Ways to extract wands easily?


Advice

Scarab Sages

So, wands in this edition are great. I mean, they have your DC, it's basically like having extra spell slots. The problem is that I like them too much, I'm a wizard and I have "a few", but only 2 hands.
I incidentally have the rogue dedication multiclass archetype, but quick draw doesn't work on wands, and that's the only thing that came to my mind that could help.
I need your brains, can we figure out a way to have wands ready to use with no action required to extract?
It doesn't have to be a fast extraction, everything that works is ok: extra hands (lol), spells, magic items...
I'm level 5, but feel free to suggest solutions for higher levels.
I have a familiar, but I don't think it's relevant in any way.

Thank you!


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This sounds like a job for the juggler archetype


If it was my home game I'd allow Quick Draw for a wand.

Otherwise.. I mean, a bandolier or a sheath for your wands at least makes it only a single action to draw it out. Most spells are 2 actions. And it is a free action to drop, so I could see a wizard entering combat with a wand in each hand and a wand on each hip like some sort of an outlaw gunslinger, you know? Choose the two you think you'll use most to be in your hands, cast, drop, next turn draw and cast. Zap zap zap!

How many rounds are your combats lasting that you need more than 2, maybe 3-4 wands in a fight? Wands are only 1/day use anyways (ok, 2/day if you like danger).

I think 4 wands in sheaths and you start a fight with 1 in each hand is probably as good as you can do.


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See if you can get a Glove of Storing, lets you draw the item inside of it as a free action, though stowing an item is 1 action so it only helps on the draw.

Dark Archive

Paradozen wrote:
See if you can get a Glove of Storing, lets you draw the item inside of it as a free action, though stowing an item is 1 action so it only helps on the draw.

This idea works amazingly well for Wands that have Reaction spells stored on them.

A wand of Feather Fall in a Gloves of Storing is basically always on hand and ready to use in a pinch!


Drawing a wand in advance can be a great 3rd action after you cast a spell for the turn, if you don't have something better to use it on.


Another thing as an option though it may make your character look odd is have each of your "bandoliered" wands on thong/strings attached to your belt. This allows you to drop them but not leave them behind though if you have a lot you will have a wand skirt in no time :-)

Scarab Sages

thenobledrake wrote:
This sounds like a job for the juggler archetype

This could work great, but unfortunately I already have the rogue archetype and cannot choose to pick that until i spend at least other 2 dedication feats :(

But thanks for the advice!

jdripley wrote:

If it was my home game I'd allow Quick Draw for a wand.

Otherwise.. I mean, a bandolier or a sheath for your wands at least makes it only a single action to draw it out. Most spells are 2 actions. And it is a free action to drop, so I could see a wizard entering combat with a wand in each hand and a wand on each hip like some sort of an outlaw gunslinger, you know? Choose the two you think you'll use most to be in your hands, cast, drop, next turn draw and cast. Zap zap zap!

How many rounds are your combats lasting that you need more than 2, maybe 3-4 wands in a fight? Wands are only 1/day use anyways (ok, 2/day if you like danger).

I think 4 wands in sheaths and you start a fight with 1 in each hand is probably as good as you can do.

I don't know about allowing quick draw for spells, i think it's too much. The problem is not the number of spells (and wands) I can use in a combat, but having a vast selection available without spending actions.

Paradozen wrote:
See if you can get a Glove of Storing, lets you draw the item inside of it as a free action, though stowing an item is 1 action so it only helps on the draw.

Ohhh this is very good, I will get these for sure later in the adventure (if my DM doesn't get grumpy for the "uncommon" trait). Too bad they can only store 1 item at time.

Henro wrote:
Drawing a wand in advance can be a great 3rd action after you cast a spell for the turn, if you don't have something better to use it on.

This is what I usually do when i can spare an action, but it's not very ofter, I like positioning well.

Timeshadow wrote:
Another thing as an option though it may make your character look odd is have each of your "bandoliered" wands on thong/strings attached to your belt. This allows you to drop them but not leave them behind though if you have a lot you will have a wand skirt in no time :-)

Could be useful, thanks.


