Bloodrager two handed weapon feats advice.


Advice

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Hi!

I have just started to play a bloodrager in Rise of the Runelords, but I am dubious about the feats that i should take in future.

This are my Bloodrager stats:
Race: Human
STR: 18 DEX: 12 CON: 14 INT: 8 WIS: 10 CHA: 14
Bloodline: Draconic
Level 1 Feats: Power Attack, Cleave
Traits: Giant Slayer, Auspicious Tattoo (+1will), Pride
Weapon: Earth Breaker

I want focus on DPR and self buff (with BR spell).

I was thinking of taking these feats:
3-Furious Focus
5-Great Cleave
7-Raging vitality
9-Arcane Strike
11-Blooded Arcane Strike
13-Raging Brutality
15-Vital Strike
17-Improved Vital Strike

What do you think?
Consider that in the party there will be a Wizard (CC focus), Cleric and Rogue.

Thanks!


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Well....

Unless you've chosen the earth breaker for thematic reasons I would instead recommend the greatsword (at lower levels) and nodachi (at higher levels after you pickup improved critical or keen).

As for feats:
Cleave, Great Cleave, Vital Strike, and Improved Vital Strike are all bad.

Since you have a crowd control wizard I would suggest you do the following:
Adjust stats to STR: 16+2 (from human) DEX: 12 CON: 15 INT: 8 WIS: 10 CHA: 13
You don't need too much charisma, your casting spells to buff yourself not at your enemies. Higher casting stat will get your more spells per day, but it's not worth it in this case because you need so many other stats.

This enable you to pickup power attack and raging vitality at level 1.

You'll want to pick up Arcane Strike, Blooded Arcane Strike, and Riving Strike. Riving Strike causes penalties to saves, which your wizard will appreciate.

You'll want to pickup Cornugon Smash, which allows for free action intimidate on a critical hit. The feat Hurtful will allow you to make a second attack as a swift action against an opponent who is shaken (which you get for free when you successfully intimidate when you hit with power attack and cornugon smash). Intimidating Prowess can help you really to succeed on intimidate checks by adding your strength modifier to your intimidate roll.

You also need to have the Cruel weapon enhancement on your weapon. This causes the enemy to be sickened when you hit them while they are shaken.

How does this work? Once you have all the feats on your turn (this works whether you get only a single attack as standard because you needed to move or you got a full attack action):

Attack the enemy with power attack, cornugon smash kicks in granting free intimidate check. Assuming you successfully intimidate, they are shaken (-2 to saves and attack rolls). Being shaken, this activates your Hurtful feat, which allows you to make another attack (at full BAB) as a swift action. When you make that attack with your Cruel weapon the opponent is shaken, and so hitting them makes them sickened (another -2 to attacks and saves).

You also have Arcane Strike, which is normally a swift action, but thankfully you have Blooded Arcane Strike which means you don't need to spend the swift action to activate Arcane Strike. You also have Riving Strike. So when you hit them the very first time Riving Strike also causes a -2 penalty to saves.

So, with a single attack and successful intimidate you turn that into 2 attack which will cause a -6 to saves and a -4 to attack rolls.


I'd suggest Raging Vitality earlier. Con +1 at level 4 and Raging Vitality at level 5. By level 5 if raging and fall unconscious and ending the rage, you'd lose 10 HP while you're already negatives. That could potentially kill your bloodrager immediately with no chance for party to heal you. Waiting til level 7 is pushing your luck.


Honestly not having Raging Vitality at 1st level can really be a death sentence. Getting knocked unconscious while raging will often guarantee death, depending on how far you were brought below 0.


I can't change my level 1 feats, campaign is already started. I will take Raging Vitality as soon as i can.

Claxon thank you for the advice, that's really interesting! Can I ask you why Cleave and Great Cleave are that bad?


The times you can use them are often difficult to come up. You need two enemies standing just right for you to go cleave them. And it stops full attacks, which are the primary way to damage things once haste comes online.


