Cannith Wand Adept
(Sharn: City of Towers variant, p. 162)
The Cannith wand adept is an artificer or other spellcaster who specializes in mastering wands.
Requirements
Skills: Spellcraft 6 ranks , Use Magic Device 8 ranks
Feats: Craft Wand , Wand Mastery , Favored in House (Cannith) or Least Dragonmark (Mark of Making)
Hit die
d8
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Cannith wand adepts gain no proficiency with any weapon or armor.
Identify Wand (Ex): A Cannith wand adept can identify the spell stored in a wand by handling and examining the wand for 1 minute and making a successful Spellcraft check (DC 30 + the level of the stored spell). No retry is allowed on this check.
Wand Focus (Ex): A Cannith wand adept adds his class level to the saving throw DC and caster level of any wand he uses. This benefit stacks with that of the Wand Mastery feat.
In addition, a Cannith wand adept gains a +1 bonus on attack rolls made when casting any spell from a wand, regardless of whether the spell is a ray, a touch spell, or a spell that requires a normal attack roll. This bonus stacks with the benefit of Weapon Focus (ray) and similar feats.
Wand Quick Draw (Ex): A 2nd-level Cannith wand adept can produce a wand stored at his belt or in a bandolier as a free action, as if he were drawing a weapon using the Quick Draw feat.
Dual Wand Use (Su): Also at 2nd level, a Cannith wand adept learns how to activate two wands nearly simultaneously as a full-round action. The adept must hold a wand in each hand in order to activate both wands. Activating two wands in this way is horribly inefficient, and consumes 1d4 charges from each wand rather than just 1 charge. If using this ability would require more charges than the wand has remaining, the wand fails to activate and loses all of its remaining charges.
Siphon Charge (Su): At 3rd level, a Cannith wand adept can use charges from a wand in his hand much as if they were a single action point, to improve a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw. He must make a Use Magic Device check (DC 25) to activate the wand in this way, which he can do as a free action once per round. The wand must have at least 6 charges. With a successful check, the Cannith wand adept drains 1d6 charges from the wand. If the wand holds 1st-level spells, the adept adds 1d6 to his d20 roll, just as if he had spent an action point. Wands that hold higher-level spells allow him to roll more dice, in the same way as a higher-level character rolls more dice when spending an action point. The wand adept rolls a number of dice equal to the spell level contained in the wand and adds the highest result to his d20 roll. If the wand contains 0-level spells, he rolls 1d4 instead.
A Cannith wand adept cannot use this ability to replicate any other use of an action point.
Improved Dragonmark: Also at 3rd level, a Cannith wand adept gains Least Dragonmark (Mark of Making) as a bonus feat. If he already has one or more dragonmarks, he can use his least powerful dragonmark one additional time per day.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Identify wand, wand focus |
2nd | +1 | +0 | +0 | +3 | Wand quick draw, dual wand use |
3rd | +2 | +1 | +1 | +3 | Siphon charge, improved dragonmark |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Appraise | INT | ||
Concentration | CON | ||
Craft | INT | ||
Disable Device | INT | ||
Knowledge (arcana) | INT | ||
Profession | WIS | ||
Spellcraft | INT | ||
Use Magic Device | CHA |