SangoProduction
2022-09-26, 12:02 PM
Preamble: Wandslinger is a very simple spheres archetype that exchanges the gun (a pretty bad weapon in most respects, except targeting touch) for a Destruction sphere wand-specialization, which, even if never upgraded for higher level wands, is within 1 die size of the best (early-era) pistols in the game, with no reload or anything the like, with either touch attack, or AoE. And the wand can spend spell points to double its damage on demand.
So, on the face of it, it looks like an upgrade. Or it might be that gunslinger is just a poorly designed class that is hyper focused on one thing, and doesn't do it particularly well.
Verdict: All in all, I didn't find a single archetype feature here that was not a strict upgrade on the base class's ability that it replaces. (Aside from the fact that there is not any potential pour resources into making it do really good damage, because wands aren't weapons, and don't get iteratives.)
Problem being?
It seems to be worse at its job than even base-class Elementalist (another destruction sphere specialist class). Elementalist actually gains talents. Per level. Even if not that many, and with reduced CL outside of Destruction sphere... but still has the option, without spending gold. And can still spend gold for wands. And gains a full amount of spell points to recharge wands as needed. And can freely apply their talents to their destructive blasts without needing to pull out different wands to do so, and wait until level 4, until they even get to augment the base destruction sphere with a single talent.
The unique thing Gunslinger had going for it? Starting at level 5, it automatically "progresses" the caster level of the wands they buy/use to be the gunslinger's class level...for exclusively destruction sphere wands.
So...as hinted at in the preamble, I did have a general idea that this was how it was going to go. But. Yeah. Wasn't meant to be a dunk on the Gunslinger class. Was just genuinely curious if this archetype had any merits to it. Seems the problem is almost entirely to do with the class itself rather than the archetype though. Although wands are also much more restrictive in Spheres (relative to their actual use by real casters) than for vancian spells. So... definitely didn't help the case.
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Class Skills: Exchange 1 skill, Know(Eng), for 2 very useful skills (Spellcraft and Magic Device ). Strict upgrade.
Tools of Destruction: Starts play with a level 2 wand. Can craft sphere-wands, while not needing any destruction sphere talents they wish to add to the wand. Uses grit ability modifier as the wand's casting ability modifier, and adds that to the DC of the wand. Which sphere-wands don't normally do. Oh, and all wands count as guns for the purposes of Gunslinger class abilities.
So, a pretty handy set of upgrades to a metal pipe that partially contains explosions in the palm of your hand.
Gritty Activation: Gets to recharge wands using grit points in place of spell points. Replaces reloading/missfire abilities...which are obviously not relevant to the class. So strict upgrade.
Of course, compared to casters, who get a spell point every level, plus their ability modifier, plus drawback modifier, grit is exclusively their ability modifier. But can be regained throughout the day. And clearly the intent is to be able to use these wands as mana batteries. Although literally any caster can do that. This class is simply forced to do that. Also, have to admit. Wands are not inexpensive.
Steady Aim: Spends 1 grit to increase the range of a (specifically Destruction sphere) wand by 5 ft / level. That ... I mean it's something. And stacks on top of existing range increases from caster levels. It only replaces Deadeye, which is irrelevant here, since you always target touch (or a save). So strict upgrade. Unless you consider the fact that guns can potentially hit substantially longer ranges (with normal AC), compared to wands, in the first place... Then fair enough.
Wand Training: Here's where the money is. At level 5, you add Dex to dmg. Eh. Who cares. What matters though, is that you use class level in place of wand's caster level (for specifically destruction sphere wands). This means that you aren't positively bleeding gold whenever you want to upgrade you wands, which you've only needed to do once up to this point.
Well, you can, if you want more talents. And the level 4 wands are basically the minimum for meaningfully different wands, since they can have the base sphere + 1 talent.
Compared to even an Elementalist, who can get a couple of blast types and shapes at level 1, the range of different things you can do with your blasts are severely limited, and even more so by your gold investment.
Dead Blast: Gains their first destruction talent, and can use it with every single destruction wand. Basically: Full round action to get the full (level)d6 damage, rather than spending a charge to get that damage (or sticking with half level d6s). Basically the magical equivalent of the replaced deed... but where the "base damage" of the "attack" is at least 3d6, compared to the 1d6 or so of a firearm. So again, strict upgrade.
Two-Wand Fighting: Full-round action two activate 2 wands at once. Although this doesn't let you use Dead Blast to freely shoot off a full-power shot... it does let you spend 2 charges to shoot off 2 different full power shots (potentially overlapping). And there's definite utility in both being able to raise a fire wall and and acid pit in the same action.