Chess Pwn wrote:
The times you can use them are often difficult to come up. You need two enemies standing just right for you to go cleave them. And it stops full attacks, which are the primary way to damage things once haste comes online.

Well, that's right. I dont know... i just don't wanna feel uselees in late.


Here's all that's "required" to be a good bloodrager. Power attack.
Most will say that raging vitality is required, But if you play smart, or live dangerously, it's not required.

So you have Power attack and Raging vitality. Your list of required feats is now done. Everything else you take is for your own fun and desires. So having cleave doesn't mean you're useless now, just that as you level you'll probably see less use of it, or even now levels. But your combat needs are met if you want them to be.

Grand Lodge

Power attack, Arcane Strike, Raging Brutality, Recommend Bloodied Arcane strike if you take Raging Brutality.

Cleave is hardly worth it after 6 once your get an iterative. Will be good till book 3 then enemies stop lining up for Cleaving.

Drop Furious Focus for Improved Critical later. I have a Level 11 Bloodrager without FF and I still power attacked every swing and Hit most stuff consistently enough. Most the time I hit on a 4 or better.

DO NOT vital strike. Up your survivability as saves from book 4+ are brutal and can kill you instantly.


I'll debate with you on if Vital Strike is a good feat. There's a Feat (Furious Finish) that works with the rage power & vital strike feat, allows you to do max damage (but it ends your rage) with a melee attack. Move up to someone, Rage, Vital Strike, Furious Finish, do around 70+ damage, then fatigued for 2 rounds.
If you switch over to a high crit weapon like a Nodachi and crit while doing this, most things get one shotted.

Sovereign Court

Vital Strike isn't always bad, but you have to know what it's meant for. The design goal (I've been told) is to give you something when full attacking isn't an option. That can be due to surprise rounds, having to move before attacking, and other stuff like that. It was never meant to replace full attacks, but to give something back if you can't.


I did not know about Furious Finish. That's so cool, ok, i'll take that. It can be very usefull for finish some boss.

Grand Lodge

Matt2VK wrote:


I'll debate with you on if Vital Strike is a good feat. There's a Feat (Furious Finish) that works with the rage power & vital strike feat, allows you to do max damage (but it ends your rage) with a melee attack. Move up to someone, Rage, Vital Strike, Furious Finish, do around 70+ damage, then fatigued for 2 rounds.
If you switch over to a high crit weapon like a Nodachi and crit while doing this, most things get one shotted.

Not even worth it. Ending rage mid fight with Fatigued Condition is not worth it...not to mention sinking so many feats to do that. You can easily go Primalist Archetype and Get Beast Line and Just Pounce. Tho I as a player prefer come and get me as my choice Rage power trade.

Quote:
That can be due to surprise rounds

Not likely as a Melee person that you are starting the surprise round right next to the target unless you went Invis and snuck up on them...but in this case a rogue is in the group and will be the one sneaking about. So the Likelihood is even less here.

Honestly I would rather take a 15-20 weapon and swing once with hope to Crit than sink multiple feats into Vital strike. Makes little sense to sink so many feats as feats are priceless.

Also Furious Finish This only maximizes the Damage dice...not worth the feat to be honest. Weapon damage is not what the bloodrager cares about when your swinging 2 handed with a huge strength. You could easily take minimum on weapon dice and still do very good damage.

Liberty's Edge

I'm with Fruian on the vital strike thing. Furious Finish is best used by multiclassed barbarian/cave druid who turned into a carnivorous crystal ooze, cast strong jaw and vital strikes for 192 damage plus strength, power attack, etc. That kind of damage will nearly guarantee a kill. A bloodrager using furious focus is probably giving up rage for most of the fight for possibly 36 damage, or 32 over the minimum. That's by no means a guaranteed kill, which means you're likely just left standing in front of the thing you just pissed off, with a penalty to attack, damage and AC. The trade off just isn't worth it.


"While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be)."

