bloodrager natural attack optimization


Advice

Grand Lodge

made a half-orc bloodrager with the abyssal bloodline. looking at using armor spikes, plus claws, plus razortusk bite attack. any suggestions on how to optimize my natural attacks (which are all secondary attacks when I use my armor spikes) for both damage and to hit? I've got some ideas, but I'd like to see what the community comes up with. about to hit 6th level and trying to plan feats and equipment.


Don't use armor spikes. Those are going to cost you far more than what they give you.


I'd skip armour spikes as well.
Steelblood is a really nice archtype, in general, so check it out. So is Primalist unless you're playing PFS (as they're not allowed as far as I know), with that you could get Beast Totem rage powers + some other really nice, which opens up for other bloodlines other than abyssal for a natrual weapon build.

I just need to add this side question: Is it really worth focusing on natrual attacks when you don't have access to them at all times? This goes for everyone without constant natrual attacks (Alchemists, Barbarians, Bloodragers, etc). It just seems to me that it eats so much of the build while it's only doable for a few encounters/day and the rest of the time you're going to be sub-par (or won't they?).


Rub-Eta wrote:
I just need to add this side question: Is it really worth focusing on natrual attacks when you don't have access to them at all times? This goes for everyone without constant natrual attacks (Alchemists, Barbarians, Bloodragers, etc). It just seems to me that it eats so much of the build while it's only doable for a few encounters/day and the rest of the time you're going to be sub-par (or won't they?).

Depends on how long you do have access.

Bloodragers, Barbarians, and Alchemists can pull it off. It's only at the low levels where they might have duration issues, and those are the levels where dropping a dinky amount of gold gets you a nice two-handed weapon to fall back on. Once you hit ~level 4, you should have plenty of endurance with the natural weapons.

On the flip side, there are setups where this is a problem. Frontline Dragon Disciples get nailed by it; 3+Cha is not nearly enough time to carry you through combats if you want to actually fight in melee. But they tend to be the exception rather than the norm.

Grand Lodge

the party has a bard that's a dedicated buffer, I was trying for as many attacks as possible so those static benefits pile up in a round. With armor spikes (because he's a worshiper of Gorum) at 6th level that would give me 2 attacks with spikes, 2 claws, 1 bite. I'm really trying to just figure out how to get more bonuses with the natural attacks.


Why do they not have access to their natural attacks at all times? Unlike their sorcerer counterpart they don't have a limit to how often they can use their claws (unless I'm missing something big).


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Are you using the Rageshaper archetype? Because it has some pretty solid benefits for natural attack-heavy Bloodragers.


You can take multiattack.

Because you are using a manufactured weapon, all your natural attcaks become secondary attacks. Multiattack changes that penalty from -5 to -2, which is pretty nice


Here is a sample build I whipped up, raging with power attack and +1 armor spikes

Spoiler:

Unnamed Hero
Half-orc bloodrager 6 (Pathfinder RPG Advanced Class Guide 15)
NG Large humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 14, touch 8, flat-footed 13 (+6 armor, +1 Dex, -1 size, -2 untyped penalty)
hp 70 (6d10+30)
Fort +9, Ref +3, Will +4; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge, orc ferocity
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 armor spikes +13/+8 (1d8+11) or
bite +8 (1d6+5), 2 claws +8 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (16 rounds/day), claws
Bloodrager Spells Known (CL 6th; concentration +7)
1st (2/day)—chill touch (DC 12), protection from evil, shield, thunderstomp[ACG]
Bloodline Abyssal
--------------------
Statistics
--------------------
Str 24, Dex 12, Con 18, Int 10, Wis 10, Cha 13
Base Atk +6; CMB +12; CMD 23
Feats Eschew Materials, Mad Magic, Multiattack, Power Attack, Razortusk[APG]
Skills Intimidate +3; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ demonic bulk, fast movement, orc blood
Other Gear mwk armor spikes breastplate, 150 gp
--------------------
Special Abilities
--------------------
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (16 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Mad Magic Can cast spells and keep benefits of moment of clarity when in a rage.
Magic Claws (Su) 2 Magic Claw attacks deal 1d6 damage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.


CWheezy wrote:

You can take multiattack.

Because you are using a manufactured weapon, all your natural attcaks become secondary attacks. Multiattack changes that penalty from -5 to -2, which is pretty nice

It is still rather questionable, since multiattack does nothing to address the large damage reduction- you only get 1/2 str and power attack bonuses. I know blood ragers can get arcane strike to ease things a bit, but that is a rather large loss in damage for something like that, along with the penalties and the need to spend a feat just to make the attacks even function at all.

