Revised Bloodrager Discussion


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Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Drachasor wrote:
Rysky wrote:
And from what I've seen the BR's spells do perfectly fine in damage department. Do they equal a Sorcerer? Absolutely not, and they never should. But their 1-4th spells work just fine as 1-4th level spells do.

Yes, when 1-4th level spells are largely tiny specks of damage and the BR can do more damage via other means. Well, and they do worse in one significant area, of course. Their DCs are awful.

So yeah, out of date spells with low DCs that you can outdo in damage via other means is about what you'd expect. But this is WHY their damage spells are bad to use. We expect them to be bad, and indeed they are bad.

Anyhow, not much point in going on about it further.

I guess I'm just more interested in "I'm a Barbarian that can throw around Magic Missiles and Fireballs!" rather than "I'm a Barbarian that can utterly disintegrate people!".


Well, if you want flash and little to no substance to your direct damage spells, the BR definitely has that covered.

Just saying there's no REASON to use those spells or even learn them.

Well, an argument could be made for Magic Missile IF you are fighting an incorporeal foe that had displacement on and you don't have a ghost touch weapon or any way to deal with illusions.


Rysky wrote:
Uhh if I can take out 20-25% of a creature's health in one shot with anything I'm considering that a plus.

At level 15 that is terrible damage. At this level you will routinely be facing things that can obliterate you in a single standard action or full attack. Spending many rounds taking something down is not a long term viable strategy.


It's one of the reasons I advocated Bloodlines granting specific spells, either higher level or just not seen on such lists at all. Makes that bloodline stand out further in the magic department.


andreww wrote:
Rysky wrote:
Uhh if I can take out 20-25% of a creature's health in one shot with anything I'm considering that a plus.
At level 15 that is terrible damage. At this level you will routinely be facing things that can obliterate you in a single standard action or full attack. Spending many rounds taking something down is not a long term viable strategy.

This really doesn't align with my play experiences at level 15+. I've run plenty of combats where haste had to be re-cast and where glitterdust has expired.


If you are still using Glitterdust at level 15 then your players are doing something wrong.

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
andreww wrote:
If you are still using Glitterdust at level 15 then your players are doing something wrong.

Glitterdust never becomes outdated. Also I'm pretty sure RJGrady's GM runs under the same thought process as mine do, "Hmmm they killed all of them in one shot, better throw some tougher stuff at them".


Rysky wrote:
andreww wrote:
If you are still using Glitterdust at level 15 then your players are doing something wrong.
Glitterdust never becomes outdated. Also I'm pretty sure RJGrady's GM runs under the same thought process as mine do, "Hmmm they killed all of them in one shot, better throw some tougher stuff at them".

It really does. Blindness is a powerful effect but the DC is low unless you are adding a lot of metamagic to it. There are plenty of far better spells available to characters at level 15+ before you are liable to be forced to rely on Glitterdust.

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
andreww wrote:
Rysky wrote:
andreww wrote:
If you are still using Glitterdust at level 15 then your players are doing something wrong.
Glitterdust never becomes outdated. Also I'm pretty sure RJGrady's GM runs under the same thought process as mine do, "Hmmm they killed all of them in one shot, better throw some tougher stuff at them".
It really does. Blindness is a powerful effect but the DC is low unless you are adding a lot of metamagic to it. There are plenty of far better spells available to characters at level 15+ before you are liable to be forced to rely on Glitterdust.

I was referring more to the outlining (which does not give a save) than the blinding.

Dark Archive

An area of effect, will save, no SR blinding spell for only a 2nd level slot is nothing to sneeze at. Heighten Spell or Quicken spell can make it top notch, but base Glitterdust never goes out of style. And the anti invisibility part of the spell never gets worse as you level up.


At level 15 permanent see invis should be standard

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
andreww wrote:
At level 15 permanent see invis should be standard

See invisibility can only be made permanent on self.

Designer

Hey everyone,

We are nearing the last hours of the playtest, so I just wanted to pop in here and thank everyone who played, commented, and filled out their survey. And remember, if you want to update your survey you have a little more than an hour to do so...so please go HERE and do that. The survey closes with the playtest at 5 p.m. PST.

It's been a blast! And thanks agains for the wonderful help, playtest reports, stimulating discussion, and dedication to the game. We appreciate it.


I Have a question that's come up and I don't see where its been answered, but I may have just missed it in the large amount of posts. Do the Bloodrager Bloodlines and Sorcerer Bloodlines count as the same or different? The basic question that I'm trying to answer is if I'm an Abyssal Bloodrager can I take the Eldritch Heritage feats for the Abyssal bloodline and get the bonus strength around 11th level, or would i have to take another bloodline for the feat, or would I not be able to take any at all?

Also I'd like to thank the designers for the great job on this playtest and for all of the updates and attention they have put into it.


andreww wrote:
If you are still using Glitterdust at level 15 then your players are doing something wrong.

Heightened Glliterdust and Quickened Glitterdust is, indeed, kind of wrong. Then again, invisible Gargantuan blue dragons clinging to the ceiling is kind of wrong, too.

Liberty's Edge

Did we ever get word on how this class interacts with the Dragon Disciple Prestige class?


Late to the party, Kinda tired at that the time of posting this:

So if I am understanding it correctly, ATM, the bloodrager may take the [Extra Rage Powers] feat. However, unlike the Swashbuckler, whose levels count as Fighter in order to qualify for feats, the Bloodrager does not qualify as having levels of Barbarian for powers. This would mean that the Bloodrager is limited to powers that do not require Barbarian levels?


Inkwell wrote:

Late to the party, Kinda tired at that the time of posting this:

So if I am understanding it correctly, ATM, the bloodrager may take the [Extra Rage Powers] feat.

Nope. "Prerequisite: Rage power class feature."

Feats just requiring rage they qualify for however.


I didn't see much mention of the spell list. There was a decision to give the bloodrager its own spell list. Currently the spell list that it has been given is not substantially different enough from the Magus to require a separate spell list.

I would really like to see some thought put into at what level the bloodrager gets access to which spell levels. It seems to me at 4th level they should be getting/wizard spells of 2nd level power, 7th level they should be getting 3-4th level sorc/wiz spells 10th level 5th level spell and 13th 6-7th level spells... Or Magus spells for that matter.

For example I really think they should be getting Giant form 1 as a 4th level spell. The polymorph spells they have don't make a lot of sense for the levels they acquire them for what is needed in the game at that level of power.

I really think the Transformation spells, the direct damage spells, the offensive spells etc.. should be more accessible for the class. Not the divinations or conjuration (teleport) or illusions those seem to be on par with where they should be.


Googleshng wrote:
Inkwell wrote:

Late to the party, Kinda tired at that the time of posting this:

So if I am understanding it correctly, ATM, the bloodrager may take the [Extra Rage Powers] feat.

Nope. "Prerequisite: Rage power class feature."

Feats just requiring rage they qualify for however.

Thanks for clearing that up.

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