Looking to make a "wand slinger" looking for ideas


Advice


hye guys, im working on some ideas for a new character, and i was curious about making a wand slinger.

Now obviously theres a few feats that seem to be a good idea off the bat like quick draw, craft wand and other such things (though my characters only level 3 so it will be a bit before i can make my own)but im wondering about any other things that may be useful that i cant really think of. like do i need 2 weapon fighting if i want to wield 2 wands? are there any feats or ability's out in pathfinder or 3.5 that are good for wielding 2 wands? is it possible to cast normal spells while wielding 2 wands? can you apply meta magic feats to wands in there creation or apply them after? any traits that go good with a wand wielder?

any ideas or info would be fantastic.
Thanks :)


Do you already have a class in mind?
You'll either want an extensive spell list (cleric, wizard, sorcerer, etc.) or a high Use Magic Device skill (Rogue, Bard, sorcerer, etc.) to give you a wide variety of wands available.

Also, you may want to consider a Magus with the Wand Mastery arcana.


meta magic feats can't be applied to normal spells stored in wands. There was a cheesy feat in the 3.5 world which allowed this, but I hope it is not getting resurrected in PF.

You can craft wands with metamagiced feats, but they would be wands with the metamagic level adjustments (meaning they are gonna be the most expensive wands you've ever conceived of).

I personally would not have a problem with wielding two wands, or using quickdraw to draw wands. I would not allow the wandslinger to cast normal spells while holding even ONE wand, unless the spell had no somatic components.

Your problem with a wandslinger is going to end up being the cost of your wands. A wand of magic missiles isn't that expensive, but you're only going to be able to fire off a single d4+1 magic missile unless you purchase a higher level mm wand, or construct one yourself, and now it's no longer cheap.

I have found that for characters who like to sling spells around, it is far more cost effective to just buy pearls of power and recast the same spell over and over.


also just another quick question, im planing on making this character a wizard and going to take the admixture school which allows me to change the energy type (acid, cold, electricity, or fire) of spells i cast, can that be applyed to the wands spells, or does that need to be done at creation?


shadowstrider21 wrote:
also just another quick question, im planing on making this character a wizard and going to take the admixture school which allows me to change the energy type (acid, cold, electricity, or fire) of spells i cast, can that be applyed to the wands spells, or does that need to be done at creation?

Ask your GM, but I believe it would have to be done at creation since wands are essentially spell storage devices, not spell casting devices.


Blueluck: ya im planning on being a wizard, i would do a magus, but we already got one in the party, but i have seen the wand mastery before and it is nice.

Adamantine Dragon: i agree my biggest problem will be the cost, we got a group pool of money so im sure that could get me a few wands, im also curious if you would know something else; there is a trait called magical lineage which allows you to lower the level adjustment of a selected spell by 1 when applying metamagic feats to the spell, im curious if that would come into play during the creation of the wand as well?


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And old topic, but I'd like to chime in:

For a "wand slinger", I'd go with a Wizard (to maximize spells available for wand creation), taking the Wand Creation feat at 5th.

Creating a 50-charge wand at 5th level with 50% cost reduction on the base cost of your wands will be much cheaper than any other item-specific creation/purchase (such as pearls, Ioun stones, metamagic rods, etc).

Adamantindragon mentioned using "pearls of power"; however, these carry the cost of 1k, 4k, 9k, and 16k for one spell recall/day of the appropriate level. You'd need to create a large pool of pearls and they've never be as cost effective as a wand. The advantage of pearls is that you can go above 4th level spells and create pearls that can also do two spells per day. But again, this gets very expensive (35k for two spells).

A 5th level wizard (pre-req for wand creation) should have earned about 10k GP by that level. If they've been judicious on saving a large amount, they could theoretically create several (750gp) 1st level 50-chg wands, and even a 2nd level (1500gp) 50-chg wand.

The Quick Draw feat is helpful for getting the wands into your hands as a free action; or a hidden wand as a move action. Having someone create (or your GM allow for purchase) a bandolier/holster for your wands can help you also maintain many in close proximity as well as up your sleeve.

Then again, and Handy Haversack functions well for providing the exact wand you need in every circumstance.

Other than that, purchasing scrolls and complete spellbooks, and having a lot of downtime in between adventures (if your GM is a stickler for time limitations), is necessary for producing a large library of spells and wands.

Personally, I like Wands of Summon Monster I-IV. They allow you to field an army of creatures to help keep you protected from harm. It's a bit cheesy when you have a bunch of med. stone elementals protecting you in combat; but at higher levels they're mostly just one- or two-hit damage shields (they have a max of 30hp).

When you start looking at all of the supplementary, non-combat spells that most wizards learn but rarely memorize (tiny hut, floating disk, darkvision, detect poison, resistance, etc); wands REALLY come in handy. Wand of Identify is probably one of the handiest wands to have outside a combat scene.

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