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Ultimate Blastificer

Proof that those interested in blasting shouldn’t be looking at the mage classes.

Character Progression

LvlClassBAFortRefWillFeatSpecialCLSL
0Human————Two-Weapon FightingBonus feat——
1Marshal0202Skill Focus (UMD)Skill Focus (Diplomacy), minor aura (motivate charisma)——
2Artificer0204—Artificer knowledge, srtisan bonus, disable trap, item creation, Scribe Scroll11
3Artificer1205Item FamiliarBrew Potion2
4Artificer2315—Craft Wondrous Item32
5Artificer3316Quicken SpellCraft homunculus, bonus feat4
6Artificer3316Twin SpellCraft Magic Arms and Armor, retain essence53
7Artificer4427—Craft Wand6
8Artificer5427—Metamagic spell trigger7
9Artificer6428Double Wand Wielder, Wand MasteryBonus feat84
10Artificer6538—Craft Rod9
11Artificer7539——10
12Artificer8539Energy Substitution (elec)Metamagic spell completion115
13Artificer96410Energy Admixture (elec)Craft Staff, bonus feat12
14Artificer96410—Skill mastery13
15Artificer106411Extra RingsForge Ring146
16Artificer117511——15
17Artificer127512Craft ConstructBonus feat16
18Artificer127512Craft Contingent Spell—17
19Artificer138613——18
20Artificer148613——19

Rapid Fire Wands

Dual wielding wands allows you to cast all of the following spells as an entire round (full round + swift):

  • Energy admixed, twinned spell
  • (Offhand) energy admixed, twinned spell
  • Quickened, energy admixed, twinned spell

Meaning that if both wands contain the same spell, you will cast the spell 6 times in a given round, with each instance of the spell dealing an additional +100% electricity damage.

Blasting with Wands

Dual wielding wands of scorching ray will do 24d6 points of damage per casting, resulting in a total of 288d6 damage. Although this will allow no saves, it is still affected by spell resistance, and will require 36 ranged touch attacks. Using two wands in this manner will consume 22 charges in your main hand and 11 charges in your offhand. On average this is 3 such rounds per pair of wands. If you add split ray into the mix, you will do 384d6 damage requiring 48 ranged touch attacks and consuming 26/13 charges. This would be about 2.5 such rounds per pair of wands.

Blasting with a Staff

??

Maintaining Some Versatility

??

Why it’s a Poor Choice

Though simultaneously being a better blaster and maintaining at least limited versatility when compared to the Ultimate Blaster, being a blastificer is still a terrible waste of potential. An easier way to take advantage of the massive save DCs would be to load your staff with save-or-die and save-or-suck spells. Why use up half of your charges for multiple instances of a spell, when just one can kill? Using this strategy would free up most of your feats, allowing you to greatly increase your versatility by becoming either an item crafter or a buff/debuff monster.

If damage is what you’re after, look to the non-casters. A pouncing, leap attacking, frenzied, revenant blade can power attack for +100 damage per hit with 7 attacks per round. That’s 700 solid damage from power attack alone; that’s not including strength, weapon damage, or weapon enhancements. It also doesn’t include anything other than the two-weapon fighting tree for extra attacks. Not to mention that he is completely unbuffed and can do this every round from dusk ’til dawn.

This Article

Created by Chris on April 4, 1984

Filed under Striker with keywords: artificer, blaster, character, human, infuser, marshal

About the Author

Chris is fan of psionics, incarnum, and the Eberron campaign setting. He tends toward moderate optimization with rules as intended.

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