Maximum roll possible on those damage dice: so critical dice are included too?


Gotta agree with the majority of the above posts. Also gonna throw in Big Game Hunter since large sized things are pretty common in this AP. Also pick up Arcane Strike right at level 5, since that gives you an immediate +2 to damage.

Grand Lodge

There is the Id Rager archetype- yes, you lose bloodline spells, but if you pick the Anger emotional focus- you get Power Attack free while raging, and the other benefits of being considered an Anger Phantom- like damage die up, and the Aura's but not til 7th.

just put that out there.


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Lucien Nerevar wrote:

I can't change my level 1 feats, campaign is already started. I will take Raging Vitality as soon as i can.

Claxon thank you for the advice, that's really interesting! Can I ask you why Cleave and Great Cleave are that bad?

Cleave and Great Cleave are bad due to their position requirements and locking you out of a full attack. They're fine before level 6, but afterwards you'll generally get more out of simply making a full attack. Two attacks at full damage on the same target is better than 2 attacks at separate targets. The position also becomes a problem in a lot of fights. You will likely find that enemies just simply don't stand close enough to one another to be able to cleave.

Vital Strike and it's line are okay, but its sinking feats into making up for the fact that you can't full attack. Since they only increase weapon damage dice, and not your static damage modifier (from power attack and strength) you still end up losing out on a lot of damage.

With cornugon smash and hurtful you're virtually guaranteed two attacks, even as a standard action. And both attacks deal your full regular damage, which is better than what vital strike and its iterations will do. You're spending feats to make up for the weakness of melee having to move, but in my mind it's wasting feats on something you want to avoid doing (moving a lot of and not getting full attacks).

I do agree that in general to be "effective" you really only need power attack and raging vitality, but there are better ways to spend feats aside from Cleave, Great Cleave, Vital Strike, and Improved Vital Strike.


Selvaxri wrote:

There is the Id Rager archetype- yes, you lose bloodline spells, but if you pick the Anger emotional focus- you get Power Attack free while raging, and the other benefits of being considered an Anger Phantom- like damage die up, and the Aura's but not til 7th.

just put that out there.

Id rager is superbad. As in nearly unplayable bad.


Calth wrote:
Selvaxri wrote:

There is the Id Rager archetype- yes, you lose bloodline spells, but if you pick the Anger emotional focus- you get Power Attack free while raging, and the other benefits of being considered an Anger Phantom- like damage die up, and the Aura's but not til 7th.

just put that out there.

Id rager is superbad. As in nearly unplayable bad.

This. Granted OP has a pretty terrible bloodline, but Id Rager is indeed nearly unplayable.


Claxon wrote:
Lucien Nerevar wrote:

I can't change my level 1 feats, campaign is already started. I will take Raging Vitality as soon as i can.

Claxon thank you for the advice, that's really interesting! Can I ask you why Cleave and Great Cleave are that bad?

Cleave and Great Cleave are bad due to their position requirements and locking you out of a full attack. They're fine before level 6, but afterwards you'll generally get more out of simply making a full attack. Two attacks at full damage on the same target is better than 2 attacks at separate targets. The position also becomes a problem in a lot of fights. You will likely find that enemies just simply don't stand close enough to one another to be able to cleave.

Vital Strike and it's line are okay, but its sinking feats into making up for the fact that you can't full attack. Since they only increase weapon damage dice, and not your static damage modifier (from power attack and strength) you still end up losing out on a lot of damage.

With cornugon smash and hurtful you're virtually guaranteed two attacks, even as a standard action. And both attacks deal your full regular damage, which is better than what vital strike and its iterations will do. You're spending feats to make up for the weakness of melee having to move, but in my mind it's wasting feats on something you want to avoid doing (moving a lot of and not getting full attacks).

I do agree that in general to be "effective" you really only need power attack and raging vitality, but there are better ways to spend feats aside from Cleave, Great Cleave, Vital Strike, and Improved Vital Strike.

