• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Opinions on a homebrew prestige class

Griffonsec

First Post
One of my players has asked to build a prestige class for his wand specialist wizard. We don't use Eborron (though one of the potential feats is from there), so there are no artificers or canath wand masters. Anyways, after going back and forth a bit here is what I'm working on. Does it seem ok?

The Wandler

The Wandlers believe in solving problems in advance. They create large amounts of wands so they do not need to depend on personal power later. They are the boy scouts of the casting world, and tend to wear their wands in easy to reach locations for fast usage. Wandlers like to savor the use of their power, sometimes using little force until all hope is lost and then pound their enemies with great stored magic.

Requirements
To qualify as a Wandler, the character must fulfill all the following criteria.
Craft (Wands): 10 ranks
Knowledge (Arcana): 4 ranks
Spellcraft: 4 ranks
Craft Wand [Item Creation]: The character must have the craft wand feat.
Spellcasting: Must be able to cast fourth level spells.
Special: The character must have created a Wand

Class Skills
The Wandler’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (any) (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier
.
Class Features
All of the following are class features of the Wandler prestige class.

Hit Die: d4

Weapon and Armor Proficiency: The Wandler gains no new ability to use weapons and armor.

Craft Reserve: Each time a Wandler gains a level he receives a pool of points that can be spent when crafting wands in the place of experience points experience points. Each time the character gains a level he receives a new Craft Reserve. Left over points from previous levels do not carry over, and unspent points are lost.

Increased Spellcasting: When a new Wandlers level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could spells before he became a Wandler, he must decide to which class he adds each level of Wandler for the purpose of determining spells per day.

Spellslinger: Beginning at 1st level the character gains the benefits of the Quick Draw feat when drawing a wand.

When the character reaches 4th level he also gains the Double Wand Wielder feat, even if he does not meet the requirements.

At 7th level, the character gains the Wand Mastery feat, even if he does not meet the requirements.

Finally, at 10th level the character may use his Double Wand Wielder feat without expending an extra charge from the second wand.

Master Crafter: Beginning at 3rd level, the Wandler’s understanding of wand making is unmatched. After expending all the charges in a wand that he himself has created, the Wandler may salvage the magic and materials from the wand to use in future creations. This process takes a full day to complete, but allows the character to add 10% of the experience cost to create the item to his Craft Reserve. Like all Craft Reserve points these must be spent before the character increases in level or be lost forever. Further, he recovers enough materials from the wand to salvage 10% of the gold that the item cost to create.

At 6th level the character’s mastery of wand building allows him to “over charge” his wands, allowing him to build wands able to store spells of up to 5th level. This process is not without a price, however, and wands built using this method cost 10% more in experience and materials than normal.

Once the Wandler gains 9th level he may use this ability to create wands of up to 6th level, but doing so costs 20% more experience and materials.

The Wandler Advancement Chart
Lvl Attack Fort Ref Will Craft Reserve Spells Special
1 0 0 0 +2 100 +1 lvl of existing class Spellslinger (Quick Draw)
2 +1 0 0 +3 150 +1 lvl of existing class
3 +1 +1 +1 +3 200 +1 lvl of existing class Master Crafter (Salvage)
4 +2 +1 +1 +4 250 +1 lvl of existing class Spellslinger (Double Wands)
5 +2 +1 +1 +4 300 +1 lvl of existing class
6 +3 +2 +2 +5 500 +1 lvl of existing class Master Crafter (5th level)
7 +3 +2 +2 +5 700 +1 lvl of existing class Spellslinger (Wand Master)
8 +4 +2 +2 +6 900 +1 lvl of existing class
9 +4 +3 +3 +6 1200 +1 lvl of existing class Master Crafter (6th level)
10 +5 +3 +3 +7 1500 +1 lvl of existing class Spellslinger (Decreased Cost)
 

log in or register to remove this ad

Hmm...

cost:
1) 7th level entrance
2) 10 skill ranks in a less-than-useful skill (the others are feats and skills that the character would have taken anyways)

gain:
1) full spellcasting
2) four bonus feats (including one Epic feat :eek:, and one feat-like class feature)
3) artificer-like wandcrafting, free craft staff (but 5th, 6th level only, and at increased cost)

my opinions:

1) Full-spellcasting plus four bonus feats plus craft reserve is a bit too much, especially when compaired to vanilla wizard or sorcerer. Compaired to the wizard, you are getting the wandcrafting/craft reserve for free. Compaired to the sorcerer, you gain wandcrafting PLUS craft reserve (but the sorcerer is weak that way).

edit: should be: Compaired to the sorcerer, you gain bonus feats PLUS wandcrafting/craft reserve

2) The epic feat is powerful, but not overwhelmingly so -- it is still just a wand. However, it might go badly with sorcerer types, basically giving them a free spell known.

edit: Correction -- it is a big deal: I forgot that they can craft the wand using scrolls!

3) 'A wand with no charges is just a stick.' A drained wand does not even detect as magical. Unless there are some very special rules going on here, cannabalizing XP from a drained wand just does not make sense. Cannabalizing gp from a drained wand is fine, though.

A few tweaks that I would add before introducing it to MC.
1) Do not gain +1 spellcasting level at 1st and 6th level.
2) Swap order of Decreased Cost and Wand Master. Gaining an Epic feat at 17th level is not that much a big deal.
3) Personally, I see no reason that they could not be allowed to cannabalize XP from ANY wand, regardless of who made it. Let them gain 20% and 40% (or even more -- this will not break anything) of the XP cost REMAINING in any wand. Let them 'recharge' any wand at 20% the time and gp cost (but full XP cost).

As always, the above are my opinions only. Other than these minor tweaks, I must say that this is a great and very flavorful PrC. Beautiful work, Griffonsec, and happy gaming!
 
Last edited:

Thanks so much for the critique. It seemed a bit much to me too, but I just couldn't figure it out.

One note though. There is a typo. The Wand Master should be Wand Mastery, a feat from Eberron that is only level 9. It adds +2 to Save DCs and +2 to caster level (still a pretty buff feat).

As for recharging, I love the idea. It works a lot better than salvaging.

So, you think allowing 5th and 6th level wands is ok?
 

Oh. I had though you meant:
SRD said:
MASTER WAND [EPIC]
Prerequisite: Craft Wand, Spellcraft 15 ranks.
Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.
If it is +2 DC, +2 CL instead, then the feat is fine.

5th and 6th level wand as more than OK. A normal wizard can do the exact same thing with staffs, at cheaper cost. What the Wandler (Ugh! suggest: Wandslinger Magi or some other 'cooler' name) gains is the ability to use his Spellslinger abilities for up to 6th level spells. That is fine, as they constitute the core of his PrC-gained powers.

Actually, at higher levels when globe of invulnerability come in to play more and often, even sixth level wands will be thwarted quite often. The wandler is highly versatile, especially with utility spells, but in high level combat he will still have to rely mostly on his own spellcasting abilities -- as well he should (otherwise he should give up more than 2 casting levels, as the new ability 'supplants' rather than 'enhances' his old powers).
 


Into the Woods

Remove ads

Top