He also decided that stacking a bunch of different metamagic feats on to a wand would be multiplicative instead of additive, e.g. empower and maximize would cost 6 extra charges instead of 5. It seemed a bit arbitrary but I've learned to pick my battles with him and this seemed like the wrong time. Now that I've thought about it, five metamagic effects at 1 x 1 x 1 x 1 x 1 seems like a pretty good deal once I can reduce the metamagic costs. But I'm not going to do it and shout 'gotcha!' I'll talk to the DM about it and he'll end up abandoning that notion.
Wait wait wait...
He's allowing metamagic feats on wands, but you pay for it in charges?
Normally you'd take a wand of magic missile and it would be: (CL1/SL1) for Caster level 1, Spell Level: 1. Cost 750 gp.
A maximized wand of magic missles would be (CL7/SL4) or 21,000 gp.
Now, He'd let me add maximize and only let it cost 3 extra charges?
So, if I made a wand of Magic missiles (CL7/SL1) it would be 5,250 gp. Now, under your rules, the maximized wand could only be fired 12.5 times. That means it's 420 gp a use.
Huh. Oddly enough, the wand of maximized magic missiles would also be 420 gp a use.
Okay an empowered magic missile is (CL5/SL3) or 11,250 gp or 225 gp a use
Magic Missile (CL5/SL1) is 3,750 gp, but it's only usable 16.6667 times. So that means its... 225 gp.
Holy crap, I never noticed that before. It's exactly the same cost, every time.
Of course the difference is, I can exceed the maximum spell level cap of 4 with your method over the offical method, but BOY does it sure make accounting easier. I need to add that to The Spellbook under alternate methods of engaging the use of metamagic feats for wands. I guess you learn something new every day.
Evocation doesn't thrill me but I like the idea of having Fireball handy if I ever want to blow up a tavern or something. I was thinking I'd drop Enchantment since I've read a lot of higher level monsters are immune to mind-affecting spells.
Conjuration usually does what evocation does, but better. And Illusion can copy evocation. That said, I usually drop enchantment because I hate mind control, but remember that quite a few of the best buff spells are mind-affecting enchantments. Just thought I'd point that out before you commit yourself.
Anyway, since we're talking in more general terms about my character, I'll add another question. I have 1.5k gold to start with. Given I have six 1st level spells per day (including the domain spell, whatever that ends up being), I figured spending half of it on a wand might give me something to do instead of just watching fights. Any recommendations? I'm pretty sure one of the wands that has been looted so far (but not identified because my character hasn't been introduced yet) is of magic missile. Will that keep me busy until I gain enough levels/spells/slots to be useful more than a couple of times a day? Or is it still worth grabbing a wand of something else? Color Spray? Magic Weapon? Summon Monster I?
Okay, what's your strength?
Honestly, I'd stay away from magic items and buy equipment. Check down my list of base weapons and buy some flask. Yes, a wand of magic missiles never misses, but you are talking 15 gp a charge here for only 1d4+1 damage. Not bad at first level, but if you buy a crossbow and... Well... here.
- PLAYER’S HANDBOOK (3.0)
- PLAYER’S HANDBOOK I (3.5)
Simple Ranged Weapon
Cost: 50 gp
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Range: 120 ft
Weight: 8 lb
Type: P
Ammo: Bolt
You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons This penalty is cumulative with the penalty for one-handed firing.
Editor: A good starting weapon for a wizard. You are unlikely to invest in feats that let you fire into melee, unless you are a ray specialist, so chances are you won’t be firing more then once. So after that, fall back to the Crossbow Bayonet (sword) you have installed under it.
- ARMS AND EQUIPMENT GUIDE (3.0)
Accessory
Cost: +150 gp
Weight: 1 lb
This device comes in two parts: an eyepiece that attaches to the stock of a crossbow and a sight that is affixed to the end of the weapon. When calibrated properly, the sights allow the user to focus more carefully on a target. The user treats targets as if they were two range increments closer. It has no effect on targets within the first two range increments.
Editor: There is no reason for not buying one of these for every crossbow. 150 gp to negate -2, and -4 to hit? You might not need to hit targets that far out that often, but when you do, you’ll consider it a trivial amount.
Now, if you are a ray specialist and going to be buying feats lat let you fire into melee, get a light crossbow, you'll be shooting it more and the increased rate of fire will make up for the decreased damage. If not, then chances are you'll only fire it once in a combat anyway, so who needs to ready a second shot? Buy the heavy crossbow. Oh, and you SO need to drop the extra 150 for the gnome crossbow sight It'll allow you to hit targets out to 355 as if they 5 feet away. What's the range on magic missile at 1st level again? 110 ft? Food for thought. Anyrate, what do you do when they GET to 5 feet? Read on...