I understand. I am dubious about Cornugon Smash and Hurtful (and other feats based on intimidate) 'cuase maybe late in the game most enemies are immune to fear / intimidate?

Sovereign Court

Fear immunity isn't all over the place. It's usually a side effect of mind-affecting immunity (undead, constructs, vermin) which isn't unheard of.

That said, check if your GM allows Hurtful. It's usually good to ask for sign-off when taking something that was banned in PFS.

---

Also, how about asking the GM if you can learn Flyby Attack by the time you gain a Fly spell or dragon wings? With a polearm of choice, Longarm (and maybe Enlarge Person) spell, Power Attack, Furious Focus and (heresy! only if you have spare feats) Vital Strike that gives you a kiting alternative against things you can't outslug in melee. Or when you just need high mobility to dominate many enemies on a big battlefield.

Grand Lodge

Heretek wrote:
Gotta agree with the majority of the above posts. Also gonna throw in Big Game Hunter since large sized things are pretty common in this AP. Also pick up Arcane Strike right at level 5, since that gives you an immediate +2 to damage.

Big Game hunter is very good Level 7+ in RotRL. It will cover roughly 70%-80% of your enemies over the rest of the campaign. Which makes it a good investment.

Silver Crusade

Heretek wrote:
Calth wrote:
Selvaxri wrote:

There is the Id Rager archetype- yes, you lose bloodline spells, but if you pick the Anger emotional focus- you get Power Attack free while raging, and the other benefits of being considered an Anger Phantom- like damage die up, and the Aura's but not til 7th.

just put that out there.

Id rager is superbad. As in nearly unplayable bad.
This. Granted OP has a pretty terrible bloodline, but Id Rager is indeed nearly unplayable.

How so? Not all of the Emotional Foci work unless you already have a Slam attack but the ones that do are pretty good.


Wow this gives me ideas. If youre going for pure melee offense, I think youre pretty well covered.

I personally dont like Power Attack, Combat Expertise, and Deadly Aim because they all make you miss more often, so then you need more feats to correct the penalty those feats give off.

Arcane Strike matches the Bloodrager better. Only downside is the swift action. Blooded Arcane Strike is more powerful, but not really efficient in requirements.

Vital Strike is an early choice for some people, but falls off later. It adds dice to your rolls, not bonuses. So Vital strike with a Longsword gives +1d8, while you have something like +3-10 from all sorts of bonuses. Pounce would be something to search for.

Maybe you should balance out combat feats with some defensive and casting ones. Improved Initiative, Combat Reflexes, and Combat Casting are useful. bloodrager bloodlines can provide some useful bonus feats.

If you are going for Draconic Bloodline, then you may want to focus on that. Dragon Disciple and/or Half-orc with tusks.


ChaosTicket wrote:


I personally dont like Power Attack, and Deadly Aim because they all make you miss more often, so then you need more feats to correct the penalty those feats give off.

Power Attack is always worth it. Always. Especially if you have high STR and full BAB. It's just always worth it. Furious Focus is only worth it, maybe, if you are 3/4th BAB. A bloodrager doesn't need Furious Focus at all.

Grand Lodge

Heretek wrote:
ChaosTicket wrote:


I personally dont like Power Attack, and Deadly Aim because they all make you miss more often, so then you need more feats to correct the penalty those feats give off.
Power Attack is always worth it. Always. Especially if you have high STR and full BAB. It's just always worth it. Furious Focus is only worth it, maybe, if you are 3/4th BAB. A bloodrager doesn't need Furious Focus at all.

Exactly.


Big Game hunter is still effective if I have Enlarge Person on?


Heretek wrote:
ChaosTicket wrote:


I personally dont like Power Attack, and Deadly Aim because they all make you miss more often, so then you need more feats to correct the penalty those feats give off.
Power Attack is always worth it. Always. Especially if you have high STR and full BAB. It's just always worth it. Furious Focus is only worth it, maybe, if you are 3/4th BAB. A bloodrager doesn't need Furious Focus at all.

