
Avoron |
I'm looking for advice on how to improve an extremely hypothetical bloodrager build I made just for the fun of it.
I've had some ideas floating around my head for a while, and I've tried to combine them into a build that just does a lot of damage.
Human Bloodrager (Bloodrider/Primalist) 12, Monk (Sohei) 1
Fey Bloodline (swapping out all bloodline powers after the first)
1: Bloodrager 1: Power Attack, Iron Will (retrained at fifth level to Boon Companion)
2: Bloodrager 2:
3: Bloodrager 3: Amplified Rage
4: Bloodrager 4: Ferocious Mount, Superstition
5: Bloodrager 5: Weapon Focus (gore)
6: Bloodrager 6:
7: Bloodrager 7: Horn of the Criosphinx
8: Bloodrager 8: Greater Ferocious Mount, Reckless Abandon
9: Monk 1: Feral Combat Training (gore), Improved Unarmed Strike, Spirited Charge
10: Bloodrager 9:
11: Bloodrager 10: Pummeling Style
12: Bloodrager 11:
13: Bloodrager 12: Boar’s Charge, Disemboweling Tusks, Pummeling Charge
So that's the build.
It seems like, with the right equipment, it could get up to something like +28/+28/+23/+18 (3d6+132) (assuming the single +28 confirmation roll succeeds) before buffs, or about 410 DPR against an average CR 13 opponent.
Things I'm wondering about:
Bloodrager vs. Barbarian
The build is too feat intensive for Extra Rage Power anyway, and Mounted Fury is incompatible with Invulnerable Rager, so it looks like it's just
Bloodrager: Spells, Level 1 Bloodline Power, one trait (barbarian has to get Adopted (Enlightened Warrior))
vs.
Barbarian: +4 AC vs spells (human favored class bonus)
Bloodline
I picked Fey on a whim, just because this will be getting a critical pretty much every round.
Is there a better option?
Rage Powers
Any necessary ones that I missed?
Disemboweling Tusks seemed nice at first, but it now seems sort of plain since it isn't multiplied like all of the other damage that's dealt. Is there something that I should replace it with?
Traits
Any suggestions?
Self-buff spells
Any suggestions?
Magic Items
So far, my thoughts for ideal items:
Helm of the Mammoth Lord (8500 gp) (if I can't get this, I'll have to take lesser fiend totem)
Horsemaster's Saddle (12000 gp) (if I can't get this or a ring of tactical precision, I'll drop Amplified Rage and possibly Ferocious Mount, freeing up feats)
+1 (or greater) Brawling Mithral Breastplate (8000 gp)
Boots of Speed (12000 gp)
Belt of Giant Strength +4 (16,000 gp)
Greater Hat of Disguise (12,000 gp)
Miscellaneous Protective Gear (standard Cloak/Ring/Amulet, Jingasa, Ioun Stone)
Other stat-boosting gear
Greater Magic Fang + Permanency (hopefully a 16th level caster shouldn't be too difficult to find, about 10000 to 11000 gp)
Anything I'm missing here?
Any other issues or improvements?

lemeres |

Ah, someone else that sees pummeling style as a chance to do something other than beast totem.
I personally thought to go with a barbarian with dragon totem (more DR, flight), but the principle is the same.
Do you need the permanencied magic fang? You have magic weapon on your spell list. You have a monk dip anyway, so that spell applies to your unarmed strikes (and by extension the gore via feral combat training, I do believe). So yeah...that is my suggestion for self buffs. It saves you money and makes dispells a lot less threatening.
Admittedly, you can't cast greater magic weapon until level 10 (11 with this build), but you can just rely on brawling armor for most purposes until then.

Avoron |
Feral Combat Training allows this build to use Pummeling Style with a gore attack.
You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.
Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.
Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
The attack routine is just a flurry of blows performed with a gore attack.

BadBird |

There is a debate on if that actually works, as the style specifically states unarmed only.
We have two specific rules in conflict now :(
It's a question of specific trumping general. The general statement is that Pummeling Style only works with unarmed strike, which was FAQ'd to clarify how Pummeling Style generally works. Feral Combat Training gets past this as surely as it gets around Dragon Style, which also generally requires unarmed strike.

Skylancer4 |

Skylancer4 wrote:It's a question of specific trumping general. The general statement is that Pummeling Style only works with unarmed strike, which was FAQ'd to clarify how Pummeling Style generally works. Feral Combat Training gets past this as surely as it gets around Dragon Style, which also generally requires unarmed strike.There is a debate on if that actually works, as the style specifically states unarmed only.
We have two specific rules in conflict now :(
Sadly that doesn't stop people from debating it.

Avoron |
Aaaand it's gone, as of the new errata.
It's a shame too, because in the exact same paragraph that this build was nerfed into oblivion, it was given quite a nice buff. Since each critical hit is now confirmed separately with Pummeling Style, the build could have dealt up to 4d4 Con damage in addition to all its other fun stuff.
But that's irrelevant, because Feral Combat Training no longer has any effect on Pummeling Style.
Maybe I'll make an alternate version of this build that uses Greater Beast Totem and Butterfly's Sting to shift critical hits from a gore to a scythe.