Bloodrager Bloodlines in Iron Gods


Iron Gods

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

What bloodrager bloodlines Best fit the themes and narrative ideas explored in Iron Gods, or make the most sense for an Iron Gods PC? Arcane, to oppose the arcanists of the Technic League? Aberrant, to represent alien taint? Destined, since the PCs are performing Herculean feats like singlehandedly liberating Numeria from the League's tyranny, slaying a god and possibly creating one of their own?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I think Android Bloodrager with Air Elemental bloodline. Your body crackling with electricity, perhaps a result of an experiment by the Technic League looking for revenge for your traumatic origin story?

RPG Superstar 2009 Top 32

Elemental: Air will be extremely powerful. It will help you to specifically destroy Robots and Technology.

Aberrant is also quite appropriate. Can't reveal why without spoilers though.


DM_aka_Dudemeister wrote:
I think Android Bloodrager with Air Elemental bloodline. Your body crackling with electricity, perhaps a result of an experiment by the Technic League looking for revenge for your traumatic origin story?

Well, except that Androids can't receive morale bonuses and have a charisma penalty to boot. I guess you could be a BAD bloodrager, but...


Empathy will fix that right up.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

And choose Magitech as an alternate racial trait instead of Nanite Surge. If it's a home game a quick discussion with your GM should do the trick JBE stuff tends to be pretty balanced on the whole.

Sovereign Court

Air is an okay bloodline, mainly for flight while raging. I'm not that impressed by the spell selection - hardness is an issue for blasting. And it's gonna be hard for blasting to keep up with melee violence anyway. Getting a teensy bit of elemental damage on your weapon attacks is quite unimpressive. All that notwithstanding, flight.

As to what other bloodlines I'd recommend...


  • Aberrant is nice for the extra reach, and certainly fits the flavour of a land poisoned by alien fluids spilling from wreckage.
  • Abyssal is a powerful bloodline because enlarging during rage is quite a good ability. Especially if you enjoy 2H polearm mayhem. And remember: the Worldwound is a neighbouring country, so explaining your origins shouldn't be a problem.
  • Arcane is a powerful bloodline because of that amazing Arcane Bloodrage ability. But you also get access to the Disruptive feat. I think just about every AP has enemy spellcasters as (sub)bosses, and so does this one. It'll shift your focus a bit towards taking down TL instead of robots, but you'll be good at both.
  • Draconic is a fun bloodline; not spectacularly strong but a nice well-rounded package of things, including flight. You can go for Dragon Disciple without difficulties, too, to get ginormous Strength and more consistent bloodline powers.


In my Iron Gods campaign, the party acquired Val Baine as an NPC party member and I made her a primalist bloodrager with the Elemental Air bloodline and some homebrew abilities and liabilities.

I chose the Elemental Air bloodline for party-based reasons. The party skald is a strix and I thought that a second party member who could fly, at 8th level while raging, would aid the strix. The party is still at 5th level, so I have not seen how that works in practice. Val Baine is currently impressive as the second most mobile character in the party, from her Fast Movement ability, and flying will make that even more versatile. After 8th level brings out that airy quality, I plan to let the Elemental Air bloodline qualify her for Sylph feats to take Airy Step at 9th level and Wings of Air at 11th level for non-rage flying.

The Elemental Strikes bloodline ability proved useless. Her first-level stats were Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 16. That mediocre strength increased to 18 while raging, but a +4 strength bonus added to a +1 BAB still meant she missed a lot. The Elemental Strikes were mostly consumed on misses. When they hit, the extra 1d6 damage was nice, but seldom significant due to the +4 strength bonus to damage. I often forget that she has an Elemental Strikes ability.

At fourth level, I traded away the Elemental Resistance bloodline ability for two rage powers via the Primalist archetype, so I never tested that directly. However, she has not taken any electricity damage in half a module of game sessions since then, so Elemental Resistance would have been useless so far. I expect that she will learn the Resist Energy spell before she seriously needs to resist electricity.

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