https://m.youtube.com/watch?v=PHO2NHiXfiA&t=326s&pp=0gcJCd4KAYcqIYzv
Like usually old Hitdice were d8 dice.
OSR
OSG = old school gaming
My Notes. And art 'n origins from D&D, books, comics, movies, video games, etc.
https://m.youtube.com/watch?v=PHO2NHiXfiA&t=326s&pp=0gcJCd4KAYcqIYzv
Like usually old Hitdice were d8 dice.
OSR
OSG = old school gaming
| Cold (ice, glaciers, snow, and tundra) |
| Desert (sand and wastelands) |
| Forest (coniferous and deciduous) |
| Jungle |
| Mountain (including hills) |
| Plains |
| Planes (pick one, other than Material Plane) |
| Swamp |
| Underground (caves and dungeons) |
| Urban (buildings, streets, and sewers) |
| Water (above and below the surface) SPELLS good, level 1 listed mostly |
Get Haramaki - +1 AC, no arcane fail, 5gp
Get Mithral Buckler
mage armor, +4 AC, 1st level spell slot [Remember that the Bracers won't stack with Mage Armor, and the Buckler won't stack with Shield...]shield, +4 AC, 1st level spell slot [Buckler wont stack with shield]Dodge feat, +1 AC, feat slot1,000 gp Bracers of Armor +1 AC1,015 gp Mithral Buckler +1 AC1,000 gp upgrade mithral buckler +1 enhancement bonus2,000 gp Ring of Protection +1 AC2,000 gp Amulet of Natural Armor +1 AC3,000 gp upgrade bucker to +23,000 gp upgrade bracers to +24,000 gp Gloves of Dexterity +1 AC5,000 gp dusty rose Ioun stone +1 AC5,000 gp upgrade buckler to +35,000 gp upgrade bracers to +36,000 gp upgrade ring to +26,000 gp upgrade amulet to +27,000 gp upgrade buckler to +47,000 gp upgrade bracers to +49,000 gp upgrade buckler to +59,000 gp upgrade bracers to +510,000 gp upgrade ring to +310,000 gp upgrade amulet to +310,000 gp upgrade gloves to +4 DEX (+2 AC)11,000 gp upgrade bracers to +612,000 gp boots of speed13,000 gp monk's belt13,000 gp upgrade bracers to +714,000 gp upgrade ring to +414,000 gp upgrade amulet to +415,000 gp upgrade bracers to +818,000 gp upgrade ring to +518,000 gp upgrade amulet to +520,000 gp upgrade gloves to +6 (+3 AC)...and that is the path of fastest AC improvement for your money over the career of your character. That's 30 points of AC from items.
Prereq: You must have created a new spell, or have The Way Things Work background.
Benefit: When casting a spell you’ve created, add 1 to your caster level. In addition, you gain a +2 bonus on Spellcraft checks. If you have 10 or more ranks in Spellcraft, this bonus increases to +4 .
Goal: Create a new spell of at least 6th level.
Completion Benefit: The save DCs for any spells you create increase by 1 when you cast them. In addition, when applying metamagic feats to self-created spells, reduce the total level adjustment by 1. You can’t reduce metamagic costs to lower than the spell’s original level in this manner.
Special: For a self-created spell to benefit from this feat, it must be a truly novel spell. Spells slightly altered from the original (for example, delayed blast fireball as compared to fireball) gain no benefit. Alchemists can benefit from this feat as though their formulae and extracts were spells.
https://www.youtube.com/watch?v=LHHHePJtK40
Astral bloodline arcana is a little better than you think, it applies to spells cast later the same turn, so it'll basically always apply to that free quickened spell and is generally useful with normal quickened spells.
I think you might overrate the constant fly speed bloodline powers, they're nice but sorcerer is a class that can just cast overland flight, particularly when djinni gets overland flight as a bloodline spell.
Fey bloodline is even better than you think because woodland stride is actually pretty useful, with a ring of sacred mistletoe you get to be unhindered by magically created or manipulated plants, like that entangle spell you get.
Crossblooded is powerful used right, a crossblooded
fey+impossible/undead/verdant combo can be a nigh unstoppable save or
lose machine. Since Threnodic spell exists I'd grab impossible.