- COMPLETE SCOUNDREL (3.5)
Simple Two-Handed Melee Weapon
Cost: 4 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 2 lb
Type: P
Bayonets easily fit onto light or heavy crossbows, attaching to the stock below where the bolt fires. A sword bayonet attached to a crossbow is treated as a spear. A crossbow with an attached bayonet cannot be thrown as a true spear can be, though it can be set against a charge. A hand crossbow is too small to accept a bayonet.
Editor: If you have a crossbow, you might as well stick this on it. You have to use a heavy crossbow with two hands anyways. And it’s a simple weapon, so any wizard can use it at low levels. Well worth the cost at 4 gp.
Another 4 gp buys you an underslung spear that you can set against charges and get two-handed damage from. Remember, it's 1st level, your BAB is only slightly worse then a straight up fighter.
Or, if you feel like a killer combo:
- SONG AND SILENCE (3.0)
Simple Ranged Weapon
Cost: 70 gp
Damage (s): 1d2
Damage (m): 1d3
Critical: -
Range: 120 ft
Weight: 12 lb
Type: P
Ammo: Grapple Bolt
This device helps adventures scale unclimbable walls, bridge chasms, escape down sheer cliffs, and the like. A grapple-firing crossbow is a heavy crossbow modified to fire a special, grapple-headed metal bolt attached to 100 feet of thin, light rope. A successful shot at an appropriate target indicates that the grapple has hooked onto something, anchoring the rope firmly enough for a character to ascend it with a successful Climb check (DC 15). Failure brings one of three results: that the grapple simply failed to snag anything, that it has lodged but is not secure enough to support a character’s weight, or that there’s simply nothing up there for it to catch. In the first case, the user can simply recoil the rope and try again. In the second case, a successful Use Rope check (DC 15) made before anyone tries to climb reveals the instability. The user cannot free that grapple but may try to fire another. (Should anyone try to limb the unstable rope, the grapple gives way after the climber has progressed 1d10 feet. Determine damage normally for the resulting fall). In the third case, retries automatically fail. A character can easily anchor a grapple-bolt by hand in a niche or use pitons to secure it on smooth stone. This provides the same aid for descent without the need to fire the weapon.
Editor: Now, this sucks as a weapon, but it’s got some potential if you are a wizard with the Spell Animate Rope. Animate the rope, shoot thr grappling hoot into someone as a ranged touch attack, have the animated rope tie them up. Now THAT’S thinking outside the box!
- PLAYER’S HANDBOOK (3.0)
- PLAYER’S HANDBOOK 1 (3.5)
Transmutation
Level: Artifice Domain 1, Bard 1, Consecrated Harrier 1, Craft Domain 1, Magewright 1, Sorcerer/Wizard 1, Vigilante 1, Wu Jen 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One rope-like object, length up to 50 ft. + 5 ft./level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You can animate a nonliving ropelike object, such as string, yarn, cord, line, rope, or even a cable. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half. The possible commands are “coil” (form a neat, coiled stack), “coil and knot”, “loop”, “loop and knot”, “tie and knot”, and the opposites of all of the above (“uncoil”, and so forth). You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope. The spell cannot animate objects carried or worn by a creature.
Oil: (CL1/SL1) 50gp
Alternate Material Component: Brass thread [Enlarged] (190 gp)
Editor (Saboteur): Perfect for trying to get up walls without leaving the rope behind to indicate you passed this way. Toss it on someone to keep them under control. A very useful spell for first level.
So your grappling crossbow is a simple ranged weapon. Don't bother with damage, just go for the ranged touch attack, AFTER you cast Animate rope on the grapple bolt. Basically you do a ranged touch attack to tie someone up. Slap a gnome sight on that puppy and wrap your enemies up in rope up to 360 feet! Don't worry about the 100 foot limit on the grapple bolt, unless you want to drag the target back over to you. Assume the grapple rope coils up on the target like a snake. Yes, at low levels a wizard with animate rope and a grappling crossbow is a DM's nightmare.
And when you get enough money and can afford it (about 4th level) and can cast an extended tensers floating disk may I recommend a Light Balista made out of darkwood. It'll cost you about 8,500 gp (and weigh 400 lbs, so you can load it onto the tenser's floating disk.), and be considered masterwork. Then you can enchant it. First +1, then (+1 Bonus) Self-loading Which gets the load time from two full rounds to one full round. Then Quick Loading (+1 bonus) which lets you store up to 100 bolts in an extradimensional space and lowers the load time to a move action. Yes, you too can have the 4d6 BFG
But I Digress...