Combine that with the fact that the armor spikes need seperate enhancement (thus bringing your enhancement budget up to 3x that of a 2 handed user), and it leaves a lot of questions on how useful armor spikes are.

With access to buffs like monstrous physique or monstrous extremities (boosted by the rage shaper archetype), blood ragers are not exactly starving for extra attacks here.


As you want number of attacks, you really should consider Primalist and get the Barbarian bite power. Also, look for a race with another kind of natrual attack, like Wearboar Skinwalker with a goar attack or any of the Skinwalkers if you don't want do trade away any bloodline rage powers for bite.

Rylar wrote:
Why do they not have access to their natural attacks at all times? Unlike their sorcerer counterpart they don't have a limit to how often they can use their claws (unless I'm missing something big).

As far as I know, they only get them while in rage/bloodrage/mutagen. Barbarians and Bloodragers only have access to them ~7 +level number of rounds each day. At level 5, that would mean that each encounter would only have to take 3 rounds or you would run out before the day ended.

Though I guess a regular greatsword to fall back on isn't too terrible, as you'd probably already have all the essential feats for THF.


Be a Ragebred Skinwalker, and take the Extra Feature feat. You'll have 2 claws, 2 hooves, and a gore attack at level 1.


Rub-Eta wrote:
Rylar wrote:
Why do they not have access to their natural attacks at all times? Unlike their sorcerer counterpart they don't have a limit to how often they can use their claws (unless I'm missing something big).

As far as I know, they only get them while in rage/bloodrage/mutagen. Barbarians and Bloodragers only have access to them ~7 +level number of rounds each day. At level 5, that would mean that each encounter would only have to take 3 rounds or you would run out before the day ended.

Though I guess a regular greatsword to fall back on isn't too terrible, as you'd probably already have all the essential feats for THF.

Barbarian rage is 4+Con at level one, 2*level thereafter.

So your fifth-level Barbarian, assuming ten Con, has twelve rounds of Rage. Sixteen Con brings that up to fifteen. Barbarians are incredibly feat-lite, so you can fit in an Extra Rage to make it 21; five rounds per fight with some change. Worth considering a retrain on Extra Rage later, but it's a strong low-level feat.

Alchemists have a 10 minutes/lvl Mutagen, meaning at level 5 it lasts for fifty minutes. And they can make more than one in a day, so if they can find an hour to rest they can reboot that. It'd be a pretty odd situation where your fights are spaced out so much that fifty minutes doesn't get you through things but not so spaced out that you can't reload.

So yeah; they're fine by level 5ish, and arguably sooner.


Interesting that the abyssal bloodline only gets claws while raging, but draconic bloodline gets claws all the time. Honestly making a barbarian like character that doesn't work when not raging isn't anything new.


Rylar wrote:
Interesting that the abyssal bloodline only gets claws while raging, but draconic bloodline gets claws all the time. Honestly making a barbarian like character that doesn't work when not raging isn't anything new.

Draconic claws also are only grown during a Bloodrage. The general rule for Bloodline Powers is "Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage," and the wording on the Draconic claws power doesn't say that they're kept when not in a bloodrage (as opposed to the Power of Wyrms bloodline power, which includes the line You have these benefits constantly, even while not bloodraging.").


Where are you finding that "general rule"? It seems to me to specifically allow them all the time compare the claw abilities of abyssal and draconic and to the sorcerer version. Also comparing sorcerer and bloodrager it doesn't make sense for things like draconic resistance to only be up when raging.

It's odd that they have 2 different wordings (while bloodraging and even while not bloodraging) yet they don't use them at all for some abilities...


The rule's right before the listings for each bloodline.


Regardless of the general rule the Draconic Bloodline does have specific wording stating that the claws are up all the time. This differs from both other Bloodrager Bloodlines that grant claws (like Abyssal) and Sorcerer Bloodlines that grant claws (like the Draconic Sorcerer Bloodline).

I fail to understand how that is not "otherwise specified".


Can you quote that part of the Draconic Bloodline, Lune? Because I just checked and I don't see it.


I see no such wording that says they have it all the time, it just doesn't say while bloodraging. The specific rule of it only applying during bloodrage should apply.


Right. It doesn't say while bloodraging. The others do. Even those that aren't part of the bloodrager bloodlines limit when you can use the claws. It would take the addition of text that does not exist as part of the ability to make it only happen while bloodraging.