The
classic orc+solar+bloodline feat for blood intensity combo can one shot
basically anything and is arguably one of the strongest combat
characters in the game once you get choral support online.
- My comment: Good Lord, Choral Support is goofy af, and requires another player to take it. https://www.d20pfsrd.com/feats/teamwork-feats/choral-support-teamwork/ -- but it is super good. I HATE when they do this... they make the good options goofy or unflavorful. Sick of buggin the DM to reflavor everything... where is Bilbroms when you need him.
- This orc+solar+bloodline feat for blood intensity combo seems the same as the Orc + dragon bloodline. Solar is just a healer, while dragon lets you turn into dragons. Hmmm.
BROKEN RACES app;arently:
I have to ask, why did you include races like drow noble, or Deep-One Hybrid, that GM's never allow 90% of the time in your guide? It feels like making a guide about Barbarian and then including Trox as the best race because they're large size and get +6 str. It's true that they're good, but you'll almost never see one in play.
After level 11 or so, most, creatures have SR... a problematically high amount.
Some spells can get around it, but most require the roll.
if spell says “Spell Resistance: Yes”, gotta roll a d20+your caster level. If you get a number below the creatures SR, ZERO effect. Like they don't even have to bother with the save roll at this point, just zero dmg, zero effect. WTF.
There are a couple of things that give like a +1 to overcome it or something, but not much.
https://www.reddit.com/r/Pathfinder_RPG/comments/4o2y31/spells_with_no_spell_resistance/
Options to avoid:
Via Building God’s Grimoire:Iluzry’s Guide to Sorcerer Spells & Spellcasting
○
The second
strategy is just to make sure you can pass your SR checks when they come up!
You’ll probably want to do both of these if I’m honest, but like I said,
boosting this isn’t the easiest thing in the world! So what’s a good way to
make sure you can break that check?
●
Knowledgeable Spellcaster: Okay
so this one is hilariously powerful because in exchange for a knowledge roll,
you can get +3 to overcoming SR and then when you have 10 ranks, its +5. That
beasts out and stacks with spell penetration and all you have to do is be
decent at knowing things. 1000% worth it.
●
Spell Penetration and Greater Spell Penetration: Super duper
boring and eat up a good part of your build but...they give you +2 to spell
penetration each for a total of +4 on all SR checks.
●
Piercing Spell: Treats their opponent’s
SR as 5 lower when applied! This is really helpful so long as you do not forget
Rule 3.
●
Varisian Tattoo: +1 vs. SR (for
a single school)
●
Bloodmage Initiate: +1 vs. SR
(for a single school)
●
Spell Specialization: +2 vs. SR
(single spell only)
●
Elves get a natural +2 to all SR checks
via Keen Magic
●
Half Elves can take the Elven
Spirit to also have +2 to all SR checks
●
Dweomer's Essence: +5 vs. SR
(once)
●
Orange Prism Ioun Stone: +1 vs.
SR
●
Robe of the Archmagi: +2 vs. SR
(arcane casters only)
●
Pipes of Dissolution: +2 vs. SR
(requires Perform skill)
●
Seeker Archetype: Gives
bloodline spells +4 to SR checks.
●
Blood Piercing (9th Level Bloodline Mutation):
Once per day, when you cast a damaging spell, you can add your charisma to
your SR check. Get another use for ever 5 levels beyond 3rd level.
●
Fey Magic (15th Level Fey Bloodline Power):
Lets you reroll any SR check once before results are revealed by the DM.
●
Sure Casting (1st Level): +5 to
to the next spell you cast before the end of the following round. Very good for
quickened spell.
● Ally Across Time (1st Level) /Army Across Time (5th Level): Boost
your caster level into the stratosphere and then just...roll SR with impunity.
I guess something like:
Half-orc (reskin) +1/2?? FIRE ONLY? Sorcerer: Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Sorc Bloodline, ~double blood +2 on dice.
But then after level 10 is it worse than the super 1 level dip sorc then all wizard levels (Wizard/Evoker -Admixture Specialist)?