Replaces lightning reload... which... OK. Wow. 11 levels until you get even swift-action reloading from the class. And it's not even free. Well, this archetype gives you no-need-for-an-action reloading at level one. So this is just gravy.
So, on the face of it, it looks like an upgrade. Or it might be that gunslinger is just a poorly designed class that is hyper focused on one thing, and doesn't do it particularly well.
Verdict: All in all, I didn't find a single archetype feature here that was not a strict upgrade on the base class's ability that it replaces. (Aside from the fact that there is not any potential pour resources into making it do really good damage, because wands aren't weapons, and don't get iteratives.)
Problem being?
It seems to be worse at its job than even base-class Elementalist (another destruction sphere specialist class). Elementalist actually gains talents. Per level. Even if not that many, and with reduced CL outside of Destruction sphere... but still has the option, without spending gold. And can still spend gold for wands. And gains a full amount of spell points to recharge wands as needed. And can freely apply their talents to their destructive blasts without needing to pull out different wands to do so, and wait until level 4, until they even get to augment the base destruction sphere with a single talent.
The unique thing Gunslinger had going for it? Starting at level 5, it automatically "progresses" the caster level of the wands they buy/use to be the gunslinger's class level...for exclusively destruction sphere wands.
So...as hinted at in the preamble, I did have a general idea that this was how it was going to go. But. Yeah. Wasn't meant to be a dunk on the Gunslinger class. Was just genuinely curious if this archetype had any merits to it. Seems the problem is almost entirely to do with the class itself rather than the archetype though. Although wands are also much more restrictive in Spheres (relative to their actual use by real casters) than for vancian spells. So... definitely didn't help the case.
-
Class Skills: Exchange 1 skill, Know(Eng), for 2 very useful skills (Spellcraft and Magic Device ). Strict upgrade.
Tools of Destruction: Starts play with a level 2 wand. Can craft sphere-wands, while not needing any destruction sphere talents they wish to add to the wand. Uses grit ability modifier as the wand's casting ability modifier, and adds that to the DC of the wand. Which sphere-wands don't normally do. Oh, and all wands count as guns for the purposes of Gunslinger class abilities.
So, a pretty handy set of upgrades to a metal pipe that partially contains explosions in the palm of your hand.
Gritty Activation: Gets to recharge wands using grit points in place of spell points. Replaces reloading/missfire abilities...which are obviously not relevant to the class. So strict upgrade.
Of course, compared to casters, who get a spell point every level, plus their ability modifier, plus drawback modifier, grit is exclusively their ability modifier. But can be regained throughout the day. And clearly the intent is to be able to use these wands as mana batteries. Although literally any caster can do that. This class is simply forced to do that. Also, have to admit. Wands are not inexpensive.
Steady Aim: Spends 1 grit to increase the range of a (specifically Destruction sphere) wand by 5 ft / level. That ... I mean it's something. And stacks on top of existing range increases from caster levels. It only replaces Deadeye, which is irrelevant here, since you always target touch (or a save). So strict upgrade. Unless you consider the fact that guns can potentially hit substantially longer ranges (with normal AC), compared to wands, in the first place... Then fair enough.
Wand Training: Here's where the money is. At level 5, you add Dex to dmg. Eh. Who cares. What matters though, is that you use class level in place of wand's caster level (for specifically destruction sphere wands). This means that you aren't positively bleeding gold whenever you want to upgrade you wands, which you've only needed to do once up to this point.
Well, you can, if you want more talents. And the level 4 wands are basically the minimum for meaningfully different wands, since they can have the base sphere + 1 talent.
Compared to even an Elementalist, who can get a couple of blast types and shapes at level 1, the range of different things you can do with your blasts are severely limited, and even more so by your gold investment.
Dead Blast: Gains their first destruction talent, and can use it with every single destruction wand. Basically: Full round action to get the full (level)d6 damage, rather than spending a charge to get that damage (or sticking with half level d6s). Basically the magical equivalent of the replaced deed... but where the "base damage" of the "attack" is at least 3d6, compared to the 1d6 or so of a firearm. So again, strict upgrade.
Two-Wand Fighting: Full-round action two activate 2 wands at once. Although this doesn't let you use Dead Blast to freely shoot off a full-power shot... it does let you spend 2 charges to shoot off 2 different full power shots (potentially overlapping). And there's definite utility in both being able to raise a fire wall and and acid pit in the same action.
Replaces lightning reload... which... OK. Wow. 11 levels until you get even swift-action reloading from the class. And it's not even free. Well, this archetype gives you no-need-for-an-action reloading at level one. So this is just gravy.