Pretty much, though there are cases where the secondary effect of your attack is more important to you than the damage of your attack.

Grand Lodge

Lucien Nerevar wrote:
Big Game hunter is still effective if I have Enlarge Person on?

Yes...the target has to be Large+ sized...doesn't matter if your Colossal.


Although cleave and great cleave aren't very good. Cleaving finish and greater are quite good.


Scaling for multiple attacks while using Power Attack is the flaw. Furious Focus only works on the first attack, so when you start gaining more attacks as part of a full round action those fail more often.

Don't get me wrong, Power attack can be awesome. Just using a two-handed weapon gives a 50% damage bonus boost. By level 4 you have +6 damage for -2 to hit. By then you have probably 16-18 strength(+4 hit), BAB +4, magic weapon of +1, rage, etc.

I made my own build for a Steelblood Abberant Bloodrager and I focus much more on balancing defense and plan for eventually using casting to buff up.

by the way, @Lucien Nerevar what spells and bonus feats are you planning on?


ChaosTicket wrote:

Scaling for multiple attacks while using Power Attack is the flaw. Furious Focus only works on the first attack, so when you start gaining more attacks as part of a full round action those fail more often.

Don't get me wrong, Power attack can be awesome. Just using a two-handed weapon gives a 50% damage bonus boost. By level 4 you have +6 damage for -2 to hit. By then you have probably 16-18 strength(+4 hit), BAB +4, magic weapon of +1, rage, etc.

I made my own build for a Steelblood Abberant Bloodrager and I focus much more on balancing defense and plan for eventually using casting to buff up.

by the way, @Lucien Nerevar what spells and bonus feats are you planning on?

Yes, Power attack is a must.

Btw, I can take all these bonus feats: Blind-Fight,Great Fortitude, Improved Initiative,Skill Focus (Fly), Toughness (I still have to decide in what order to take them).

Level 1 Spells: Enlarge Person, True Strike, Long Arm, Shield, Magic Weapon, Fear, Fly, Face of the Devourer, Resist Energy, Windy Escape;

Level 2 Spells: Bull's Strength, Bear's Endurance, Mirror Image,Brow Gasher, Splinter Spell Resistance

Level 3 Spells: Haste, Heroism, Burst of Speed, Magic Weapon, Greater


Youve mixed up your spells a little.

Magic weapon is only useful for the early levels before you actually get a magic weapon. By level 4 when you can actually use it youve probably gotten a +1 weapon already. I wouldnt recommend it.

Make sure it is OK with your GM to use Windy Escape.

Resist Energy is tier 2. Draconic learn is for free at level 10.

Fly is a tier 3 spell. You cant use it until level 7, and as a Draconic Bloodrager you get it as a Bonus spell at level 13.

Feare is tier 4. Draconic learns it at level 16.

Some casters are confusing as you have to plan out spells like feats. The Bloodrager can learn a maximum of 6 spells tier 1-3 and 5 for tier 4.. Each time you want to get rid of a spell you have to be at least level 8 and again every 3 levels. With only 5 "do-overs" in you character life please choose wisely.

Would you like to see a guide to help?

Grand Lodge

ChaosTicket wrote:

Youve mixed up your spells a little.

Magic weapon is only useful for the early levels before you actually get a magic weapon. By level 4 when you can actually use it youve probably gotten a +1 weapon already. I wouldnt recommend it.

Make sure it is OK with your GM to use Windy Escape.

Resist Energy is tier 2. Draconic learn is for free at level 10.

Fly is a tier 3 spell. You cant use it until level 7, and as a Draconic Bloodrager you get it as a Bonus spell at level 13.

Feare is tier 4. Draconic learns it at level 16.

Some casters are confusing as you have to plan out spells like feats. The Bloodrager can learn a maximum of 6 spells tier 1-3 and 5 for tier 4.. Each time you want to get rid of a spell you have to be at least level 8 and again every 3 levels. With only 5 "do-overs" in you character life please choose wisely.

