Cannith Wand Adept from Sharn: City of Towers.Thurbane said:As to the OP, I could be wrong, but isn't there an Eberron based PrC that specializes in wielding two wands?
Are you sure that's how that feat works? I thought it only boosted light to medium, or medium to heavy. I didn't think it would boost no armor to light. I could be wrong, but I thought you had to have some armored casting ability through your class before you could take the feat...The_One_Warlock said:Another thought if taking a level of fighter...taking Battle Caster from Complete Arcane. If you went with Wizard, you'd be able to wear light armor with no spell failure chance to back up your wand wielding. If you went with Bard or Warlock, you'd be able to wear medium armor without interfering with spell/incantations if I'm reading everything right. And the fighter level would give you the base armor proficiencies so you wouldn't have to take them separately.
And that would certainly help with defense if you are going to get in people's faces.
Thurbane said:Are you sure that's how that feat works? I thought it only boosted light to medium, or medium to heavy. I didn't think it would boost no armor to light. I could be wrong, but I thought you had to have some armored casting ability through your class before you could take the feat...
udalrich said:Another thought is the Eberron Artificer. The benefits include:
- Better hit points than a wizard
- Craft Wand at 3rd level
- Access to every spell
- Incantrix ability to metamagic wands by using extra charges
- Able to craft wands with spells one level above normal
- Every crafting feat as a bonus feat
- Pool of free XP for crafting
- Infusions that improve your wands
- Bonus metamagic feats
You'll be able to dual wield at third level, taking TWF as your first level feat, Craft Wand as your third level bonus feat and Dual Wand Wielder as your third level feat.
I expect this is going to be an expensive build, no matter what you do. To save money, you'll want to make your own wands. An artificer can create a goodly number of items at each level without spending any of his XP, since one of the class features is bonus XP that can only be used for crafting.
There's an infusion that applies a metamagic feat you know to a wand without using extra charges.
I think you also get better BAB and possibly better saves.
On the down side, you'll need to make UMD checks to both create and use the wands. At level 13, you gain the ability to take 10 on a UMD check, but by that point, you can probably use a wand even if you roll a 1. The whole concept is probably weak by level 13, since you're limited to 4th level spells when others are using 7th level spells.