Im gonna have to figure this one put as well. Im playing a Universalist Wizard/Rogue Dedication/Mag Attendent/Halcyon Speaker. Im gonna have access to every spell list at level 10, and be the most Universal Universalist I can be.

(Sometimes our character plan changes to suit the campaign). Halfling with Human Adopted Ancesety. I usually use my 3rd action for Aiding.


Re: Gloves of Storing & Feather Fall Wand
Can the gloves be activated when it's not your turn?
The phrasing under Free Action:
"A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if it’s not your turn."

"If so" references having a trigger, which the gloves do not have.
So a PC can't do this combo unless they're falling long enough to have a turn, or choose to jump on their own turn. Both nice options, though you'd often be able to draw in both cases anyway.

As for wands in general, they're an excellent resource that doesn't necessarily need improving.


Another thing is just starting combat with them in hand. Martials are going to have their weapons ready when they are prepared for combat - no reason a caster can't do the same with staves, wands and scrolls.


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jdripley wrote:
If it was my home game I'd allow Quick Draw for a wand.

Thing is, Quick Draw doesn't work the same in PF2 as in PF1. In PF1, it was "draw a thing as a swift action", but in PF2 it's "draw a weapon and Strike with it as a single action." So at most, you could draw the wand and hit someone with it as a single action, but I don't think that would be overly constructive in most cases. That means you can't Quick Draw into some kind of special attack action either.

Scarab Sages

Henro wrote:
Another thing is just starting combat with them in hand. Martials are going to have their weapons ready when they are prepared for combat - no reason a caster can't do the same with staves, wands and scrolls.

I'm level 5 and I already have 4 different wands, I will soon have a bunch of them, of course I start every fight with 2 wands extracted.


thenobledrake wrote:
This sounds like a job for the juggler archetype
I don't think this actually works. The Juggle skill feat says
Juggle wrote:


As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.

It looks like you can only use weapons while juggling, unless there is another skill feat or a feat in the archetype I'm missing that would let wand-juggling work.


Get a bandolier, put one hand on a wand and use the other to channel the spell, should work especially good with self buffs (admittedly you would have to negotiate with your gamemaster, but it seems reasonable to at least a certain degree)

Scarab Sages

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Seisho wrote:
Get a bandolier, put one hand on a wand and use the other to channel the spell, should work especially good with self buffs (admittedly you would have to negotiate with your gamemaster, but it seems reasonable to at least a certain degree)

I don't think it's reasonable, sorry! :D


Enoren wrote:
Henro wrote:
Another thing is just starting combat with them in hand. Martials are going to have their weapons ready when they are prepared for combat - no reason a caster can't do the same with staves, wands and scrolls.
I'm level 5 and I already have 4 different wands, I will soon have a bunch of them, of course I start every fight with 2 wands extracted.

Out of curiosity, what wands do you have and what wands do you plan to have in the future?

Dark Archive

Castilliano wrote:

Re: Gloves of Storing & Feather Fall Wand

Can the gloves be activated when it's not your turn?
The phrasing under Free Action:
"A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if it’s not your turn."

"If so" references having a trigger, which the gloves do not have.
So a PC can't do this combo unless they're falling long enough to have a turn, or choose to jump on their own turn. Both nice options, though you'd often be able to draw in both cases anyway.

As for wands in general, they're an excellent resource that doesn't necessarily need improving.

I'll admit, it's a weird grey area that's been carved out here. I really don't think the intent was to make Free Actions without triggers restricted only to ones turns only, rather they were focused on explaining the use of triggers.

So far the vast majority of free actions are based on triggers so it makes sense to focus text there.

Scarab Sages

SuperBidi wrote:
Enoren wrote:
Henro wrote:
Another thing is just starting combat with them in hand. Martials are going to have their weapons ready when they are prepared for combat - no reason a caster can't do the same with staves, wands and scrolls.
I'm level 5 and I already have 4 different wands, I will soon have a bunch of them, of course I start every fight with 2 wands extracted.
Out of curiosity, what wands do you have and what wands do you plan to have in the future?