Would you like to see a guide to help?

The guide for bloodragers is actually not that great.

Here are some good spell choices.

1- Long Arm, Enlarge Person, Spiked Armor (for reach weapon users and Grapple defense), Shield

2- Ablative Barrier (awesome with Fast healing or Aberrant Tumor), Cat's Grace (you normally have STR and CON on a belt...this gives AC, Reflex save, initative, and more AoO), Frigid touch (best in spell storing armor as a way to stop a full attack), See invisibility, Mirror Image

3- Fly or Monstrous Phy (both can get you in the air...one is sharable the other isn't), Heroism, Greater magic Weapon, Stinking Cloud (awesome with the bloodline immune to the condition), Vampiric touch (Best for spell storing Weapons)

4- Monstrous Phy 2 (Flight forms with 5 Natural attacks and special abilities), Enervation, Stone Skin, Wall of Fire, Elemental Body (flight or Earth glide is both strong options here)


In that list I also added the bonus spell from my Bloodline!
Btw I mistyped the list, but in general those are the spells that will take definitely.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

I agree that Power Attack and Raging Vitality are the two most important feats for a Bloodrager like you are describing.

Arcane Strike and Blooded Arcane Strike aren't bad for a draconic bloodline -- other bloodlines want the swift action needed for Arcane strike but not Draconic.

I would suggest you consider Blind Fight, especially since you can get it from the bloodline.

I am not so fond of Enlarge Person because of the casting time. Without a boost, your DCs for spells aren't going to be impressive so Cause Fear and other resisted spells.


Fruian Thistlefoot wrote:
ChaosTicket wrote:

Youve mixed up your spells a little.

Magic weapon is only useful for the early levels before you actually get a magic weapon. By level 4 when you can actually use it youve probably gotten a +1 weapon already. I wouldnt recommend it.

Make sure it is OK with your GM to use Windy Escape.

Resist Energy is tier 2. Draconic learn is for free at level 10.

Fly is a tier 3 spell. You cant use it until level 7, and as a Draconic Bloodrager you get it as a Bonus spell at level 13.

Feare is tier 4. Draconic learns it at level 16.

Some casters are confusing as you have to plan out spells like feats. The Bloodrager can learn a maximum of 6 spells tier 1-3 and 5 for tier 4.. Each time you want to get rid of a spell you have to be at least level 8 and again every 3 levels. With only 5 "do-overs" in you character life please choose wisely.

Would you like to see a guide to help?

The guide for bloodragers is actually not that great.

Here are some good spell choices.

1- Long Arm, Enlarge Person, Spiked Armor (for reach weapon users and Grapple defense), Shield

2- Ablative Barrier (awesome with Fast healing or Aberrant Tumor), Cat's Grace (you normally have STR and CON on a belt...this gives AC, Reflex save, initative, and more AoO), Frigid touch (best in spell storing armor as a way to stop a full attack), See invisibility, Mirror Image

3- Fly or Monstrous Phy (both can get you in the air...one is sharable the other isn't), Heroism, Greater magic Weapon, Stinking Cloud (awesome with the bloodline immune to the condition), Vampiric touch (Best for spell storing Weapons)

4- Monstrous Phy 2 (Flight forms with 5 Natural attacks and special abilities), Enervation, Stone Skin, Wall of Fire, Elemental Body (flight or Earth glide is both strong options here)

I was thinking of taking: Monstrous Physique II, Black Tentacles, Dimensional Blade, False Life, Greater and Shocking Image as 4th level spells

Grand Lodge

Lucien Nerevar wrote:
Fruian Thistlefoot wrote:
ChaosTicket wrote:

Youve mixed up your spells a little.

Magic weapon is only useful for the early levels before you actually get a magic weapon. By level 4 when you can actually use it youve probably gotten a +1 weapon already. I wouldnt recommend it.

