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The way their bloodline powers are worded does it mean even if I multiclass I get the bloodline powers IE ;

Abnormal Reach (Su)

At 4th level, your limbs elongate; your reach increases by 5 feet.

Or do I need to stay in the bloodrager class?


Heretek wrote:
Midoron wrote:


Don't bloodragers need like 14 charisma to cast?

They need a max total of 14 to cast all their spells. With 12 CHA you can cast up to your 2nd level spells, but ideally by the time you reach 3rd level spells, you'll have obtained a Headband of CHA +2 thus bringing you up to 14.

Keep in mind you don't even gain spells until lvl 4, so you got plenty of time.

Oh true, good catch. thanks for the help buddy.


A Mite Excessive wrote:
Drop the elf, make a dwarven ranger. Take the adopted trait, and have a dwarf raised by elves.

I will keep that in mind for a future build idea.


Just a Mort wrote:

Half Elf is better, because the -2 con for an elf is quite painful. If you want half elf, switch out adaptability for dual minded/ancestral arms (7-branched sword - it gives flatfooted to guys you attempt to trip(use only after you get extended reach from aberrant bloodrager) if you really want to be super rogue friendly). Still no dirty fighting toolbox in the stuff that is allowed.

Kk. We can do it this way then. Half Elf aberrant bloodrager (+2 str)

Str 16, dex 14, con 13, int 10, wis 10, cha 12

Lv 1: Combat Reflexes
Lv 3: Power attack
Lv 4(Brawler 1): Improved Unarmed strike
Lv 5: Combat Expertise
Lv 7(Bloodline Feat): Improved Trip, Iron Will
Lv 9: Greater Trip

Id suggest primalist archtype as well, but to be honest aberrant bloodrager powers are so cool that I'm not sure which ones I'd be willing to give up.

Don't bloodragers need like 14 charisma to cast?


Just a Mort wrote:

If ACG is allowed dip brawler. Also would rather use half orc, to use alternate racial - sacred tattoo

Sacred Tattoo + fates favored = +2 to all saves.

You can start with the following array:

Half orc fighter(+2 bonus into str)

Str 16, dex 14, con 14, int 10, wis 10, cha 10

Traits: Reactionary

Lv 1 feats: Power attack, combat reflexes
Lv 2 (Brawler 1): improved unarmed strike
Lv 3 (fighter bonus feat): point blank shot, Iron will
Lv 4 :
Lv 5 (fighter bonus feat): Combat expertise, Rapid Shot
Lv 6 :
Lv 7 feat (fighter bonus feat): improved iron will, improved trip
Lv 8 : NA
Lv 9 (fighter bonus feat) : Greater Trip

The reason I didn't suggest archery is because the rogue might need a flank buddy. I am unsure on how willing the wizard and cleric are to summon extra stuff. If the wizard and cleric are happy to summon monster, rogue is fine, otherwise there's going to be one sad rogue.

Reach is awesome. It lets you threaten targets at 10 ft, but you don't threaten at 5 ft (which is easily remedied - just get spiked armor, or wait until you get your first brawler level).

Attacks of opportunity means if a monster without reach (most medium sized monsters don't have reach), comes towards you, you get a free attack on it. You can choose to trip it(so it can't get to you - when it stands up - it provokes another attack of opportunity, or just whack it for damage. On your turn, you get to hit it again. So basically a reach weapon is giving you more attacks in one round. With 14 dex and combat reflexes you can make attacks of opportunity up to 3 times per round(assuming monsters make provoking actions).

Note that you can give a monster an attack of opportunity only once for each provoking action (moving within your threatened space without acrobatics, standing up your threatened space, casting a spell/using a Spell-Like ability (without casting defensively) in your threatened space) it makes.

Also - Midoron - did you only want to play a fighter, or would you be fine trying some...

I was contemplating a blood rager to be honest but I was really hoping to play a elf bloodrager.


Just a Mort wrote:

Hmm. What books does your GM allow?

Based on a core only set, I'd suggest the following:

Half elf fighter(+2 bonus into str)

Str 16, dex 14, con 12, int 13, wis 10, cha 10

Traits: Warrior of the old, indomitable will

Lv 1 feats: Power attack, combat reflexes, skill focus (perception)
Lv 2 (fighter bonus feat): point blank shot
Lv 3 feat: Iron will
Lv 4 (fighter bonus feat): rapid shot
Lv 5 feat: Combat expertise
Lv 6 (fighter bonus feat): improved trip
Lv 7 feat: improved iron will
Lv 8 (fighter bonus feat): greater trip

Then just go any way you like, suggest weapon focus and specialization with your favourite reach weapon.

We're using these books

- Core Rule Book
- Advanced Class Guide
- Advanced Players Guide
- Advanced Race Guide
- Occult Adventures
- Ultimate Campaign
- Ultimate Combat
- Ultimate Magic
- Unchained
- Inner Sea World Guide

Also I'm more use to fighting up front, not a big fan of reach weapons tbh since I have no idea how to use them. (New to tabletops.)


We have a rogue, cleric and wizard for the party I'm the only undecided one so far lol.


15 point buy, was wondering if anyone could suggest fun yet useful builds. Edit