Building a blastificer [Archive] - Wizards Community

Post/Author/DateTimePost
kandalf

01-14-06, 03:53 PM
Hi,
After searching around this forum for a while, I have decided that I am going to play a blastificer for our next session (monday). I took a look at a few threads, but just got so overwhelmed at all the info that I decided to create a thread. We are playing level 8, and our group is using 3d6 re-roll ones and twos, and I rolled and got 21, 20, 18, 15, 15, 14.
I'm human.
I assigned those as follows:
Str 14
Dex 20 (+1)
Con 15
Int 21 (+1)
Wis 15
Cha 18

Ok, good so far.

42 hp
Snag a mithral breastplate to jack up AC to 20
I haven't done it yet, but I guess I put one skill point in each craft, but where should I put the rest? I know I should put some in UMD-

Gonna get a light crossbow, mace, and two daggers, mainly using the crossbow.

When I got to doing feats, I really got confused. Is a progression like this good?

Level 1: Energy Substitution (sonic,) Skill Focus (UMD)
Level 3: Twin Spell
Level 6: Energy Admixture (sonic)
Level 9: Quicken Spell

And last, what items will be most valuable? And do you think it would be realistic to convince the dm that I've made some items up to level 8, so I don't have to pay market price?

I've made a list of some of the items that might be beneficial
Circlet of Persuasion
cloack of resistance
dedicated wright
caster's shield
bag of holding
some wands - scorching ray? how much would an eternal scorching ray cost? Haste, fly, swift, alter self?

What is reasonable to have made by level 8, and what would I have to have bought? Any other items?

Thanks for your help.
B4cchus

01-14-06, 04:27 PM
Hi there, i'm building one myself at the moment, so i'll share my findings with you.

First off, I'd put maximise on your feat list.
With the metamagic item infusion you can add that one for free on your wand.
Also the wand mastery feat is very interresting, it adds 2 cl to your wands (so make a lvl 9 scorching ray wand to get the lvl 11 effect).
Also check the Cannith wand adept PrC (sharn: city of towers), its great for blastificers (+1 per prc level on caster level from wands, +1 to hit with wands, double wand wielding, pull action points from wands).
Don't forget the lvl 4 and lvl 8 bonus feat from the artificer.
There's an artificer thread somewhere here. I'll post the link when i find it.

Gr.
B4cchus.
Galroth

01-14-06, 05:02 PM
Not that it has too much to do with helping you build a blastificer, but how on earth did you roll a 20 and a 21 on 3d6? 6+6+6=18 that is the maximum roll you can get, unless for some weird reason you are keeping the ones and twos you are rerolling. :confused:
kandalf

01-14-06, 09:18 PM
Yes, our dm is using a system where you keep your one's and two's for more powerful characters. I just got really lucky this time. Normally stats rolled with this system are slightly worse then what I got.
Galroth

01-14-06, 11:05 PM
For sustained blastificing, check this post by LoP. He's the best at breaking things in ways beautiful and sublime. Anyways, here it is, endless wanding of your enemies, without crafting new wands every three days.


http://boards1.wizards.com/showthread.php?t=565966
kandalf

01-14-06, 11:44 PM
Would something more like this be better?

1:energy subsitution, skill focus (UMD)
3:twin spell
4:extraordinary artisan
6:energy admixture
8:Legendary artisan
9:quicken spell

Should I not take skill focus?
Caelic

01-15-06, 01:40 AM
http://boards1.wizards.com/showthread.php?t=287275

Here's the Artificer...well, it's not really a "guide," per se. It's pretty cluttered, but most of what you'll need is in here.

I really need to clean it up and finish the guide...
aelryinth

01-15-06, 02:14 AM
Would something more like this be better?

1:energy subsitution, skill focus (UMD)
3:twin spell
4:extraordinary artisan
6:energy admixture
8:Legendary artisan
9:quicken spell

Should I not take skill focus?

Do not take skill focus...get an item that grants a competence bonus to UMD.

Max ranks in UMD, all the time.

