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Old Screeds


Re-Charge It! [1 Dec 04]

Sean Reynolds, a game designer who did a lot of work on 3E D&D, is always a good read. He recently put some thought into variant rules for recharging items. He makes some good points, basically that allowing wand makers to recharge wands and staves is not a bad idea, so long as there is no discount in cost and so long as you recharge in increments of 10 charges a pop.

But should recharging your rechargables be a free lunch? A couple people around the Internet suggest that you should take a feat before being able to recharge. Weretiger suggests this feat [link dead, alas], and Bradd W. Szonye offers this epic feat.

But I was most impressed by an idea by Smiley: a prestige class! I took just a quick look at this -- enough to know that it did not meet my purist standards for prestige class design (a subject for a future screed!) ... and I was inspired to come up with my own attempt. I could not help but be influenced by the book I just finished, the final volume of Stephen King's gunslinger epic. So without further ado:

The Wandslinger

Fast on the draw, but aiming true in service to the forces of good, wandslingers are famed for their accuracy and determination. They do not shirk from helping the weak and righting wrongs, and do not fear opponents either numerous or hideous.

Wandslingers are spellcasters, usually with the bard or rogue experience that gives them a dash of speed. Very rarely, loremasters have been known to set aside their tomes in order to pick up the wand. Vowing to champion victims of oppression, some wandslingers ally with a god of protection, while others ignore the divine, following only the promptings of their hearts.

As NPCs, wandslingers are most often wanderers. Some quest for a lofty goal; others have no more direction than the path the wind blows. But all wandslingers bring a moral code to places where outlaws run wild. Wandslingers deal in magic and justice.

Hit die: d4

Requirements

  • Feats: Lightning Reflexes, Craft Wand
  • Skills: Perform(Dance) 5 ranks, Tumble 5 ranks, Use Magic Device 9 ranks
  • Alignment: Any good

Table: The Wandslinger

Lvl...Att....Will...Refx...Fort...Special Abilities
.1....+0......+2.....+2.....+0.....Wand Lore
.2....+1......+3.....+3.....+0.....Dual Trigger I, +1 Level Spellcasting
.3....+2......+3.....+3.....+1.....Fast Hands
.4....+3......+4.....+4.....+1.....+1 Level Spellcasting
.5....+3......+4.....+4.....+1.....Recharge Wand
.6....+4......+5.....+5.....+2.....Dual Trigger II, +1 Level Spellcasting
.7....+5......+5.....+5.....+2.....Wand Accuracy
.8....+6......+6.....+6.....+2.....+1 Level Spellcasting
.9....+6......+6.....+6.....+3.....Wand Focus
10....+7......+7.....+7.....+3.....Dual Trigger III, +1 Level Spellcasting

Class Features

Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha).

Skill Points per level: 2 + Int modifier

Weapon & Armor Proficiencies: Wandslingers gain no new proficiency in the use of either weapons or armor.

Spells & Spell Progression: At even levels, the wandslinger gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (better wildshape, metamagic or item creation feats, and so on). If a character had more than one spellcasting class before she became an wandslinger, she must pick one class with which to stack these bonus spellcasting levels.

Special Abilities

Wand Lore: A wandslinger may make a special wand lore check -- an Int check with a bonus equal to his wandslinger level -- to identify wands. Bard levels stack with wandslinger levels for this check. For a DC10 check, the spell stored in the wand is known; for DC15, the number of charges. Raise the DC by 5 for staves and by 10 for other charged magic items -- a DC30 check will reveal the command words for non-wand, non-staff charged items. Finally, this ability gives the wandslinger a bonus on all Use Magic Device checks to activate wands equal to her wandslinger level.

Dual Trigger I: Activate two wands (one in each hand) as a full-round action, so long as the spells in the wands are only zero or first level.

Fast Hands: Gain an initiative bonus equal to her level minus two when activating wands. She can also draw and sheathe (or sheathe and draw) two wands per round each (one per hand) as a free action, so long as the wands are in a belt pouch or other holster.

Recharge Wand: Place charges into a partially used wand. Each charge takes ten minutes to place in a wand and costs 15 gold and 1 xp per (caster level times spell level).

Dual Trigger II: Activate two wands (one in each hand) as a full-round action, so long as the spells in the wands are only second level or lower.

Wand Accuracy: Gain a +1 competence bonus to hit targets when using wands that require a ranged touch attack.

Wand Focus: Use the wandslinger’s ability score (Wis for divine wands and Int or Chr for arcane wands, whichever is better) and relevant feats to set the DC for saves. Also use the wandslinger's caster level when activating the power of a wand if it’s higher than the caster level of the wand. Also use one to five extra charges when activating a wand to boost the save DC by one per extra charge expended.

Dual Trigger III: Activate two wands (one in each hand) as a full-round action, so long as the spells in the wands are only third level or lower.


Note: Links updated 18 March 2015.


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