, use Power Attack -- and still autohit. Plus it very importantly negates miss chances due to concealment!)

Haste and resist energy are probably better cast by full casters.


Rory wrote:
There was a very heated thread about how a fighter had no class abilities that were worthwhile outside of combat. Your character, through the judicious application of feats, sounds like it completely dispels that notion. Kudos to you!

Thanks! The character gets 5 skill points per level and between feats and traits has Diplomacy, Perception, Knowledge: Planes, and UMD as class skills.

I should say that the stat array I have to work with is pretty generous: 18,17,16,12,11,10. I could do the same thing with a standard 20 point buy, but would just be a little less effective and would have to pick up a Headband of Charisma at some point.

tonyz wrote:

Good wands for fighter self-buffing include things with long durations (so you potentially use one casting over many combats), or that give you mobility advantages you'll regularly need but might not be able to provide with other magic items.

Keep in mind that low-level wands are substantially cheaper than high-level ones.

Heroism
Invisibility (or improved invisibility)
Silence (cast it on yourself, approach enemy spellcaster, also for stealth)
Fly
Dimension door

True strike (if you charge into combat a lot -- you can fight defensively, use combat expertise, use Power Attack -- and still autohit. Plus it very importantly negates miss chances due to concealment!)

Haste and resist energy are probably better cast by full casters.

Ok, Silence, I totally didn't think about that and it's awsome. Dimension Door and Fly are probably thinks I'd want to get a scrolls instead of wands; Dimension Door because it's situational and Fly because if I'm casting it enough to want a wand's worth of charges I figure I'm probably better off investing in Winged Boots.

The Exchange

Blur has always been one of my standbys - not so much for the 1-in-5 miss chance as for its helpfulness against sneak attacks. If your fighter enters the Blind-Fight feat tree, it can also be useful to be able to induce fog/darkness, since a lot of spellcaster save-or-suffer spells are useless against somebody they cannot see, and even a few AoEs rely on you being able to see the effect.

Silver Crusade

tonyz wrote:

Good wands for fighter self-buffing include things with long durations (so you potentially use one casting over many combats), or that give you mobility advantages you'll regularly need but might not be able to provide with other magic items.

Keep in mind that low-level wands are substantially cheaper than high-level ones.

Heroism
Invisibility (or improved invisibility)
Silence (cast it on yourself, approach enemy spellcaster, also for stealth)
Fly
Dimension door

True strike (if you charge into combat a lot -- you can fight defensively, use combat expertise, use Power Attack -- and still autohit. Plus it very importantly negates miss chances due to concealment!)

Haste and resist energy are probably better cast by full casters.

Dimension Door is usually better for a caster to use /on/ you, as it lets it be a full attack delivery system.

Silence is useful, but it also prevents party coordination (unless you have telepathy) and will bollox up your own spellcasters.

And anyone would benefit from a wand of haste.

Hmm, let me think of some others.

Phantom Steed would be /awesome/ for a mounted player but OP said he was a two-handed fighter..

Freedom of Movement would be a good. Given it makes the fighter able to avoid grapples (including those nasty monster grab attacks, pins and swallow wholes) as well as making him able to function without problem underwater.

Invisibility Purge is good for everybody..

Divine Power and Spell Immunity would be handy too. Although in both cases, the limits on level of the wand maker cause them to not be as good as from an actual cleric.

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