Esoteric evocation feat +1 caster lvl 60GP per cast, hmm https://www.aonprd.com/FeatDisplay.aspx?ItemName=Esoteric%20Evocation
Half-Orcs only add fire dmg to fire spells, so I guess changing the spell via that wizard subclass wouldn't work with it?
https://paizo.com/threads/rzs2pwg7&page=1
https://www.reddit.com/r/Pathfinder_RPG/comments/b2ltab/is_it_possible_to_build_a_blaster_type_wizard/
https://paizo.com/threads/rzs2tt9f?Blow-them-to-smithereens-AKA-There-WAS-a-Boss
(is it 1e, i think hope so).
Good points like
Sorcerers can get +3 damage per dice, which is insane. (It's also why I originally argued for Bloodline Mutations to apply to Blood Arcanists.) But, as I've described in the very beginning, it fails against Resistant/Immune enemies, [[[But ISNT There a feat to change it to another Energy? I think metamagic to make it one higher, but doesnt the other thing counter that???]]]
For Elf, the +2 Spell Penetration becomes wasted by the endgame, and you'll have more than enough with the likes of Spell Specialization and Mage's Tattoo adding +3 to your caster level, which applies to SR checks, and the eventual Spell Penetration feats. In fact, by the endgame, you bypass all Spell Resistance checks (except for 1s, which I believe are auto-fails).
I have to say that when my lvl 8 fire kineticist had a crit and solo'd the black dragon that the GM seemed to think was too hard as it was CR 11, it was a little bit fun.
And the sorceress does far too much damage against almost everyone, even though she has all of the "mandatory" utility spells. This is especially the case because so many guides say blasting is misguided, when that is clearly not the case.
Some argue wizard, incl bcuz They’ll also have more skill points for Knowledges, so you’ll know what enemies are vulnerable to which element the most.
Full community spell list, etc: https://www.pathfindercommunity.net/home/databases/spells
Regarding this Magic Trick, it is good:
(he had it in there... the Cluster Bomb Magic Trick will do 20d6, without any funny business)
Source Chronicle of Legends pg. 16
Vincent
the Pyroclastic is a destructive force in the Society. He has caused
permanent damage to and condemnation of more buildings in the Inner Sea
region than any other agent. For him, incineration became an art. In
addition to the feat, skill, or other requirements listed in parentheses
for each of these tricks, you must have the Magic Trick (fireball) feat to use the trick.
Alchemist’s Inferno (Craft [alchemy] 9 ranks, Spellcraft 9 ranks): Using alchemist’s fire as a material component, your fireball
sets everything it touches ablaze. The initial blast deals half as much
damage, but targets that fail their Reflex saves also catch fire. A
creature that catches fire in this way must attempt a Reflex save
against the DC of the fireball spell to stop burning instead of the typical DC. Unattended objects automatically catch fire, though nonflammable objects burn for only 1 additional round.
Cluster Bomb (Spellcraft 6 ranks):
You are able to throw multiple small explosions with a single spell
instead of the normal effect. For every 2 caster levels, you toss a
miniature fireball
with a 10-foot radius that deals 2d6 points of fire damage. The grid
intersection of all blasts must be within 30 feet of each other. If a
creature is in the area of multiple blasts, it attempts a single Reflex
save against the combined damage.
Concentrated Fire (Selective Spell or Widen Spell, Spellcraft 6 ranks): You can reduce the radius of your fireball
by increments of 5 feet, to a minimum of a 5-foot radius. For each
5-foot increment you reduce the spell, you increase the spell’s damage
by 1d6. This additional damage can exceed the spell’s maximum damage.
Sculpt Flames (Reach Spell, Selective Spell): You can alter the shape of your fireball
to send its fire along the path you desire. When casting the spell, you
can change the area to one 5-foot square per caster level. The spell’s
area must be continuous and unbroken when cast. If its blocked or
otherwise interrupted by a 5-foot wide or larger environmental feature
like a wall, the spell fails. A creature only takes damage once from a fireball cast in this way, even if the spell’s area intersects with the creature multiple times.
