| Drachenwulf |
If My rogue had a wand that he wanted to use on himself say wand of shield or wand of cure light wounds, Does he have to be Holding the wand and pointing it at himself or can he get away with having it on his person when he makes his Use Magic Device check? I ask because my rogue is a dual wielding rogue and sheathing a sword and drawing a wand might be long enough to result in death instead of healing...
| Red Metal |
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You could take Quick Draw to help with the action economy. Or you could get weapon cords. Free action to drop weapon, move action to draw wand, standard to use. Then next turn, free action to drop wand, move action to retrieve the weapon with the cord and still have a standard action to attack.
If you have a decent acrobatics, you can tumble away to do all that and re-position your self as needed.
You should have shield up before you get into combat and if a cure light wounds is needed to keep you alive you likely would want to withdraw instead.
| Gisher |
The Quick Stow feat from Villain Codex might also help with the action economy.
Quick Stow (Combat)
You effortlessly stow items and sheathe weapons.Prerequisites: Quick Draw, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when sheathing a weapon, and you can combine a move action to sheathe a weapon with a regular move action. (You can both stow and draw a weapon as part of the same move action in this way.) If you have the Two-Weapon Fighting feat, you can sheathe two light or one-handed weapons in the time it would normally take to sheathe one.
You can also quickly stow items in a backpack or other container that you are wearing or carrying. When you successfully use an action to pick up an item (including when you steal an item with a successful Sleight of Hand check or steal combat maneuver check), you can stow the item as part of the same action used to acquire it. You can try to hide this object by attempting a Sleight of Hand check with a –20 penalty, opposed by the Perception check results of all opponents.
According to this FAQ these rules should apply to weapon-like objects such as wands.
SCPRedMage
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You could take Quick Draw to help with the action economy.
Not really.
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
On the other hand, if you take a two level dip into vigilante with either the cabalist or warlock archetypes, you can pick up the Tattoo Chamber vigilante talent, which allows you to store an item in an extradimensional space as a full-round action, and retrieve it as a swift action. Better yet, you can activate a stored spell trigger item (such as a wand) without having to retrieve it.
You can store one item this way, plus an additional item per three vigilante levels, so taking one more vigilante level would let you store both a wand of shield, and a wand of cure light wounds.
SCPRedMage
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SCPRedMage wrote:Yes, but it can help when drawing your weapon to replace the wand that you just used.Gary Bush wrote:You could take Quick Draw to help with the action economy.Not really.
Quick Draw wrote:Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat....
Only if you actually sheathed the weapon (which requires a move action); if you dropped it to the ground, even with a weapon cord, you can't use the "draw a weapon" action to retrieve it, so you can't Quick Draw it.
So it's either a move to sheathe and then a free to draw, or a free to drop and a move to pick up; same action economy either way.
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Most of my PCs will drop their wands after using them if they are a start of combat buff like a wand of shield.
I do have a PC with a monkey familiar. The familiar reacts to the speaking of the wand's command word so that after I activate a wand, he takes it from my hand and stows it in my bandolier.
SCPRedMage
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I do have a PC with a monkey familiar. The familiar reacts to the speaking of the wand's command word so that after I activate a wand, he takes it from my hand and stows it in my bandolier.
This works pretty well, with the only potential problems I see being:
- Monkey doesn't technically act on your turn, so he can't take your wand in the middle of your turn; with the way action economy works (move to draw, standard to activate, turn finished, then monkey puts wand away), this isn't likely to be a problem.
- For your familiar to be able to do that, they have to be your designated combat animal, which is only a problem if you also have an animal companion (or a purchased animal) that you want to participate in combat.
Neither of these are likely to actually cause issues; I just bring them up 'cause I think understanding the mechanics is important.
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On my Magus I just drop wands when I want to do something else and let my familiar pick them up. It's not as great of action economy as the described monkey, but it doesn't run into issues of the familiar acting in the middle of my turn or GMs ruling it can't stow the item in my bandolier/adventurer's sash. I also went ahead and got Improved Familiar (Brownie now, soon a boon familiar), so if necessary, my familiar can UMD whatever wands it picks up.
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Related question: if blindly activating a wand, you don't know if you have to point it at yourself or an enemy. Say it's a Target: you spell, and you point it away from you, does the spell still happen but fizzle (meaning we can Sepllcraft it), or won't work because it doesn't have a correct target?
In a PFS adventure we found a wand we couldn't identify, and someone said "I'll blindly activate it!"
GM: "Do you point it at yourself, an ally, or something else?"
Player: "... I'll aim it at the wall."
It was a Wand of Burning Hands or something, something nasty, in any case.
Further related question: do all wands of the same spell share a command word, or is it unique to each wand? Because apparently as soon as you Spellcraft it, you know its command word as well. In the previous example, we knew what the wand did, but still lacked the command word.
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No written rule anywhere, but would say you know the pointy end fron the handle end. Least in all pictures I've seen.
