Alchemist / wand bandolier


Rules Questions

Silver Crusade

Hey, I was making a character (Grenadier alchemist 2/investigator 3), and I was hoping to have their build be around wands /alchemical weapons. I could've sworn I saw this - is there equipment that allows you to wear said items on a bandolier, or belt or something, so you can draw them quicker?

On that same line, are there any quick draw feats for wands /items? I know a lot of folk household "Quick Draw", but anything specific?

One last question, that's not related to the above - any way to get "scent" abilities as a human /half elf?

Thanks!

Grand Lodge

Drawing Wands: Spring Loaded Wrist Shealth puts the wand in your hand as a swift action. Handy Haversack will be the next best thing, allowing you to draw it as a move. If 2k gold is too much, an adventurers sash/bandoleer (10 silver I think) also lets you retrieve as a move, but has more limited space.

For scent, there are a few +10k gold items that will do it, but you could also take the feats Racial Heritage (Orc) and Keen Scent. There are also a few ways to get Scent vs specific things (coins and gems, dogs, etc) and for limited times per day, but those are a little less useful.


My favorite way to get Scent is to buy a dog. A handful of gp is easier to replace than burning feats for it.


Remember that wands are listed under the "drawing a weapon" rules: you can draw a wand on the run with a BAB greater than 1 as long as you have it "at hand"--in a sheath, tucked in a belt, etc.

Unfortunately, a "bandolier" in game is useless because it specifically says it uses the "retrieve a stored item" action, which can't be done on the run and always provokes.

My advice is to tell the GM "I have a bunch of wands in sheaths attached to a strap that runs across my chest."
GM: "You mean a bandolier?"
Me: "Yeah, kind of, but it's a real life, useful bandolier, not the one from Adventurer's Armory."

Silver Crusade

Excellent! Thank you all!

One last question, regarding DC. I know some high level archetypes (or a magus arcana) can let you use your own stats for the DC, rather than the casting minimum. Off hand, are there any traits /lower level class features that could boost the DC?

Dark Archive

3.5 had a wand bracelet, something like 4 or 5 wands each tied to a string on a certain finger, pulling one finger got that wand out. don't recall the exact action economy or cost.

Grand Lodge

Steve Danials wrote:

Excellent! Thank you all!

One last question, regarding DC. I know some high level archetypes (or a magus arcana) can let you use your own stats for the DC, rather than the casting minimum. Off hand, are there any traits /lower level class features that could boost the DC?

There is a Magus Arcana that you can get as a 3rd level Magus. There is a level 11 Wizard discovery. Beyond that, there is not really anything that I know of.

Not to meta this too hard, but have you looked into the Card Caster Magus? It is basically Gambit from Xmen, throwing cards with spells on them. I don't know exactly if it would work with the Grenadier mechanics (loading the ranged weapon with a bomb, etc), but thematically, it is still all about throwing explosive things. Once you hit level 3 Card Caster (or retrain the 3 levels of Investigator) you can pick up Extra Arcana feat to get the Wand Arcana.


Some GMs don't like considering wands as weapons, which makes sense. In such a case, there's the spring-loaded wrist sheath as mentioned.

That said, you can also hold an extra item with tentacle or vestigial limb discoveries.

Scent is easily obtainable through spells (ex. alter self). Are you not counting spells or something?

Don't expect an alchemist or inquisitor to be able to use wands as if they were higher level. I think I recall seeing something like that, but it was probably for Arcanist or something (or Magus like he said?). Alchemists can buff potions in that way though, but it's probably not what you want

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