It says, "At first level, you grow claws."

How is that unclear? This is definitely different than Abyssal which says, "At 1st level, you grow claws while bloodraging."

That is clearly different. In other words, it is "otherwise specified". It says that he grows them at first level. It does not say that he grows them only when he bloodrages. How else would you word something to "otherwise specify"? I can't even fathom why anyone would think that the text being written as such would not, in their mind, count as "otherwise specified". I mean... do you think the difference in the wording between bloodlines was just a mistake? If they intended for it to be purposeful how do you think they could have done that?

However, in an effort to understand the other side to this discussion... am I to believe that those who think that the claws are not constant also believe that Draconic's natural armor boost and energy resistance is also only active during a bloodrage? What about the Power of Wyrms abilities? Is that only during a bloodrage?


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General rule: bloodlines are only active while raging.

Specific rule: some bloodline abilities (Draconic's 20th is an example) specify that they are active at all times.

Specific beats general, but absence of a restatement of a general rule doesn't mean you ignore the general rule.

This means that a 20th Draconic Bloodrager outside of rage does not have claws, natural armor, energy resistance, a breath weapon, wings, or the ability to turn into a dragon. He does retain Power of Wyrms, which has a specific statement that says that the benefits last even while not bloodraging.

The absence of that line from the other powers does not mean you always have them. It means that you default to the general rule.

As for "do I think the different wording is a mistake"... it's the ACG.


I guess we will have to agree to disagree.

To me (and apparently others), when it says "At first level, you grow claws." I believe that it means that at first level, you grow claws. To me it is specifying that you grow claws at first level. It does not have the verbiage that the other abilities (both within that bloodline and in other bloodlines) have.

I guess we could ask for intent of the Devs but I doubt we are likely to get a response. Until then I am thinking disagreements on this will be rampant.


Consider a 3 level dip on Monk and take Feral Combat Training and Monastic Legacy. You will be able to apply Monk Unarmed Damage to 1 of your natural weapons. When you take Monastic Legacy, your MUSD will continue increasing as you take levels in Bloodrager. Put FCT on your Claws because you have 2 claws instead of just 1 bite. Put it on your Bite because your Bite is permanent and Abyssal Claws only last a few rounds/day.

While you are at it, be a Monk, Master of Many Styles and take Snake Fang and Combat Reflexes (of course!). That's my favorite feat. You get an AoO everybody attacks you and misses.

Improved Natural Attack stacks with other ways of increasing damage.

I'm not quite sure what the reason for Armor Spike hate is. You just have to use them right. Take Hamatula Strike. Claws, Bites, and things that benefit from Snake Style are Piercing weapons, and so activate the Hamatula Strike Feat when you use them. Whenever your free Grapple attempt is successful, you get your Armor Spikes damage as a bonus. You get to apply your ST mod to your spikes as well as to your initial attack. There's no bad there.


Scott Wilhelm has good suggestions ... so long as the claws from Bloodrager are permanent.

On that topic I think I'm just going to bow out. I have done research on it and it boils down to bad writing/editing in the ACG. In fact, it is so bad that I feel any attempt to debate the topic is pointless as it can be taken any number of different ways and without a Dev post clarifying intent, a FAQ or errata (which is what is really needed) there is no way to determine the correct meaning. None.

With the number of posts I found on the topic (both on these boards and elsewhere) I would think that this would have qualified for a FAQ by now but I see there are only 4 questions for the ACG FAQ currently. That is absurd.

Honestly, I think I am just going to avoid debates on rules from that book because as far as I can tell everyone loses on such debates. Also, it appears that Paizo doesn't care to clarify anything on this.


My group house-ruled that the claws were active/available constantly for a dragon-blood sorcerer (it's just one less thing to track), so it doesn't affect me. I do see the "general rule" line that you have pointed out, but still find it odd that the wording is different.

(my understanding correct me if I'm wrong)
Armor spikes turn your natural attacks into secondary attacks. This means they get a -5 to hit and only add half your strength to their damage. If you have 3 primary natural attacks those attacks now hit 25% less often and do less damage. The attack from armor spikes isn't worth it.

Level 6 comparison 20 str reference (pre-feats):
Claw/Claw/Bite
+11/+11 (1d6+5) +11 (1d4+5)
Armor spike/claw/claw/bite
+11/+6 (1d6+5) +6/+6 (1d6+2) +6 (1d4+2)

If we add up the average damage assuming every swing hits no spikes do 24.5 damage, with spikes 32.5 damage. The -5 to hit roughly translate to 1 miss every round which will lower damage to 26.5 damage.

