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Wandslinger

The technologies behind the rare and powerful gunslinger’s weapons are understood by few, and fewer still dare to attempt to combine these martial weapons with the magical arts. Wandslingers are such individuals, fusing wands and guns together in an experimental combination that can produce deadly effects. Having no inherent magical ability of their own, wandslinger’s are an example of just what a bit of ingenuity can accomplish.

Class Skills: The wandslinger’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Swim (Str), and Use Magic Device (Cha).

This replaces a gunslinger’s normal skills.

Wand Expert

A wandslinger gains Craft Improvised Wand as a bonus feat at level 1, and Craft Wand at level 4. This ability modifies and replaces bonus feats at levels 4 and 8.

Gunfusing (Su)

At first level, a wandslinger gains gunfusing, which functions as gunsmith except with the following additions.

A wandslinger begins play with a wand and a limited spell list for the purposes of creating and using wands. The wandslinger must choose one spell from the following spell list: burning hands, cause fear, color spray, inflict light wounds, shocking grasp, sleep. (This list might be expanded at GM discretion.) Once made, this choice cannot be changed. The wand she starts with may only be a wand of the chosen spell, e.g. if the wandslinger chose burning hands, the wand she starts with would contain charges of burning hands. This wand has full charges, but may not be used by anyone but the wandslinger herself. It is a useless stick to others, and therefore worth nothing if sold. The wand has a caster level equal to the wandslinger’s, i.e. when the wandslinger gains a level, so does the wand.

With one hour of work, a wandslinger may attach a wand to her firearm. Once complete, when the wandslinger wields her firearm, the wand also counts as ready and wielded, allowing her to expend charges from it as normal.

This ability modifies and replaces gunsmith.

Spellshot (Su)

The wandslinger has learned to combine the charges of her wands with the ammunition of her weapon. Starting at 2nd level, a wandslinger may expend a charge of a wand fused to her firearm to make a ranged attack at her highest available attack value. If this attack hits, the magics within the shot deliver a charge of the corresponding spell. The target may still make any relevant saves, and the spell is subject to all relevant resistances. Any areas-of-effect are centered on the target, or begin on them in the case of a cone effect.

Spellshot may be used as part of a full attack, but suffers all associated penalties with iterative attacks. Multiple spellshots may not be made during a full attack.

At 2nd level a wandslinger may choose two from the following list and add them to her gunfusing spell list: burning hands, cause fear, color spray, inflict light wounds, shocking grasp, sleep.

At 6th level a wandslinger may chose three from the following list of second level spells and add them to her gunfusing spell list: blindness/deafness, darkness, glitterdust, inflict moderate wounds, scorching ray, shatter.

At 10th level a wandslinger may chose three from the following list of third level spells and add them to her gunfusing spell list: fireball, hold person, inflict serious wounds, lightning bolt, sleet storm, stinking cloud.

At 14th level a wandslinger may chose three from the following list of 4th level spells and add them to her gunfusing spell list: black tentacles, ice storm, inflict critical wounds, shout, spike stones.

This ability replaces nimble at 2nd level, 6th level, 10th level, 14th level, and 18th level.

New Dare

Hold my Ale

Temporarily bind multiple wands to a gun for a single shot that delivers multiple spells via a ranged attack. The spells of these wands do not need to be from your gunfusing spell list. This requires a full- round action and the caster must channel the spells into the shot for a number of rounds equal to the number of additional wands exceeding the first (e.g. 4 total wands, 3 additional rounds of channeling). Any additional rounds that must be channeled from stored spells in the wands will be added to the total number of rounds of channeling. Completing the channeling results in a single attack made at your highest attack value and expends a charge from each wand in a massive spellshot.

(Must have spellshot class ability to use this dare.)

Section 15: Copyright Notice

Affordable Arcana – Wands. © 2017 d20pfsrd.com Publishing; Author: Kyle Christie.