Where There’s Smoke (Craft [alchemy] 6 ranks, Spellcraft 6 ranks): Using a smokestick as a material component, you make your fireball
leave behind a thick cloud of smoke in the spell’s area for 1 minute. A
moderate or stronger wind dissipates the smoke in 1 round as a
smokestick. When using a smokestick in this way, your fireball deals
only 1d6 points of damage per 2 caster levels (maximum 5d6).
via https://paizo.com/threads/rzs2nyxp?Fire-themed-mage
=====THIS is 2025: https://paizo.com/threads/rzs2tt9f?Blow-them-to-smithereens-AKA-There-WAS-a-Boss
====2015 still loving this build: https://paizo.com/threads/rzs2s7l0
========Also, this agrees: https://rpg.stackexchange.com/questions/41778/how-to-build-a-blaster-damage-wizard-or-sorcerer-in-pathfinder
=================https://paizo.com/threads/rzs2rphv
you can also add stuff like :
====================
Maybe FB instead of Firesnake... instead of waiting so long.Comment says:
Don't get me wrong. I like Sorcerers a lot.
But...why is your save DC higher with a 3rd level spell than an Admixture Wizard's with a 5th level spell? Presumably, he's taking feats to boost his DCs...Spell Focus(Evocation) at least, and possibly GSF, and Fire Snake is a 5th level spell.
By the way, I agree on Dazing Spell being awesome sauce. I'd work it into an Admixture Wizard build.
I also prefer the build with Magical Lineage (Fireball) instead of Fire Snake, but then our group generally only plays until 13th to 15th level. It seems a waste to nerf myself a bit for most of his career just so he can be deadlier in the last few play sessions. Plus, I like the range on Fireball, and the fact that I can spam it more since it's a lower level slot.
One other thing, at 15th level, a Sorcerer 1 / Admixture Wizard 14 gets an extra 7 points of damage with all evocation spells that deal hit point damage (admittedly, this is a minor point).
There's no reason he couldn't cast an Empowered, Intensified, and Dazing Fireball with a 5th level slot. He'd be doing (15d6+37)x 1.5 = 133 points of damage on average before the save. And he'd be dazing anyone that failed for 3 rounds.
===============
| Aelryinth RPG Superstar 2012 Top 16 |
| 3 people marked this as a favorite. |
Reposting:
Paizo BLASTER CASTER build:
Goal: Pile on the hurty-hurt with direct damage spells. You don't need battlefield control if the enemy is dead.
Level 1: Take Sorceror: Crossblooded Orc/Draconic, Human, take Varisian Tattoo, take Trait: magical Lineage (pick spell), Reactionary (+2 Init)
Then take Wizard/Evoker -Admixture Specialist for your remaining levels. Why Admixture? Because you can change the element of any of your blasting spells on the fly to get around elemental resistances/immunities.
If you want to superspecialize outside of Evoker, take Sin Magic, lose two schools (Conjuration/Abjuration), gain yet another spell slot per level of raw power.
Key Feats: Intensify Spell, Empower Spell, Quicken Spell, Spell Perfection, Spell Penetration, Spell Specialization, Greater Spell Specialization.
End result: Crossblooded sorc orc/dragon bloodline 1, Wiz/19, Admixture Evocation specialist.
Note: Can use Sin Magic for more slots. Sorcerer level allows use of spell devices from denied schools (Conj/Abjuration).
Magical Lineage Trait allows Intensify for free on chosen spell.
Spell Perfection allows free Quicken at higher levels.
===============================================
Play Hints:
Take Burning Hands or Magic Missile as a Specialized Spell early. Burning Hands will deal more damage, Magic Missile has better long-term utility and keeps you out of danger. Every other level, you can change your specialized spell.
Add Greater Spell Specialization at level 7 or 9. Why? You can then memorize utility spells, and trash them for your blaster spell.
Change your specialized spell up to Scorching Ray or Fireball when you can, depending on campaign, typically at 5 or 7.
At level 12 or higher, change it to Fire Snake.
Use Admixture specializing to change the element on the fly.
Use Fire Snake until higher levels. Why? High damage base and level 5 spell still leaves room for metamagic, esp Quicken.