Now let's apply some other stuff.
Lets go to 8th level 28 str (20 base + 2 belt)(+4 rage)(+2 size)
Claws are now 2d6 damage (1d8 base + size)
Bite is 1d6, spikes are 1d8
Power attack is in place -3 attack +6 damage primary or +3 damage secondary.
+1 on spikes and +1 amulet of mighty fists

Claw/Claw/Bite
+13/+13 (2d6+14) +13 (1d6+14) ave 59.5
Spikes/Claw/Claw/Bite
+13/+8 (1d8+14) +8/+8 (2d6+7) +8 (1d6+7) ave 75.5 with misses 61.25

If you want, you can get (up to DM's approval) improved natural attack increasing claw damage to 2d8, or multi-attack which changes the -5 from using natural attack with the spike to -2. Multi-attack in the last equation puts average damage up to ~69.

Conclusion. Armor spikes seem to add a bit of damage and a lot of flavor to your character. I say go for it if that is the character you want to build.

Monk (unchained) dip + Feral combat training- This gives you one extra attack at the cost of a feat and a level in bloodrager (also seems to not fit the character). If the dip included 4 levels of monk to pick up monastic legacy (another feat) he would get another attack sometimes (Ki cost) and his damage die would be increased by level (+1 at 4th, +2 at 12th, +3 at 20th). I don't feel that this line is worth it versus going full bloodrager. An increase of 3 steps + improve natural weapon means a base of 3d6 or 4d6 when large. This increases damage of a claw attack by 7 damage.

Grand Lodge

ACG errata will be out before gencon. I'd post the dev quote link but I'm on my phone so you'll just have to take my word for it. If you want to search my post history for the word gencon you should be able to find it.

Boar skin walker with first feat as extra features has five natural attacks at level 1 (assuming claws as a rage power). Throw rageshaper on top of that and you'll eventually be doing sick damage. A furious amulet of Mighty Fists is only 4k and will turn you're weapon into a plus two weapon whenever it matters.

Rylar wrote:


If you want, you can get (up to DM's approval) improved natural attack increasing claw damage to 2d8, or multi-attack which changes the -5 from using natural attack with the spike to -2. Multi-attack in the last equation puts average damage up to ~69.

It's only up to DM's approval as much as any feat is. There are no rules against taking it unless the GM makes one up (such as excluding certain books or specific feats). It also wouldn't stack with rageshaper if he chose to take that archetype. Also 2d6 increase to 3d6, not to 2d8.


claudekennilol wrote:
ACG will be out before gencon.

What? ACG has been out for some time. Do you mean the FAQ for it? I am confused.

Grand Lodge

Lune wrote:
claudekennilol wrote:
ACG will be out before gencon.
What? ACG has been out for some time. Do you mean the FAQ for it? I am confused.

I meant ACG errata. Phone must've ate that word..

HERE is the link. I also edited the phone-ness out of my last post.


Oh, snap. Thank you for the link, claudekennilol!


Rub-Eta wrote:

As you want number of attacks, you really should consider Primalist and get the Barbarian bite power. Also, look for a race with another kind of natrual attack, like Wearboar Skinwalker with a goar attack or any of the Skinwalkers if you don't want do trade away any bloodline rage powers for bite.

Rylar wrote:
Why do they not have access to their natural attacks at all times? Unlike their sorcerer counterpart they don't have a limit to how often they can use their claws (unless I'm missing something big).

As far as I know, they only get them while in rage/bloodrage/mutagen. Barbarians and Bloodragers only have access to them ~7 +level number of rounds each day. At level 5, that would mean that each encounter would only have to take 3 rounds or you would run out before the day ended.

Though I guess a regular greatsword to fall back on isn't too terrible, as you'd probably already have all the essential feats for THF.

I usually find there are usually only a small number of 'serious' fights in a day. Most of them are against mooks or mid range thugs. Don't bother pulling out all the stops in those encounters. Smash them down with a free greatclub and save your claws for need.


Lune wrote:

I guess we will have to agree to disagree.

To me (and apparently others), when it says "At first level, you grow claws." I believe that it means that at first level, you grow claws. To me it is specifying that you grow claws at first level. It does not have the verbiage that the other abilities (both within that bloodline and in other bloodlines) have.

I guess we could ask for intent of the Devs but I doubt we are likely to get a response. Until then I am thinking disagreements on this will be rampant.