I got 2 true strike wands (bought one, then found another one), one web and one gust of wind. I don't really have plans for the future, but i'm sure I'll want many others. (usually I prefer wands that "age well", so no incapacitation trait, no heightened version, and useful later)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Old_Man_Robot wrote:
Castilliano wrote:

Re: Gloves of Storing & Feather Fall Wand

Can the gloves be activated when it's not your turn?
The phrasing under Free Action:
"A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if it’s not your turn."

"If so" references having a trigger, which the gloves do not have.
So a PC can't do this combo unless they're falling long enough to have a turn, or choose to jump on their own turn. Both nice options, though you'd often be able to draw in both cases anyway.

As for wands in general, they're an excellent resource that doesn't necessarily need improving.

I'll admit, it's a weird grey area that's been carved out here. I really don't think the intent was to make Free Actions without triggers restricted only to ones turns only, rather they were focused on explaining the use of triggers.

So far the vast majority of free actions are based on triggers so it makes sense to focus text there.

From the text of the Release Free Action telling you to use the Ready Activity if you want to drop something outside of your turn, I kind of think the intent IS for Free Actions without triggers to be restricted to during your turn.


HammerJack wrote:
Old_Man_Robot wrote:
Castilliano wrote:

Re: Gloves of Storing & Feather Fall Wand

Can the gloves be activated when it's not your turn?
The phrasing under Free Action:
"A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if it’s not your turn."

"If so" references having a trigger, which the gloves do not have.
So a PC can't do this combo unless they're falling long enough to have a turn, or choose to jump on their own turn. Both nice options, though you'd often be able to draw in both cases anyway.

As for wands in general, they're an excellent resource that doesn't necessarily need improving.

I'll admit, it's a weird grey area that's been carved out here. I really don't think the intent was to make Free Actions without triggers restricted only to ones turns only, rather they were focused on explaining the use of triggers.

So far the vast majority of free actions are based on triggers so it makes sense to focus text there.

From the text of the Release Free Action telling you to use the Ready Activity if you want to drop something outside of your turn, I kind of think the intent IS for Free Actions without triggers to be restricted to during your turn.

Agree with Hammerjack here. This is the same reasoning that stops a Sorcerer from using Bespell Weapon after the end of their turn to allow bespelled AoO's or other reaction attacks, then being able to use the same bespelled weapon attacks throughout their next turn as well.

The already brought up case of Release requiring you to ready an action if you intend to release the object between turns pretty firmly cements the idea that you can't use a non-triggered free action at will when it is not your turn. This makes sense, it stops characters and creatures from bogging down other turns with free actions.

CRB PG 461 "Free Actions" wrote:

Free actions don’t cost you any of your actions per

turn, nor do they cost your reaction. A free action with no
trigger follows the same rules as a single action (except
the action cost)
, and a free action with a trigger follows
the same rules as a reaction (except the reaction cost).

So activating the glove of storing would follow all of the rules for an action, including the requirement that it be your turn to do so.

At least that's how I read it.

Dark Archive

Oh that is 100% the read of it alright. Okay well, you’ve convinced me!

Gloves of Storing for Reaction Spells have been downgraded from “Amazing” to “Pretty good in right circumstances”.


Old_Man_Robot wrote:

Oh that is 100% the read of it alright. Okay well, you’ve convinced me!

Gloves of Storing for Reaction Spells have been downgraded from “Amazing” to “Pretty good in right circumstances”.

They are still really good for what they do imho. Nearly any character can benefit from them, even if they only store a potion in there. And the utility of hiding a light bulk weapon in them for a character like a rogue also can't be overlooked.

A free action draw is nothing to sneeze at. And it does provide a bit of an answer to the OP's question, it does allow them to quickly draw another wand. Just one though.

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