Mechanics behind Choices: Orc blooded, Draconic: +1 to all damage spells, +1 to element of choice, retasked by Admixture = +2 dmg/die on blasting spells.
FEATS
Intensify Spell: Increases caster level damage cap +5 to apply to a
specific spell. Burning hands goes up to 10d4+20. Magic Missile goes to
7d4+7. Fireball to 15d6, Fire Snake to 20d6+40.
Empower Spell: Increase dmg by 50%.
Quicken Spell: Hit enemy with two spells/rd.
Spell Specialization: +2 to caster level with a specific spell. Helps bring the damage earlier and faster.
Varisian Tattoo: +1 to Caster level with a specific school (Evo). This buys off your sorc level.
Greater Spell Specialization: Sacrifice spells to power your chosen blaster spell. Means you can memorize utility spells freely.
Spell Perfection: Doubles fixed feat bonuses, apply one metamagic for free. An Empowered/Intensified spell with Magical Lineage is still its original spell slot. SPell Penetration doubles to +4. Varisian Tattoo to +2. Spell Specialization to +4. Effectively, you've got +10 on Spell Resistance rolls, and are casting at 5 levels higher then your own.
Top End Damage: 30d6 +60 from Fire Snake, empowered, Intensified, average 165 dmg, save 1/2, level 5 slot.
Quicken for another hit, 5th level slot, 20d6 + 40dmg, avg 165.
= 330 blasting dmg in one round, save for 1/2. If you've a Rod of Maximize, you can lift this to 215 base damage.
Base level 5 spell slot is 20d6+40 dmg, 165 dmg.
BY LEVEL
At level 1, your Burning Hands should be 2d4+4 (avg 9)
At level 2, its unchanged.
At level 3, Spell Specialization kicks in. 5d4+10 (22.5). This tops it unless you Intensify it.
At 4th, 6d4+12 (27), Intensified BH.
At 5th, Intensified BH, 7d4+14 (31.5).
At 6th, you can shift Spec to Scorching Ray. 2x 4d6+8 (44). Your Fireball is 5d6+10 as well, or 7d6+14 if specced.
At 7th, 6d6+12 fireball, or 8d6+18 if spec. An Empowered, Intensified Burning Hands, if still the spec spell, is 13.5d4+27 (about 60).
8th - Empowered Scorching Ray, 2 x 6d6+12. E/I BH is 15d6+30 (74, max)
9th - Intensified, Specialized Fireball is 11d6+22 (51).
10th - Firesnake. E/Spec Fireball is 15d6+30 (74). Emp Scorching Rays are 3 x 6d6+12, or 18d6+36 (99 dmg). You can now Quicken a Burning Hands or Magic Missile as kicker damage in a round, although you've few slots.
12th - E/I/Spec Fireball is 21d6+42 (115) damage. You can now Quicken a 12d6+24 Scorching Ray.
14th level - A Specialized Firesnake now exceeds/equals an intensified Fireball. Fireball caps at 22.5d6+ 45 (123~) damage. An Empowered Firesnake is 24d6+48 (132) damage. You can now Quicken a 10d6+20 Fireball. Intensified, Empowered Scorching Ray tops out at 24d6+48 (132 dmg)
15th level - Spell Perfection. You can now add a Meta for Free. This
will be Quicken or Empower. Intensified might be free if Magical Lineage
applies to it. Caster level buffs for spec spell exceed +5, so top out
at 20d6 dmg at 15th level. You will miss Spell Resistance rolls against
CR appropriate enemies on a 1.
Assuming Firesnake, you can now cast a Quickened Intensified Firesnake
for 20d6+40 (110) damage out of a 5th level slot, and an Empowered
Firesnake out of the same slot for 30d6+60 (165) damage. Using a 7th
level slot, you can Empower both.
16th+ - Damage remains the same, higher level spell slots are open for use of other Metas or control spells.
Conceivably you could use Disintegrate to get a higher damage total, but the delay isn't worth it, and you'd lose the Varisian tattoo bonus.
If your DM allows you Twin Spell from 3.5, you can very, very easily clock in at 495 raw dmg/round. IF he allows Arcane Thesis, god help your enemies.