Differant words for differant folks. I wouldnt make one so anyone could justvuse it. Now does bring up the question of you saw the guy use it on you and heard him, so why cant i just pick it up and do the same? Probably can UMD it easier. Would have to look into that.
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No. You need to hold a wand to activate it. If you're not holding it, you can't activate it, even if you say the command word.
So just put the wizard over your shoulder, have him bear hug 45 wands of fireball and say "farfignewton" to set them all off at once...
More seriously, its a standard action to activate the wand, and you need to know what you're doing or be able to fake it. Its not just the word that sets it off you're futzing with the magic and that takes some concentration. The wand probably has some kind of resonance with the command word that you pick up on when examining it.
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I've once read about a guy tying three or five Rods of Wonder together and calling it a "Shotgun of Wonder."
| Gisher |
| 5 people marked this as a favorite. |
I've once read about a guy tying three or five Rods of Wonder together and calling it a "Shotgun of Wonder."
A wonderbuss?
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This works pretty well, with the only potential problems I see being:
- Monkey doesn't technically act on your turn, so he can't take your wand in the middle of your turn; with the way action economy works (move to draw, standard to activate, turn finished, then monkey puts wand away), this isn't likely to be a problem.
Pretty much that. I usually walk around with the wand of shield in hand and my sword sheathed, unless I need both hands free for something, so usually it's standard to activate the wand, move and draw my sword with my free hand. Monkey then takes the wand.
My monkey has the protector archetype, so he is my combat animal.
| Drachenwulf |
The Quick Stow feat from Villain Codex might also help with the action economy.
** spoiler omitted **
According to this FAQ these rules should apply to weapon-like objects such as wands.
not sure I want to buy a Whole book for a single feat...
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Ferious Thune wrote:On my Magus I just drop wands when I want to do something else and let my familiar pick them up.Does your familiar complain about not being your mother?
Well, he was a Brownie, so he was always cleaning up around the house anyway. My Magus... did not treat him well. She called him "Brownie," because she never bothered to learn his name, and was always shouting at him. She made him mend things and use prestidigitation to clean for the party, and would more or less intimidate him into acting in combat. Basically, she treated him like a house elf from Harry Potter. This past game, Brownie found himself separated from her on the other side of a door that swung closed dramatically as a fight broke out. Despite her calling him, he refused to dimension door in for the fight, though he didn't run off completely. At the end of the scenario, Brownie decided that he would rather live with an unusually arcane-friendly tribe in Numeria, so he gained his freedom and became a tribal familiar. As far as she's concerned, good riddance. He never carried his weight, anyway, and he didn't weigh very much.
OOC: Due to a level dip, I got the Familiar Arcana and Improved Familiar a level earlier than I qualify for a certain unique boon familiar, so I decided to have fun with it for 3 scenarios. Lalla is my ex-Sczarni CN member of the "Family," who is not always the most pleasant person. Her and Brownie's partnership was ill-fated and mercifully short lived. I have a feeling <REDACTED> won't put up with that kind of treatment. Also, Brownie's are actually kind of awesome familiars. Much better than I initially thought.
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not sure I want to buy a Whole book for a single feat...
Same issue (though a cheaper book), but for an item: A spring-loaded wrist sheath (Adventurer's Armory*) can release a stored item as a swift action. My PFS rogue (who has both UMD and TWF) recently bought a pair to store his cure wand and a backup dagger.
(*A lot of items from this book, including regular wrist sheaths, also appear in Ultimate Equipment, but the spring-loaded version does not. Fortunately, the Armory doesn't take up much space in the satchel that I take to PFS...)
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Drachenwulf wrote:not sure I want to buy a Whole book for a single feat...Same issue (though a cheaper book), but for an item: A spring-loaded wrist sheath (Adventurer's Armory*) can release a stored item as a swift action. My PFS rogue (who has both UMD and TWF) recently bought a pair to store his cure wand and a backup dagger.
(*A lot of items from this book, including regular wrist sheaths, also appear in Ultimate Equipment, but the spring-loaded version does not. Fortunately, the Armory doesn't take up much space in the satchel that I take to PFS...)
Was so glad to manage to win one of these in the raffle at SKALCon... so... glad...
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we all have our little gimmicks (some even work!) to use wands - but here's a few suggestions to look into.
1) Wand of unseen servant... duration 1 hour. Summon your servant early - and give him the standing order to pick and sheath any wands that you drop (maybe any weapons too?). If you don't have combat for that hour he is around? Well, it WAS only a 1st level wand charge ...
2) Spring Wrist Sheath to hold wands. (YMMV, depending on judge). But this only holds one each (and you only get two normally - one on each arm).
3) Wand of vanish to "get you out of trouble". In a SWS (see #2 above) you can pop this out and "vanish" in combat (even if prone). You can then leave combat without drawing AOOs (from prone you use wand-stand-5' step) - hopefully.