| Jametor Darksbane |
| 1 person marked this as a favorite. |
From D20 website:
Physical Description: A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Most wands are wood, but some are bone, metal, or even crystal. A typical wand has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16.
If you are the GM, you can do anything, because MAGIC!
| bfobar |
| 3 people marked this as a favorite. |
On a more serious note (or not), I always liked the idea of giving a wand of fireball to a pixie or other tiny flying thing and having them hold it on their shoulder like an RPG. Bonus points if the wand actually looks like a 7 inch long scale replica of a bazooka.
Wands of magic missle that look like little thompson sub machineguns are also acceptable, but only if your familar agrees to wear a zoot suit, fedora, and smoke tiny cigars.
| Enek |
IMO as a gm i would let it fly.. however being that it would increase the power of the given wizard. Seeing as u could toss a fireball every round on your turn as well as cast a lightning bolt. i would make the dc to craft the wand higher... probably +5 and increase the cost to make by 50%. Also i may allow the increased cost to be negated to have the wand only do 1/2 effect (ie. a lvl 10 pixie wand of fireballs would only do 5d6 instead of 10 with a -2 to save DC) Both of thoes ideas would be acceptqble to me. however the group i play with would probably never think to do this.
| bigrig107 |
bfobar wrote:Wands of magic missle that look like little thompson sub machineguns are also acceptable, but only if your familar agrees to wear a zoot suit, fedora, and smoke tiny cigars.Aaaaaand there's my next character... magic missile mobster
Spellslinger Wizard works well for this.
Artemis Thunderfist
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Artemis Thunderfist wrote:Spellslinger Wizard works well for this.bfobar wrote:Wands of magic missle that look like little thompson sub machineguns are also acceptable, but only if your familar agrees to wear a zoot suit, fedora, and smoke tiny cigars.Aaaaaand there's my next character... magic missile mobster
Never really looked at it till now but sadly it wouldn't do anything for magic missile because it just increases your attack roll and crit modifier; neither of which magic missile has :(
This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
F@$& me that's rough!
The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic.
Jesus H Christ Piazo! You sure know how to turn a wizard off to a class! So you have the fewest spells of any primary caster already and now you can only cast HALF of them!? Sure I would probably do this archtype as an evoker but damn. I guess cut divination? Transmutation? Abjuration? Enchantment? Maybe keep transmutation and ditch necro? Jesus that rough as shit! Did anybody playtest that actually? "The rigor an care required is so great"? That's why you have to give up Arcane Bond and Scribe Scroll. I could get the same effect of this by taking 1 feat and bargain the DM into letting me use the gun as my arcane bond instead and cast my spells through it.
However, a Gunslinging wizard works pretty cool in a much less broken way than a full BAB class. Plus if makes me actually interested in taking feats for ranged combat.
A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun.
Can somebody confirm if the Arcane Gun feature means you can attach your spell to an attack like the Magus' spellstrike or that you merely "shoot" the spell out the barrel. If its the second then this archetype is 13 ways to bullshit.