Make sure it is OK with your GM to use Windy Escape.

Resist Energy is tier 2. Draconic learn is for free at level 10.

Fly is a tier 3 spell. You cant use it until level 7, and as a Draconic Bloodrager you get it as a Bonus spell at level 13.

Feare is tier 4. Draconic learns it at level 16.

Some casters are confusing as you have to plan out spells like feats. The Bloodrager can learn a maximum of 6 spells tier 1-3 and 5 for tier 4.. Each time you want to get rid of a spell you have to be at least level 8 and again every 3 levels. With only 5 "do-overs" in you character life please choose wisely.

Would you like to see a guide to help?

The guide for bloodragers is actually not that great.

Here are some good spell choices.

1- Long Arm, Enlarge Person, Spiked Armor (for reach weapon users and Grapple defense), Shield

2- Ablative Barrier (awesome with Fast healing or Aberrant Tumor), Cat's Grace (you normally have STR and CON on a belt...this gives AC, Reflex save, initative, and more AoO), Frigid touch (best in spell storing armor as a way to stop a full attack), See invisibility, Mirror Image

3- Fly or Monstrous Phy (both can get you in the air...one is sharable the other isn't), Heroism, Greater magic Weapon, Stinking Cloud (awesome with the bloodline immune to the condition), Vampiric touch (Best for spell storing Weapons)

4- Monstrous Phy 2 (Flight forms with 5 Natural attacks and special abilities), Enervation, Stone Skin, Wall of Fire, Elemental Body (flight or Earth glide is both strong options here)

I was thinking of taking: Monstrous Physique II, Black Tentacles, Dimensional Blade, False Life, Greater and Shocking Image as 4th level spells

Remember your DCs will be between 13-16....nothing impressive by the time you get those spells with Saves.

I have played several bloodragers...you want Hour/level spell or Minutes per level. You get a full Caster Level but a low caster stat.


This is my first time as Bloodrager (and 2nd with Pathfinder) All of these advice bring me confusion, but also helped me a lot. I hope to grow a good character. Thanks to everyone


Are you leaving?

One last thing. Haste spell at tier 3. That is one of the best spells, and it goes great with a Bloodrager.

Grand Lodge

ChaosTicket wrote:

Are you finished?

One last thing. Haste spell at tier 3. That is one of the best spells, and it goes great with a Bloodrager.

It is a good spell.

Usually tho a bard, wizard, sorcerer, summoner, X will cast haste. and by the time you get 3rd level spells it will be level 10. Most classes can cast it by 5 or 6.

If you notice someone in the group like the Wizard casting haste on a regular it might not be the best spell for you.

A bloodrager gets very few castings a day of each spell level. Make those Slots count the best you can.


Lucien Nerevar wrote:
Claxon wrote:
Lucien Nerevar wrote:

I can't change my level 1 feats, campaign is already started. I will take Raging Vitality as soon as i can.

Claxon thank you for the advice, that's really interesting! Can I ask you why Cleave and Great Cleave are that bad?

Cleave and Great Cleave are bad due to their position requirements and locking you out of a full attack. They're fine before level 6, but afterwards you'll generally get more out of simply making a full attack. Two attacks at full damage on the same target is better than 2 attacks at separate targets. The position also becomes a problem in a lot of fights. You will likely find that enemies just simply don't stand close enough to one another to be able to cleave.

Vital Strike and it's line are okay, but its sinking feats into making up for the fact that you can't full attack. Since they only increase weapon damage dice, and not your static damage modifier (from power attack and strength) you still end up losing out on a lot of damage.

With cornugon smash and hurtful you're virtually guaranteed two attacks, even as a standard action. And both attacks deal your full regular damage, which is better than what vital strike and its iterations will do. You're spending feats to make up for the weakness of melee having to move, but in my mind it's wasting feats on something you want to avoid doing (moving a lot of and not getting full attacks).

