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View Full Version : Is the Wandslinger worthwhile? (Archetypes in Review)



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.

icefractal
2022-09-28, 01:54 AM
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.
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. I'd agree that wands have some advantages over guns, but I wouldn't call them a strict upgrade - they just don't have the same damage potential.

Gunslinger 6
Dex 20, Deadly Aim, TWF, Rapid Shot
Gear: 2x +1 Revolver
Attack: +6 / +6 / +6 / +2 for 1d8+10 / x4
All Hit: average 66.7 or 83.4 (with Haste)

Wandslinger 6
Dex 20, Deadly Aim, ?, ?
Gear: Destruction Wand (CL 6)
Attack: +9 for 3d6+9 or 6d6+9 / x2
All Hit: average 20.5 or 31.5 (spending SP)

Gunslinger 12
Dex 24, Deadly Aim, TWF, ITWF, Rapid Shot, ?, ?
Gear: +1 Speed Revolver, +1 Revolver, GMW both to +3
Attack: +14 / +14 / +14 / +14 / +9 / +9 / +4 for 1d8+18 / x4
All Hit: average 181.1

Wandslinger 12
Dex 24, Deadly Aim, ?, ?, ?, ?, ?
Gear: Destruction Wand (CL 12, effective 13)
Attack: +15 for 13d6+15 / x2
All Hit: average 63.5 (Dead Blast) or 127 (TWF, spending SP)The Wandslinger has significantly lower damage, even when spending charges / grit. They do have a better chance to hit, so against high-touch-AC foes it's more in their favor, but a lot of monsters have really crap touch AC.

They're also spending far less feats, so a good option for having more versatility ... but an Elementalist just seems better at that point, as you mention. They mainly suffer from the fact that while there's a ton of stuff that boosts weapon combat, and a decent amount of stuff that boosts spells, there's not much that interacts with wands.

SangoProduction
2022-09-29, 08:10 PM
I'd agree that wands have some advantages over guns, but I wouldn't call them a strict upgrade - they just don't have the same damage potential.

Gunslinger 6
Dex 20, Deadly Aim, TWF, Rapid Shot
Gear: 2x +1 Revolver
Attack: +6 / +6 / +6 / +2 for 1d8+10 / x4
All Hit: average 66.7 or 83.4 (with Haste)

Wandslinger 6
Dex 20, Deadly Aim, ?, ?
Gear: Destruction Wand (CL 6)
Attack: +9 for 3d6+9 or 6d6+9 / x2
All Hit: average 20.5 or 31.5 (spending SP)

Gunslinger 12
Dex 24, Deadly Aim, TWF, ITWF, Rapid Shot, ?, ?
Gear: +1 Speed Revolver, +1 Revolver, GMW both to +3
Attack: +14 / +14 / +14 / +14 / +9 / +9 / +4 for 1d8+18 / x4
All Hit: average 181.1

Wandslinger 12
Dex 24, Deadly Aim, ?, ?, ?, ?, ?
Gear: Destruction Wand (CL 12, effective 13)
Attack: +15 for 13d6+15 / x2
All Hit: average 63.5 (Dead Blast) or 127 (TWF, spending SP)The Wandslinger has significantly lower damage, even when spending charges / grit. They do have a better chance to hit, so against high-touch-AC foes it's more in their favor, but a lot of monsters have really crap touch AC.

They're also spending far less feats, so a good option for having more versatility ... but an Elementalist just seems better at that point, as you mention. They mainly suffer from the fact that while there's a ton of stuff that boosts weapon combat, and a decent amount of stuff that boosts spells, there's not much that interacts with wands.

Yeah, I knew that weapons had substantially higher damage potential... at the cost of most of your build. And for every feat / talent you spend fixing the problems with the guns (or being allowed magazine-guns like a revolver, which lets you backload your reloading needs), and then making them actually good, is another feat that could have been spent making the magic better / more versatile. Plus keeping the weapons up to date is not great, because it leaves no room for other types of items in the budget. Especially for dual wielding.

But I forgot. The wandslinger actually doesn't have any actual casting ability, and not much else that they can really do with those build resources. (Which is kinda an indictment of the feats themselves. But still.) And they still have to keep their "weapons" up to date. Wandslinger literally mashes up the worst parts of both systems. And almost none of the upsides. I mean. They at least don't need to invest anything into fixing the problems with guns, from reload to misfire, the ammo, and range. Well. The early range is actually more restrictive, as there's not even the option of real-AC attacks at longer range.
So. It's kinda like the gunslinger class, if you didn't really want to think about it too hard. Substantially higher floor and lower ceiling.
But you could literally flavor your different destructive blasts as special arrows / ammo.

Incidentally, I did do a guide for optimizing guns using Spheres of Might (https://forums.giantitp.com/showthread.php?541010-Optimizing-guns!&p=22536546#post22536546). Which is substantially easier than with the default system.

pi4t
2022-11-05, 08:17 PM
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.


Not quite correct. You can take give your wands drawbacks to get extra talents, so you can get a meaningful distinction from even a level 2 wand (the minimum possible). One of the official spheres items is exactly that: a level 2 destruction wand with a drawback. However, the CL increase is only for the purpose of calculating your DCs! If you want your wand to actually do damage, you'll have to spend the gold.

After attempting to build a Wandslinger, I've come to the conclusion that the biggest issue is that most games which allow the Wandslinger will be using Spheres of Might. This buffs the vanilla gunslinger a lot, by introducing several ways to reload as a free action and by giving the usual attack action enhancements in the form of talents. Unfortunately, the Wandslinger isn't compatible with these. For a start, the archetype is technically not compatible with any spheres of might archetype released, because it replaces the dead shot deed with a wand equivalent. But assuming a kind GM house rules around that, or at some point in the future DDS releases a new archetype that is compatible, you still have a lot of difficulties.

First it's not clear at all exactly how to interpret the "wands count as firearms for the purposes of class features" mechanic. It makes sense for all the vanilla gunslinger abilities that don't get replaced, but what about talents you got from the gunslinger class? They're class features, right? If not, then most of your class features suddenly become useless because they've turned into talents.

Secondly, using a wand doesn't normally involve an attack action. There are ways around this. You can take a spellstrike ability, and attack through a conventional weapon - perhaps a firearm, since you technically still have proficiency? Or you can use mystic dual wielding to combine the wand use with some sort of conventional attack. The class already lets you use your wands as melee weapons via gun kata, so you should be armed even if you only want to wield wands. But it's awkward.

Oh, and another genuine issue with the archetype: it's not clear how Pistol Whip works, since wands don't have an enhancement bonus. I would personally rule that you just use CL/2, to a maximum of +5. The pricing works out.