Celestial Bloodrager Help.


Advice


Hey there, I rolled a full orc celestial primalist bloodrager for my buddies homebrew campaign, i know its like, one of the worst bloodlines to choose from, but he said it would fit thematically as well as be kinda useful as there would be many outsiders to fight.

question is what kinda rage powers and feats do you think would be the most useful, so far the only other companions are a dwarven war-drummer and an aasimar Oracle of lore. so im doing most of the tanking as well as hitting the hardest. we did one 5 hour session at lvl 3 and it went pretty well, but as lvl 4 comes so does a lot of choices.

thoughts?


Well it depends on what you are trying to build. The problem with the prima list archetype is that you do not qualify for extra rage power and as such can only take a few of them which places some of the best rage power tree's out of reach. For bloodline feats I would take improved initiative at 6 and then Iron Will next. For bloodline powers/rage powers it is really up to you. The most common use of prima list on a bloodrager is to grab the beast totem line for pounce. But that would be committing 2 powers. I would suggest committing 4 and 12, this gives you the entire beast totem line which shores up your ac for tanking, and gives you pounce as well as the power Come and Get Me which will make your enemies regret the ever attacked you.


He's a big dumb 2 handed swinging fool, i was looking at the beast totem line but wasn't sure how much I'd use the claws or how often I'd really charge (im kinda new at this). also at 12, i grow wings, which is really the only bloodline power i want to keep, and since i think i wanna keep lvl 16 too, i wouldn't pick it up until 20 which i dont think this campaign is even going to. so that line is kind of a wash for me. mostly im just looking for things to bring up my AC, will rolls and some extra damage maybe. building ahead i think at 4 i was leaning towards gaurded stance and elemental rage. but im pretty indecisive and bad at making choices when im stoned (which i normally am building characters).


I think it's worth it to drop the 4th and 8th level abilities on celestial, saving yourself for the wings later on. While you're giving up a lot by not being able to get rage powers at level 12, it's refreshing to see a primalist build not go for pounce/come and get me. I love the idea of an angelic rager coming down from the skies. As for powers, I would consider picking up superstition and witch hunter at 4. This would give you a nice boost to saves and attack against a lot of enemies. If you're going to be running into a lot of outsiders witch hunter will get a lot of use, even though it generally doesn't need campaign support to be relevant. At level 8 I would consider picking up internal fortitude plus your favorite rage power that can only be used once a rage. Along with this pick up a flawed scarlet and green cabochon ioun stone for 8000gp. The ioun stone will turn any fatigue into sickened and any exhaustion picked up into the nauseated condition instead. Internal fortitude makes you immune to these conditions, allowing you to start and end a rage whenever you like to refresh your access to your 1/rage power(s). If you're really interested in this line I would consider commiting a power at level 4 to this strategy as well.

Do you have the option to rebuild at all? If so I think there are a couple options that open up some very nice abilities without giving up on flavor or power. I'm not a huge fan of the level one celestial power and I think giving it up for a bloodline familiar gives a lot more than what you're giving up. You still have access to bless for that angelic rager flavor and the familiar can be used in many ways beyond boosting your damage against a certain group of foes. The familiar archetypes have a lot of strong options, my favorites being mauler, valet, and decoy but I would strongly suggest you look into this yourself if rebuilding is an option. Improved Familiar is another great pickup that you can get around level 7-9. Familiars make amazing wand monkeys and buffing/debuffing support and can even help brawl with the mauler archetype or an improved familiar with good combat abilities.

The other option I was thinking about was the Blood Conduit archetype. It seems to mesh with the primalist just fine, has nice synergy with the familiar plan, and opens up access to some nice combat manuever feats instead of fast movement and bloodline feats. Highlights for me here are access to improved trip at level 1 without needing to pick up combat expertise. I haven't even looked at how to abuse the ability to cast swift action touch spells on your opponents with your combat manuevers but it seems really juicy. If it's good enough for the magus it should be for you too. This option would pair well with the internal fortitude plan if you pick up strength surge as another rage power to boost those combat manuevers to sky high levels every round.

Good luck with the build. I love small parties and it seems like you have the proper support to succeed with any number of choices.

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