Buy yeah, look over the list of weapons and search for "Cost: 15" "Cost: 20" "Cost: 25" etc etc etc until you find something that jumps out at you on the low end. But your main weapon should be A heavy Crossbow with a gnome crossbow sight with a crossbow bayonet (sword) for a total of 204 gp. Now here's the expensive part.
- ARMS AND EQUIPMENT GUIDE (3.0)
- SWORD AND FIST (3.0)
Ammunition (Bolt)
Cost: 5 gp
Damage: +2
Critical: x2
Range: x1/2
Weight: 1/5 lb
Type: P
A tumbling bolt resembles a standard crossbow bolt except for a few minuscule holes and vents along the shaft. A channel allows air to pass through the bolt, which causes the bolt to tumble when fired. The bolt deals +2 damage but only has one-half its normal range increment due to the way the projectile moves through the air.
Editor: If you are a wizard with a heavy crossbow and a gnome crossbow sight, you are shooting at no penalty out to 360 feet. So why not reduce that to 180 feet and add +2 damage.
Yes, it's 5 gp a BOLT. But you already are firing 360 feet without penalty. So drop the 250 gp and get the 50 tumbling bolts. So Our total cost is 554 gp. BUT WAIT, THERE'S MORE!!!
Now, you might want to put something ON those bolts. Poison? No No No, you might kill yourself if you roll a one. No, what you want is something simple, like...
- RACES OF STONE (3.5)
Application
Cost: 15 gp
Alchemy DC: 25
Range: 5 ft
Weight: 1/2 lb
Blister oil is a highly refined alchemical liquid that causes painful blisters upon contact. To use it, a thin coat must be applied to a surface, such as a sword hilt or door handle. One application covers roughly a 6-inch-by-6-inch square area. Once applied, it remains effective for 2d4 hours. Each vial of blister oil contains 1d8 applications. When the oil touches bare skin, the victim must make a DC 15 Fortitude save to avoid painful red blisters that spring up on the affected area of skin, dealing 1d4 points of damage per application used. In addition, the victim takes a –2 penalty on Dexterity based checks, including Reflex saves, for 2d4 days. Magical healing applied to this damage removes the blisters and the penalty. Natural healing can remove the damage normally, but the penalty on Dexterity-based checks remains until magical healing is applied or the 2d4 days elapse.
Editor: Can you or can’t you apply it against a weapon? I see no reason why you can’t. It would, of course, only be good for one blow. However, it’s strange they did not specifically list that option. As a DM, I would rule that you clearly can, and would find is an awesome addition to any weapon, since it lasts for so long. A “whopping” 15 gp for and average of 4.5 applications of 1d4 points of no-save damage and a possible Debuff is awesome.
Now, at 15 gp for 4.5 applications. it will cost you 166 gp to coat (on average) every bolt. I suggest only coating a few at a time, since it lasts for hours. But that brings our BFG up to a whopping 720 gp, making it cost ALMOST as much as a Wand of magic missiles. Lets round up to 750 and say that we have bad luck with our Blister Oil and need to buy an extra 2 bottles.
Let's compare our BFG to a Wand of magic missilesRange:
BFG: 180 feet (to hit roll)
WMM: 110 ft (auto hit, force damage, overcomes damage reduction)
Melee:
BFG: Two-handed damage, can be set against a charge, 1d8 damage. extra 1d4 damage if you coat your weapon with blister oil as well as a chance at dex debuff.
WMM: Drop it and draw something else
Damage:
BFG: 1d10+1d4+2 (Avg 10, possible crit, possible dex debuf)
WMM: 1d4+1 (Avg 3.5 every round)
Cost:
BFG: 750 gp, 564 gp to "recharge" (Or Save some money and buy crafting, Alchemy and Crafting, Fletching)
WMM: 750 gp, 750 gp to "recharge" (Or 375 gp and 15 xps AND a feat)
So, who wins? Depends.
The WMM is a more solid and dependable source of damage working every round without fail for 3.5 points of damage.
The BFG Is useful in ranged combat and melee combat, does a remarkable amount of damage for 1st level, has a chance to Debuff your targets, and can later be enchanted with Deathwand so you can hold two wands on TOP of holding your BFG, and/or Sorcerer's hand so you can add your Weapon's Enhancement bonus and Weapon Special abilities to all your ray spells.
The choice, is yours. (And what your DM will let you get away with.)