I do agree that in general to be "effective" you really only need power attack and raging vitality, but there are better ways to spend feats aside from Cleave, Great Cleave, Vital Strike, and Improved Vital Strike.

I understand. I am dubious about Cornugon Smash and Hurtful (and other feats based on intimidate) 'cuase maybe late in the game most enemies are immune to fear / intimidate?

Fear/intimidate immunity doesn't come up based on level, it's more an issue with specific creature types. Primarily undead and constructs. However, while they may make up a majority of enemies at times you're unlikely to reach a point where the majority of enemies are immune.


I know people would say to you that Furious Finish is not good, but do consider it if you are going to get Impact transformative weapon. You can have a large Bastard Sword with no penalty, deal 3d8 damage. When you use Enlarge person, it's 4d8. With Greater Vital Strike, it's 16d8, 128 damage from weapon alone. No risk of rolling below 4 for your dice. If you are going Mythic, you can end almost anything in one hit. So I find it not bad.

Silver Crusade

Yeah, I see it the same way with Death or Glory.

Horrible to use for pretty much most of the fight, but a good finisher.

Grand Lodge

DoubleBubble wrote:
I know people would say to you that Furious Finish is not good, but do consider it if you are going to get Impact transformative weapon. You can have a large Bastard Sword with no penalty, deal 3d8 damage. When you use Enlarge person, it's 4d8. With Greater Vital Strike, it's 16d8, 128 damage from weapon alone. No risk of rolling below 4 for your dice. If you are going Mythic, you can end almost anything in one hit. So I find it not bad.

First there is NO mythic in RotRL.

Second your talking about a 4 feat investment coupled with lots of Gold and an oversized weapon.

So no furious finish is not good on the typical bloodrager. Single attack big bite druid yes.


DoubleBubble wrote:
I know people would say to you that Furious Finish is not good, but do consider it if you are going to get Impact transformative weapon. You can have a large Bastard Sword with no penalty, deal 3d8 damage. When you use Enlarge person, it's 4d8. With Greater Vital Strike, it's 16d8, 128 damage from weapon alone. No risk of rolling below 4 for your dice. If you are going Mythic, you can end almost anything in one hit. So I find it not bad.

Keep in mind at level 16 when you're talking about that, you can have a nodachi which deals 1d10+10str+5 for two-handing with strength+15 power attack. This doesn't include other bonuses which get effectively multiplied due to multiple attacks.

You're looking at 35.5 points of damage per hit off of the weapon, strength, and power attack. Not accounting for likelihood to hit, if all 4 attacks hit (and probably 5 since a bloodrager can haste himself) it would deal 142 points of damage (177.5 if all 5 hit). For practically no investment. Furious Finish will end your rage mid combat (or else you only use it at the end of combat) and takes 4 feats to make it do what it does (Vital Strike, Improved, Greater, and Furious Finish). While it looks and sounds cool, it's actually still worse than just making a full attack most of the time.

*Please note that the likelihood of all attacks hitting is low, but everything but the last iterative attack is pretty likely to hit. So the average damage per round of full attack may not actually be greater than that of the Furious Finish Attack, but since it forces you to end your rage and causes fatigue even if you wouldn't normally be, it really is just a terrible trick.


Better?

1. Power Attack, Cleave
2. /
3. Iron WIll
4. /
5. Raging Vitality
6. Bonus: Blind-Fight
7. Big Game Hunter
8. /
9. Arcane Strike
Bonus: Great Fortitude
10.
11. Blooded Arcane Strike
12. Bonus: Skill Focus (Fly)

13. Raging Brutality
14.
15. Improved Critical
Bonus: Toughness


Lucien Nerevar wrote:

Better?

Replace Cleave with Raging Vitality, and Raging Vitality with Arcane Strike.


Heretek wrote:
Lucien Nerevar wrote:

Better?

Replace Cleave with Raging Vitality, and Raging Vitality with Arcane Strike.

I can't right now. Myabe with a retraining.

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