==+Aelryinth
| Eideann |
Elemental Bloodline (Fire) Gnome Sorcerer with Pyromaniac Racial Trait would be my first opinion. The ability to turn Cone of Cold and Chain Lightning into fire spells means as you get spell levels you are really collecting different shapes to do different amounts of d6 per caster level (+1 extra d6 due to pyromaiac) to (also once Fireball caps actually still be doing d6 per caster level (+1 extra d6) with the higher level spells.) Pick up Spell Focus, Greater Spell Focus, Elemental Focus and Greater Elemental Focus along with Spell Penetration and Greater Spell Penetration and you'll be lighting people on fire all over the place.
Also a Sorcerer who runs into a Fire Elemental can always cast Cone of Cold as cold damage, whereas a Wizard who has prepared a Fireball with Metamagic can't.
https://m.youtube.com/watch?v=ePxzRTCS4c0&t=343s
[[[[maybe do this and go acid all the way,huh. "Outdated, and Elemental now gives more bang, being able to Elemental Ray if you pick it first. D6, which beats Arcane D4. I like to go Cold or Acid, but YDY."]]]]
Some crazy good ideas like
Definately Sorcerer.
Basically human (extra spells option)
Traits- Magical Lineage (fireball)
1- spell focus evoc, spell specialisation.
3- craft wonderous
5- intensify spell
7- B- Imp Initiative, Imp Familiar (Nosoi or Dust Mesphit or Imp)
9- Empower Spell
11- Dazing Spell
13- Quicken Spell
15- Spell Perfection
17- Piercing Spell
19- Maxise
Now this Sorcerer up to 11 is a Blaster.
Swap specialised spells from
Magic Missile
Burning Arc
These let you add 2 cl to blasts that can hit enemies safely for your allies.
Whack it on fireball ASAP for damage but watch out for buddies.
When.you get Dazing your fireball or Burning Arc becomes a damage+save or daze spell.
Use it for an opening blast and make enemies stand there dazed while your buddies kill them.
It by 15(spell perfection-fireball)
You can blast a Dazing, Intensified, Empowerd fireball for 22d6 w/3 round daze
6th level spell save dc using a 7th level slot.
You made your fighter a wonderous item that grants fire immunity.so hitting him won't hurt at all.
Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells.
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.
Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spell’s actual level.)
Special: You can gain this feat multiple times. Each time you must choose a different energy type.
also... for a blaster to make lower level spells useful
Intensified Spell (Metamagic)
Your spells can go beyond several normal limitations.
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.
Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)
Human - gets extra spell known very frequently!!!??
NOTE - crossblood means pick 2nd bllodline, u ONLY get spells and a class skill from that 2nd one
——
Dude, level 9 Elemwntal bloodline gets Elemental blast : 1d6 per sorc lvl and AND makes them vuln to that type (for a round) if fail save!!!!
———
Ppl say Draconic/orc combo allows crazy hi fb dmg
—————-
https://m.youtube.com/watch?v=VP4MqGMZjX4&t=329s&pp=2AHJApACAQ%3D%3D&ra=m
https://m.youtube.com/watch?v=OPyKVG3XobE&t=304s
(((Well was this in error? Guy saysbllod mutation is from wildblooded, wildblooded is NOT compatible w crossblooded arctype.
***crossblooded arctype, combo draconic/elemental then trade bloodline powers for blood mutation abilities. Gives - any spell your element. Add +1 dmg per dir from two sources, stacks. Some Free uses of intensify spell. Shred enemy element resist and spell res by ur char modifier a few times per day. This combo is brutal AF.
At level 10, wizard has one more spell slot per day than Sorc KNOWN per day (AND the wizard has those higher level spells.).
QUESTION: How do I get to change the energy type consistently?
Step by Step build your guy on roll20, convenient links: https://roll20.net/compendium/pathfinder/Generating%20a%20Character#content
Arcane Bloodline again, this time RPGbot.
Magical Lineage says:
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Arcane Bloodline's Bloodline Arcana says:
Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Draconic Bloodline seems to be 2nd best after Arcane.
Shadow Bloodline is pretty cool, esp at lvl 15. Also synergy with party .
This one sounds good so far. Half-elf blaster: