I'd actually say Bloodrager is pretty low on options. They are limited to one very big option taken at 1st level, but the only class features with multiple options they have beyond that are spells (which they get so many spells known they will wind up knowing most spells relevant to them) and bonus feats (which they effectively only pick the order of and eventually get all but one of. Plus most bloodlines have a stinker, a feat that only really works for specific builds or, in a few cases, a feat that needs to be taken WAY earlier than your first bonus feat like power attack, so the choice of what feat to drop is pretty easy).
(Note: I'm no proposing fewer feats/bonus spells. Larger lists would be better)
That is true... but the feat makes your AC a Magical Beast regardless
celestial template and becomes a magical beast
Officially on what basis?
How weapon damage die increases with size modifiers and effective size modifiers (stuff like lead blades) is also a case of the official data being limited to a table one can easily exceed, but I don't think anyone believes weapon damage is capped by that.
The animal companion table stops at 20, and I don't see any text rules about AC progression rates (though the progression is linear and one can easily extrapolate it), but some abilities enable a character's Effective Druid Level to be greater than 20.
A human Paladin took Huntmaster (ARG) as a feat and reaches level 20. Does his Animal Companion have 16 (gaining no benefit from the feat but the +2/+2) or 17 hit dice?
For more fun take Celestial Servant (full BAB and D10 per HD, some resistances, and smite evil 1/day. It gets spell resistance though, which hurts if another PC likes to buff you don't need to worry about it as no personal spells check SR). You can potentially add Scion of Humanity+Racial Heritage:(Dhampir) for Vampiric Companion (Fast Healing 5. How it stacks with Celestial Servant's type change isn't clear though.).
If you don't mind losing Tiger/Pounce, you can delay taking the Revelation and take Animal Ally first for crazy stacking (though you may cap at 20).
Every single other religion based effect requires the deity in question be your "patron" (which you can only have one of) but CoI doesn't. RAW, there is nothing stopping you from having Shizuru as your patron (which is a defined term) while you still "worship" Irori (Which is not defined and is just fluff).
Pretty much all D&D derived settings (I THINK the default PF one included) have noted that most people, even clerics of other deities, worship other deities when appropriate, just that their patron gets special attention and devotion.
I'd say it depends on the culture and most importantly what rank the officer is.
For instance, I'd imagine Taldor probably has a big disparity between officer/non-officer pay than average.
If you want to go with strict RAW though, 115 GP +8SP or a years worth of profession checks.
This FAQ stinks of complete retcon like many stupid FAQs before it. It doesn't reference any existing rules.
I think someone hates sneak attack, especially ranged ones, being useful, as it got LOADS of nerfs from multiple sources (multiple parts of core).
So is there an AN-94 spell that can?
Evan Riggs wrote:
Barbarian alignment requirement was INCREDIBLY stupid anyways. Know what one of the most consistent sterotype of cultures Barbarians are sterotypes of is? VERY strong adherance to tradition, honor and vows, THE defintion of "Lawful".
Why Paizo didn't drop it with Bard requirement (which was stupid too, but at least it didn't have every reason to be the opposite of what it was), I have no idea.
There is a very good reason for that: Bloodragers get a set (no mix-match) of 6 powers that are fixed from level 1 (their feats are mostly in stone too, they can pick all but one by the end), normal Barbarians get 10 (as well as pick up even more for a feat) and they aren't locked into a single path.
Of course something you get 10 of is going to be less powerful than something you get 6 of.
Most of the powers in question were pretty poorly designed in the first place too (Most of those are only taken as a per-requisite) . Try comparing them to Pounce Totem, Superstitious, Come and Get Me ect. Saying people can't use good options in a comparison is really silly too.
If the Bloodrager uses the Magus list, are level 0, 5 and 6 spells "on his spell list" (such as for magic item use)?
If I am using the "remove hand as a free action, cast, return hand" can I make Bladed Dash's "free" attack with a two handed weapon (isn't strictly a Bloodrager question, but it wasn't really relevant for the Magus due to needing a free hand)
Is the OP trying to ask about
"This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell"
And if this text actually means something when a spell is on multiple lists (such as Magic Weapon)?
(I am refering to things like Holy Avenger opposed to just a "generic" +1 holy whatever sword)
These are so often horribly overpriced for their power as to kill any use. Anything that isn't?
Only two off the top of my head are Luckblade (purely for the reroll) Eleven Chain (which isn't actually magic) and, if the duration is "until dismissed/canceled", Mistmail. Any others worth using?
Oh wow, didn't even consider using the Magus class abilities like that.
It's actually 6 levels to get that arcana, not 3 though.
Andrew R wrote:
Mounted Fury is one of the few archetypes any of these new things qualify for, so you can combine those.
If something replaces UD, it should be customizable, as the bloodrager is lacking past level 1 (he has choices in theory, but the bonus feats and new spells known come from such tiny lists with even fewer actually useful to him. He'll easily have all relevant feats and most spells useful to him by the end, with only order being a serious choice)
Another thing I spotted: Does (Arcane) Bloodrager qualify for Spellbreaker and Disruptive outside of his bonus feats?
Honestly, I like the idea of extra damage based on perception and knowledge skills A LOT. It fits, it's unique, it makes sense.
My old suggestion of "just make an item that applies to a single unarmed strike/natural weapon, doesn't take up a slot and costs the same as a normal magical weapon" still holds.
That or give them something like BoED's Ancestral Weapon feat (can sacrifice items to add their full value in enchantments to one weapon) for free.
My fourth is knocking the class down to 2 skill points per level.
I don't think any class should have 2+int unless the class is intelligence focused or a full caster. 2vs.4 skill points isn't a real change in power, but it does make a character annoyingly narrow. I like charisma based raged and replacing, not axing, uncanny doge, but keep the skill points.
Bonus feat lists seems too small for the number of bonus feats given (5 bonus feats, 7 options). One fix I think would be to add a few "general" bonus feats any Bloodrager can take (rage related feats like Extra Rage is easy enough), otherwise most Bloodragers of the same bloodline are going to be taking mostly the same feats (especially as each bloodline has at least one that is only useful for spefiffic builds).
Wings of Heaven says "you can choose", but doesn't list the action needed. Dragon Wings, by contrast, explicitly state "when you enter a Bloodrage"
Fey's Confusing Critical should have some kind of bonus if using a weapon with a higher critical multiplier, as otherwise there is no point to using anything but the highest range you can get (increase duration?)
Magic Missle and ESPECIALLY Lighting Bolt don't really seem to fit the the nature of the class or the kind of spells given to other bloodlines (almost all utility and buffs). Dispel Magic is a perfect replacement for Lighting Bolt (it's even the Arcane Bloodline's bonus spell for that level), though Magic Missile is trickier.
Okay. Really. REALLY. Like how the Bloodrager has it's own version of the Bloodlines. I'm gonna like seeing what all I can make using BR + Eldritch Heritage combos :3
Speaking of which, can a BR take EH for the same bloodline he has "Bloodrager Bloodline" for?
EH says "This bloodline cannot be a bloodline you already have", but "bloodline" is a separate class feature from "Bloodrager Bloodline" and the effects of the two are completely different.
Temp HP is nice, but not "blow 2 spell slots" nice.
I did say quick look
Wolfscarred+deaf is a neat combo
What FAQ for wrecker?
I may have understated Consumed, but for THAT level of pain from a curse, you NEED a bigger benefit (the pre-15 ones are even worse).
So there's a new Mystery in town, fairly nice, though feels a bit like an archetype of Nature (it has Nature's biggest move and variants of 2 of its other nicer ones, plus 2 that really could have gone into Nature) than it's own thing.
Form of the Beast lasts all day when you can grab it. Being unable to swap back and forth is a pain though
Gift of Claw and Horn can be paired with Form of the Beast, which is cool.
Moonlight Bridge is probably much nicer as a charisma mod/day 10 foot wall of force (make it point straight up) than a bridge given how common flight is. It's REALLY good if you can anchor it to a wall instead of the floor.
Primal Companion's new options don't look too hot (why are bear AC's only small to start?), but Wolf is still nice. Like nature, you can abuse the Elf/Aasimar FC bonus
Prophetic Armor is like the very awesome Lore mystery (and the slightly less awesome Nature one). Take Noble Scion (War) and dump dex.
Touch of the Moon is OK for turning Mass Inflict Light Wounds into a late access Confusion with a bit of damage and a (for the most part) better area. It's terrible for Cure (you pay twice the spellslots for it?).
Moonlit Script is nice IF you can actually decide what to divine on.
Rest are too situational or really bad, but you can easily play a Lunar Oracle.
After a quick check of them...
Wolfscarred is horrible, may be the worst curse. A natural attack is not worth spell failure.
Blackened has no real penalty if you aren't planing on using weapons, but it adds spells that for the most part aren't very good (Wall of Fire and Scortching Ray are pretty cool though).
Consumed is probably the only thing that can rival Wolfscarred in awfulness. In exchange for 1.5 times damage taken, you can... go without food and water at a level you can just cast Create Food and Water at and have an ability that lets you gain ONE, uno, 一, ein, singular temporary hitpoint per activation at level 15 (If you don't remember, that's an orison level effect).
Legalistic is... OK. The penalty never comes up if you never give your word, which is not hard if you think a bit (Say "I'll see what I can do" over "I'll do it".) and it might never come up at all in some types of campaigns, but aside from the first benefit (+3 on social skills... yum), none of the benefits are really good. Good option for someone who doesn't want a curse I guess.
Wrecker is awful. Till the level 15 boon, the benefits only counteract the penalties it gives you (you do more damage against inanimate objects, you still take the penalty on damage rolls from the broken condition), not really giving you anything. The broken condition cripples ANY playstyle (it doubles the charges used on magic items)
So yeah, two curses which have very minor penalties and boosts, and 3 that are horrible options I have no idea what the author was thinking.
Hell, even if you are TRYING to gimp yourself (most likely because you are better at optimization or something) the 3 are awful.
With Wrecker, most wand spells are to the benefit of the group more than you and cuts into the groups wealth, so it hurts the group as a whole instead of just you.
Wolf Scarred is too random.
If you are too optimized for the rest of your group, Consumed isn't going to change that because you probably have defenses against damage in the first place.
Seriously. I entered the thread expecting it to the the first thing with everyone agreeing with it. Why did this take till the second page?
Ignoring the whole "it doesn't say you still qualify if you no longer meet the requirements despite noting what changes in the benefits if you no longer qualify" (that's another thread)...
Animal Ally lets you pick from "badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf.". Many AC granting classes are restricted even further (generally to horse/camel/dog/pony/wolf). Can a character that has a small cat companion from this feat continue using small cats if he takes a level in Cavalier?
Scaled Disciple can be obtained by Humans, Half-Elfs, Half-Orcs, Aasimar (with Scion of Humanity) and any future races that count as "human" via Racial Heritage (Kobold).
Kobold is easily the most ridiculous choice for that feat though. The other racial feats are for outsiders (who can't be picked via RH), are mostly cultural (so they make sense) or don't work for you because they require/interact with racial abilities, but lots of Kobold feats work off their anatomy, so you can gain energy resitance from the scales you don't have and can attack with the tail you also don't have.