This difference you list is irrelevant because of the rule pertaining to all bloodlines.

"Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal."

Power of Wyrms explicitly states that you get the ability even while not bloodraging, the draconic claws ability has no such language.


Sah- you think the different wording is an accident and they should function the same. -RAW

I think they are intentionally worded different and thus work differently. -RAI


Rylar wrote:

Sah- you think the different wording is an accident and they should function the same. -RAW

I think they are intentionally worded different and thus work differently. -RAI

The absence of redundant language doesn't change the rules. The draconic text is written correctly, the abyssal language is the one that is in fact wrong. But both work exactly the same, the bloodrager grows claws while bloodraging. Unless a bloodrage power says it is permanent, it only works during a blood rage, even if the power doesn't explicitly hold your hand to remind you of it.

As for optimizing natural attacks, I would take a strong look at Blood Conduit. Get FCT for one of you main natural attacks so you can take advantage of the swift action casting (since I read Spell Conduit as augmenting unarmed strikes, but you may want to talk to your GM). Focus on multi-touch spells, and go to town with your multiple attacks.


I agree with the side that says you only get claws while bloodraging. I don't think that's an issue, though, your can bloodrage every combat once you are lvl 4-6, the levels when druids wildshape too. You just use some alternative in the meanwhile, as druids do (and you still hace some nat att at los level, unlike druid)

Half orc gets bite. Tieflings can get bite too. Fiend totem (with the archtype that gives your rage powers) gives you gore, so does Helm of mammoth lord. Being kobold let you have a tail slap with a feat, I believe. Someone suggested skinshifters and hooves, which I was unaware but seems cool. Aasimar can get 2 wing slaps at highish lvl. There are also other items, like the cloak with tentacles

At the bare mininum you should aim for 4 nat attacks: half orc with tusks, (bite), fiend totem or mammoth lord's helm (gore) and claws (draconic/abyssal).


Rylar wrote:


I think they are intentionally worded different and thus work differently. -RAI

Shouldn't that argument also work for draconic claws compared to Power of the Wyrms, which is worded different to explicitly mention it's permanent?


Rub-Eta wrote:
I just need to add this side question: Is it really worth focusing on natrual attacks when you don't have access to them at all times? This goes for everyone without constant natrual attacks (Alchemists, Barbarians, Bloodragers, etc). It just seems to me that it eats so much of the build while it's only doable for a few encounters/day and the rest of the time you're going to be sub-par (or won't they?).

You need to manage your rage.

I play a natural weapon 1/2 Orc barb, most of my rage powers are built around the natural attacks, which I really only benefit from when I'm full attacking, and I don't have pounce so that means I need to be next to them or able to 5' step to full attack.

So I usually try to only rage when I can full attack, or have another reason to.

Normally I'll wade into battle, and do my first attack with a weapon (I normally use a reach weapon, but I have toothy, so I always have a bite) these get strength X1.5 when used alone.

Then when I am in place to full attack I rage, and have 4 natural weapons with normal strength bonus.

If it's not the BBEG, I'll often kill it in 1 to 2 rounds. At level appropriate monsters, 1/2 of my attacks hit on average. Then if I can 5' step on to the next opponent. If I can't 5' step I'll decide if it makes sense to drop rage, wait out the fatigue until I'm in position for the next full attack, and then rage, or just keep rage, and get in place.

Sometimes if I want to spell sunder or something else that requires rage that changes the equation.

In the early levels, this allowed me to be able to rage pretty much through the whole day when I had the ability to full attack, at that point, unless I rolled terribly, almost nothing lived through a full attack (cr 3 and below creatures will usually die if 2-4 high dmg attacks hit), and at later levels, I usually have 1/2 of my rage rounds left before we call it a day, and that's usually 4 full encounters.


claudekennilol wrote:


Rylar wrote:


If you want, you can get (up to DM's approval) improved natural attack increasing claw damage to 2d8, or multi-attack which changes the -5 from using natural attack with the spike to -2. Multi-attack in the last equation puts average damage up to ~69.
It's only up to DM's approval as much as any feat is. There are no rules against taking it unless the GM makes one up (such as excluding certain books or specific feats). It also wouldn't stack with rageshaper if he chose to take that archetype. Also 2d6 increase to 3d6, not to 2d8.

It's a little more up for DM approval than other feats. Multiattack and Improved Natural Attack are both monster feats. The DM should be consulted to see if monster feats are approved for PC characters. If memory serves me correctly, they are not permitted in PFS play.

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