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Subject: PrC- Wand Adept

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Wraithborne
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West Virginia

04/14/2007 7:18 PM  

No real history for this one, I like the Double Wand Wielder feat and the Wand Expert mini and was inspired to make a class that capitalized on the versatility of having tons of wands to use. I haven't playtested this at all and was hoping to get some feedback on broken areas and such.

Wand Adept

Requirements: Craft Wand, Reckless Wand Wielder(Complete Arcane)

Skill points 2+ Int, Hit Dice d4
Class Skills:Concentration, Craft, Decipher Script, Knowledge(any), Profession, Spellcraft

Level Atk F R W Special
1    +0   +0 +0 +2--Wand Creation, Double Wand Wielder, Spells
2    +1   +0 +0 +3--Reckless Abandon
3    +1   +1 +1 +3--Wand Mastery, Metamagic Wand, Spells
4    +2   +1 +1 +4--Master Crafter
5    +2   +1 +1 +4--Wand Adept, Spells

Spells--At level 1, 3 and 5, the Wand Adept gains new spells as if he had gained a level in a previous Arcane spellcasting class.

Wand Creation-- Whenever the Wand Adept gains new spells from the Wand Adept class, he may add 1 to the maximum level spell he may place in a wand he creates, to a maximum of 7th level spells at 5th level.

Double Wand Wielder-- At first level, the Wand Adept gains Double Wand Wielder (Complete Arcane) as a bonus feat regardless of whether he meets the requirements.

Reckless Abandon--At 2nd level, The Wand Adept may apply the Reckless Wand Wielder feat a number of times equal to his class level. He must pay the cost in charges for each application.

Wand Mastery--At 3rd Level, the Wand Adept receives Wand Mastery (Eberron Campaign Setting) as a bonus feat, regardless of whether he meets the requirements.

Metamagic Wand--At 3rd level, the Wand Adept may choose to apply any metamagic feat he knows to a wand as a free action by spending 1 extra charge for everylevel increase the feat usually imposes.

Master Crafter--At 4th level, the Wand Adept reduces the Gold and Experience cost for creating a wand by one half.

Wand Adept At 5th level, the Wand Adept reduces the cost of activating a wand by one charge, to a minimum of 1.


The year: 1994. From out of space comes a runaway planet, hurtling between the Earth and the Moon, unleashing cosmic destruction! Man's civilization is cast in ruin!
Two thousand years later, Earth is reborn...
A strange new world rises from the old: a world of savagery, super science, and sorcery. But one man bursts his bonds to fight for justice! With his companions Ookla the Mok and Princess Ariel, he pits his strength, his courage, and his fabulous Sunsword against the forces of evil.
He is Thundarr, the Barbarian!

gss_000
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Baltimore, MD

04/14/2007 10:23 PM  
Very interesting. The only combination that worries me is the putting up to 7th level spelss into a wand and the reduced costs, but that may just put the price range into something that is doable instead of ludicrous. I'd want to check that.

I'd also set Wand Adept to a "minimum of 1" instead of a "minimum of 0". Otherwise you make wands extremely powerful because the check on them is the amount you can use them.

Otherwise, neat idea.

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Wraithborne
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West Virginia

04/15/2007 8:34 AM  
Thanks for the comments.

Creation cost for a 7th level spell would be at a minimum:
GP: 17,062.5
XP: 1,365
This is assuming that the wand was made at the minimum caster level of 13. It is also worth noting that in losing 2 caster levels with this class that the character would have to be 15th level to make a 7th level wand. As I said, I haven't gotten to playtest it yet, but at a glance, that doesn't seem too bad.

I'm tending to agree with you on the Wand Adept ability. I made it up thinking only of combat, where I don't think it would be as bad, but outside of combat it is very easily broken...yup, editing and changing that one now.

The year: 1994. From out of space comes a runaway planet, hurtling between the Earth and the Moon, unleashing cosmic destruction! Man's civilization is cast in ruin!
Two thousand years later, Earth is reborn...
A strange new world rises from the old: a world of savagery, super science, and sorcery. But one man bursts his bonds to fight for justice! With his companions Ookla the Mok and Princess Ariel, he pits his strength, his courage, and his fabulous Sunsword against the forces of evil.
He is Thundarr, the Barbarian!

gss_000
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Baltimore, MD

04/15/2007 10:00 AM  
Even inside of combat could have been bad. Case and point: I saw in a game a wand of holy smite. The blindness factor was what was destroying encounters because it was being used more often than usually a cleric would have it.

But yeah, that price isn't too bad. PCs could afford it with some wait from 10th level on, probably not so bad. Maybe cutting in half is a little much, but you are right about the loss in caster levels making it not so bad. I didn't notcie that. I thought it was a full caster progression. What you may have to watch out for is not the level of the spell but metamagic. Wand of destruction (DC 20 fort save), bad. Wand of split, maxminized scorching ray for potentially 154 points of damage (no save, just ranged attack), can be just as bad. Again, it is a neat class and I'd be interested in hearing how it goes.

Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow

For further info go to My Reference Thread and Trade Interface

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