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| ManinBlaq07-16-06, 06:40 PM | I'll admit up front, that yes .. I got this idea from WoW. Aside from that, I think this item is worthwhile - and needed, as Wizards and Sorcerers are very gimp in the early game. But I think these combat wands would also serve a niche in the mid - late stages of the game as well, to help conserve spells. I think the concept of these are more suitable than crossbows, as spellcasters suffer from low BAB and usually low combat ability scores. It gives wizards an weapon that they can actually use (and still feel wizardly). By default, wizards should gain proficiency with combat wands - due to their training, however sorcerers will not initially gain proficiency by virtue of their class. Exotic Weapons Ranged Weapons Combat Wand 750gp* 1d4* 30ft 1lb. Energy Combat Wands These wands are crafted from special materials, often subjected to complicated rituals and saturated with rare resins and admixtures. Used primarily by wizards and other arcanists, these devices allows persons with suitable training to focus ambient arcane energies and project it as an attack. Although they channel arcane energy, most wands are not magical themselves and are no more scarce than other masterwork weapons. While used by someone proficient, the wielder of a combat wand may make a special concentration check as a free action immediately before making any attack with the wand. If the check meets the DC of the wand, they attack normally making ranged touch attack against an opponent and dealing energy damage according to the wand. This damage subject to spell resistance and energy resistance. Use the wielder's caster level in the caster level check against spell resistance. Treat the attack as a spell of equal level, as the combat wand's type. Special - for every 3 points the wielder's concentration check exceeds the wand's DC - the wielder may add 1 point of their ability bonus (of their primary casting ability) to damage. So if a wizard uses this wand and exceeds the DC by 9, she may add upto 3 points of her intelligence modifier to damage. Likewise, a sorcerer would apply upto 3 points of her charisma modifier. Special - for purposes of two weapon fighting, treat the wands as a one handed weapon. Although the wands themselves are light, they require great mental training and are difficult to use. Special - any effect that applies a penalty to the wielder's attack, is also applied to the concentration check. For example with two weapon fighting feat, wielding a wand in each hand would apply a -4 to all attacks and a -4 to the concentration checks made to use the wands. Special - anyone who is not proficient with the combat wand takes a standard action to concentrate and attack, in addition to suffering the non proficiency penalties to both the attack and concentration check. There are two factors that determine the damage dealt by a combat wand, and these are determined at the time of creation. First, the wand's type determines the base damage the deals. The lowest wand: type I, deals 1d4 damage and has the lowest DC of 10. The highest calibur combat wand: type 5, deals 1d12 damage and requires a concentration check DC 30. Secondly, combat wands are keyed to specific arcane energies. The wand only deals damage of the energy type it is keyed to. More common wands are aligned with the fire energy type, while the rarest of combat wands may be keyed to sonic or even force. These two factors determine the combat wand's price, as shown below. Wand Type Base Cost Base Damage DC I 750 gp 1d4 10 II 1000 gp 1d6 15 III 1500 gp 1d8 20 IV 3000 gp 1d10 25 V 5000 gp 1d12 30 Energy Type Multiplier Cost* Fire 0 gp Cold 50 gp Electricty 50 gp Acid 75 gp Sonic 100 gp Force 500 gp (* multiply the energy cost by the wand's type, and add this cost to wand's base cost to determine the overall price. So a Type V Combat Wand of Force will cost: 7500 gp. 5000 gp (type 5) + 2500 (Price of Force times wand type: 500 x 5). |
| TB07-17-06, 07:26 AM | That is a LOT to pay for so little damage. A 5th level fireball is only 11,250 and does 5d6 dmg (reflex half) or a 9th lvl magic missle is only 6,750 and does 5d4+5 with so saving throw or spell resistance. NO WAY would I ever pay that much for a wand that does so very little. |
| zoombie_44407-17-06, 08:06 AM | That sounds pretty solid I dont agree however that only wizard should gain the proficiency. If anyhting the Socerer would be better at focussing his arcane energy on the spur of the moment. Being able to take 10 should also be an option if not being threatened. To make it viable as an Arcane weapon you could add crit chance x2 with a threat range of 20 and since its a weapon would be able to be enhanced by ranged weapon enchantments. I like it. |
| Maxxx07-17-06, 08:45 AM | That is a LOT to pay for so little damage. A 5th level fireball is only 11,250 and does 5d6 dmg (reflex half) or a 9th lvl magic missle is only 6,750 and does 5d4+5 with so saving throw or spell resistance. NO WAY would I ever pay that much for a wand that does so very little. But as far as I understand ManinBlaq, these wands are weapons thus you can attack as often as you have attacks per round, especially useful for some Fighter/Wizard/Eldritch Knight combos and never run out of ammunition. This is of course not a substitute for a wand of fireball, but a very solid arcane backup weapon. I like it alot. Would it be possible to make masterwork versions and magical versions? |