| TheMonkeyFish |
Okay... So I've been having some internal struggle recently on how I should build a new character and what the build should be like. Unfortunately, my Elemental Monk has recently become deceased die to unfortunate die rolls. That being said, I've chosen to move away from the Diplomatic and Knowledge themed character.
The frequent members of the PFS Group that I joined have started to become more bloodthirsty during each encounter and are being reflected in the groups progress. I have grown tired 'trying' to play the voice of reason only to be belittled and teased as they run headlong into a fight which could have been peacefully avoided. Which is why I'm making a Dumped-INT Dumped-CHA Barbarian! (I was going to play the Aberrant/Dragon Crossblood Bloodrager - but then I learned that Tumor Familiars were erretaed to disclude Protector as a valid Archetype)
The first choice is Orc Atavism. Because the group regularly has light sources, and because I'm a Natural Weapons fighter, I will also trade Darkvision and Weapon Familiarity for Skilled and Pariah respectively. This will give me 2 Skill Points / level instead of only 1, and will give me +2 against Fear and Emotion effects with the cost of being less socially aware. Because this gives me Ferocity, I'll be able to take Furious Action (no longer Staggered) at level 1 [or more likely Level 3] so I can full round attack even while negative.
The second choice is more geared towards Diehard and Deathless Initiate. Shaman’s Apprentice gives me Endurance and Sacred Scars gives me +1 (or +2 with Fates Favored) bonuses to Saving Throws. I haven't thought too much about this build, but its full round action seems to come on later than the Ferocity, but gives more bonuses.
Either way, any tips or tricks for a giant hulking berserker rager who just isn't going to go down until he is dead?
(Edit)
I was going to use Bloodrager before this, but now I am curious if it would still work despite Tumor Familiars no longer being valid Protectors. Do you guys think a Half-Orc Orc Atavism would be viable as a Dragon Diciple Natural Attack Blood Rager?
Honestly, any advice regarding a Orc Atavism (or Deathless Initiate) build would be greatly accepted. Anything that would help me enjoy the final days of PFS 1e.
Gray Warden
|
You are talking like the only reason to go Aberrant Bloodrager was to have a Protector Familiar, which is hardly the selling point of the class or the bloodline. Also, if you want a Protector familiar, you can always get a bloodline familiar.
Personally, I prefer Bloodrager, as I think bloodline powers and spellcasting are much more valuable than rage powers. Aberrant in particular adds 5ft to your reach, that with a reach weapon becomes 15ft. Throw in Long Arm (which you can cast) and that's 20ft. Get enlarged (using your own spells or a potion) and that's 25ft. Couple that with Combat Reflexes and you are the absolute AoO beast.
If you prefer natural attacks, the Tusked trait gives you a bite attack, the Abyssal bloodline gives you a scaling pair of claws AND makes you Large size automatically when raging, which with Long Arm makes you able to full attack enemies 20ft away since level 4.
Furthermore, being a spellcaster makes you eligible for Arcane Strike and, as said before, you can have a familiar either with a feat or with the bloodline option: even if not a protector, it can add all sorts of options to your character.
Regarding the Diehard feats, I would just skip them. We are talking about a d12 or d10 melee class with decent constitution and additional hit points given by rage: apart from the first, say, 3 levels, it won't be 14 extra hp to save its life (especially considering they go down by 1 every round you do something). If you pick Toughness instead of Deathless Initiate, that hp edge becomes even thinner.
Finally, remember that Cha is not only for RP. A good intimidate score (and the racial +2 helps), Cornugon Smash, Riving Strike and a Cruel Weapon make you a fearsome debuffer, especially if you manage to hit multiple targets in a full attack (which is more probable with 15ft reach).
And dumping Int is never a good idea on a 4+Int skill points/lvl class.
| TheMonkeyFish |
I guess that I will just give up on making this character then. I asked for advice, and all I received was "Don't do it." Therefore: This character will no longer be created and will simply cease to exist.
Putting it bluntly, the only reason I even considered going Bloodrager to begin with was to proceed into the Dragon Diciple Prestige class. I'm not interested in spellcasting, only natural attacks.
But advice for this character is no longer required.
You said "Don't", therefore I won't.
Thank you.
| Wonderstell |
Tone down on the passive-aggressiveness, it's practically seeping through my screen!
The percentage of your HP bar that would actually trigger Deathless Initiative/Ferocity will become smaller and smaller as you level up. So out of your two ideas, I'd go Orc Atavism/Ferocious Action since it would cost you only one feat and comes online early.
Unfortunately, Ferocious Action isn't flagged as PFS legal on the ArchivesofNethys site.
Example Starting ability scores:
Str 16(+2), Dex 12, Con 14, Int 12, Wis 14, Cha 7
Id Rager 1
1. Endurance (B), Diehard, Atavistic Avatar: Dedication, Dutiful Strike, Skill Focus (Sense Motive) (B), Iron Will (B)
Weretouched Shifter 4
2. Shifter Claws
3. Extra Rage
4. Woodland Stride
5. Planar Wild Shape, Lycanthropic Wild Shape (Deinonychus), Defensive Instinct (+1)
Vigilante (Avenger) 2
6.
7. Deathless Initiate, Shield of Blades, Power Attack (B)
=========
Wild Shape: 6/day (Planar Wild Shape eats two per use)
70 ft Movement, Low-light vision, Pounce, and five natural attacks. (These attacks pierce DR/Magic, Cold Iron, and Silver)
Keep in mind that you'll still benefit from armor/use-activated items in Hybdrid Form, making it a win-win option.
+6 to Strength from Rage/Wild Shape.
+2 to Attack and increased dmg against the last opponent who hit you.
=========
Then apply the Fiendish or Celestial Template when Wild Shaping:
Darkvision 60 ft
SR equal to level+6
DR 5/Good or Evil
Resist 10 (Cold, Acid, Electricity: Celestial) or (Cold, Fire: Fiendish)
Smite Evil/Good: add level to damage.
Shifters need to be a Neutral alignment, and if you're neutral on the Evil/Good axis you can choose between the Fiendish and Celestial Template whenever you Wild Shape. Which means you can choose to have DR/Good when fighting evil-aligned creatures, to avoid them piercing your DR.
=========
After level 7:
I'd not recommend more levels in Bloodrager unless you want Uncanny Dodge, but then you could just take levels in Ulfen Guard and also get Rage Powers.
Recommended Feats:
Shifter's Rush to Wild Shape as a free action.
Lunge to avoid AoO's from large creatures.
***
Transform into a hybrid form between man Orc and animal, gaining (a total of) five natural attacks, pounce, SR, DR and Energy Resistance.
You'll deal more damage against the last foe who dared attack you, throwing yourself into combat until your last breath.
Two claw attacks at level 2
One Bite and two Talon natural attacks at level 5 (all Primary)
Deathless Initiate at level 7
Until level 7, you could either try to set up a Pounce-Charge while staggered, or depend on a two-handed weapon for that standard-action attack.
I'd also carry a reach weapon to fish for AoO's between the turns, while attacking with Natural Attacks otherwise.