If your DM is start, he won't allow you to stack Metamagic item, thus taking admixture and twin spell is a waste of a feat. I'd take the latter, and also lose energy sub, since you also have an infusion that does that.

Empower Spell is very useful in wand building. Precise Shot is a good idea if you plan to use Ray or ORbs in melee situations.

Check out the Artificer post on the Eberron CLass board, stickied at top. A lot of good information, especially CONSERVATIVE play information. IT allows the artificer to be played without breaking limits.

==Aelryinth
B4cchus

01-15-06, 04:33 AM
Found the Artificer guide you can find it here (http://boards1.wizards.com/showthread.php?t=534502)

Also check out my cheap blasticifing thread here (http://boards1.wizards.com/showthread.php?p=8222158#post8222158).
It's usable from lvl 13 and will set you back a couple of feats (2), but o the sweetness of casting from any wand at the cost of a lvl 1 wand.

Gr.
B4cchus
kandalf

01-15-06, 08:26 AM
I just want to make sure my math is correct;
a wand of empowered scorching ray sells for (4*CL 7*750) divide by two to get the cost to make. Divided by 25 is the exp cost, divided by 1000 is the amount of time, right? Thus it sells for 21000, it costs 10500 to make, it costs 840 exp, and takes 21 days. Therefore at level eight where you only have a reserve of about 200(250?) You have to use some exp to make it. Right?

And when creating a wand of fireball, the caster level is 5, because wizards can cast them then?
boytbpc

01-15-06, 09:34 AM
I've never seen Energy Substitution (Sonic) in 3.5. Am I missing something or are you guys bringing 3.0 rules?

Boytbpc
kandalf

01-15-06, 10:16 AM
Straight from the srd:

You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell’s normal level.

The altered spell works normally in all respects except the type of damage dealt.
Special

You can gain this feat multiple times. Each time the feat applies to a different type of energy.
boytbpc

01-15-06, 10:24 AM
hmmm....
Energy Substitution (Complete Arcane pp. 79)- Choose one type of energy (acid , cold, electricicty, or fire)...
Caelic

01-15-06, 12:22 PM
Energy Substitution in 3.5 has removed sonic as an option--mainly because it was just too powerful, and there was no reason to take any other choice.

I have no idea why it's still in the SRD--most likely an oversight.

Still, if I recall correctly, the actual rulebooks are considered to take precedence over the SRD when D&D rules are at question, are they not?
Blaque

01-15-06, 05:38 PM
As far as I've ever seen, Energy Substitution isn't in any SRD I've seen. Its a sourcebook feat.

Anyways, the 3.5 version does bar sonic, as noted by others above. Also, just to note, it requires any other metamagic feat first. So you can't have it at 1st level unless you took another metamagic feat.

Stuff.
kandalf

01-15-06, 05:54 PM
The problem I have now, is that I have 250 xp reserve left, 5k, I have a bunch of scrolls (15 or so), a circlet of persuasion, hewards handy haversack, and a dedicated wright, but no offensive wand. I can't contact my dm right now, but do you think an artificer could get a loan on a high interest rate easily? For example, if I borrowed 35k, signing a contract to give back 40k, would that be reasonable? Since I am an artificer, they are probably more likely to lend money. I could then create three wands of empowered scorching ray, sell two, and I get 40k, giving it back, and then keep one? I know it would be exp intensive, but maybe I could get my dm to allow me to have less gold, but more reserve, because in some of our recently loot, I got a magic item and drained it. Or should I just wait till I get more gold? I can't find the exact pg in the dmg, but a starting character get 9k gold, right?
boytbpc

01-15-06, 07:23 PM
Take the feat Cull Wand Essence (Magic of Eberron) and don't worry about offensive wands again.

Boytbpc
kandalf

01-15-06, 08:08 PM
That's fine, but you max out at 10d6. A empowered scorching ray does 12d6 assuming 7 CL. And if you full max out to CL 11, and empowered scorching ray does 18d6. Right?