
RaizielDragon |
I came up with an idea for a build that seems kind of weird and just wanted some feedback on if it seemed like a good idea for a build.
It's a Drunken Brute 1/Ragechemist 2/Crossblooded (Orc + Draconic) Sorcerer X/Dragon Disciple 17-X
Feats: Skill Focus (Knowledge [Planes]), Eldritch Heritage (Abyssal), Improved Eldritch Heritage
The main intent was to take multiple options to increase Strength and just be a melee brute. Spellcasting can be used to complement the meleeing with Haste, Stoneskin, and other melee-centric boosts, topped off with Transformation for even more Strength and a full BAB.
All told, you can end up with around a +30 bonus to Strength, only about half of which is temporary.
Thoughts?

RaizielDragon |
I didn't really plan out any feats other than the ones mentioned. The class selections are listed. There aren't really any choices for the 1 level of Barbarian, I took 2 levels of Ragechemist in order to get the Infuse Mutagen discovery, so you can stockpile Mutagens so that the benefits of it aren't so temporary. Bloodline for Sorcerer is already chosen.
I chose Drunken Brute Barbarian so that there would be ways to save some rounds of Rage so it isn't as temporary either. With some hand waving from your DM, there are some traits and feats that you could potentially stack in order to be able to drink alcohol faster; drunken Monks can get it, I don't see why Barbarians can't.
As for it being MAD, not necessarily. You don't really need the Int for Alchemist since you are only taking it for the Mutagen. Con is mildly important since you are frontlining and for more rounds of Rage, but there are also a decent number of bonuses to Con in there with the Str bonuses, and Drunken Brute helps make up rounds of Rage. Cha is still fairly important if you want to use the Sorcerers spells, so you'll probably want to get it up to 19, but that's it. Your spells will mainly be focused on buffing, so you don't need to worry about DCs.

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I was working on a slightly similar idea (Samurai Dragon Disciple), although not as 'how much can I hulk out'. lol
It super depends on how many points you have for your build. If its 20 or 25, possibly. Any lower and you will probably be disappointed, since your stats will suffer.
I think maybe you should focus less on casting all of those important combat spells like Haste and stoneskin and instead choose more utility spells. Otherwise, imagine combat. Turn 1: Cast Haste. Turn 2: Drink Mutagen. Turn 3: Rage and run into battle. Thats two turns of you hanging out and not really doing much and two turns of the bad guy stabbing/biting/tentacling your allies. Let the God wizards take care of all that crap and instead focus on spells that either utility spells or some blast spells to target BSF type enemies. Dragon Disciples do generally well at switch hitting.
Personally, I would love to see your characters family tree, since apparently you have orcs, dragons and devils in your lineage.

AndIMustMask |

I made a couple of bloodrager builds who tried for the sky-high strength stat/damage (the last/bottom two of the doc) got pretty gnarly at 52 and 48 strength, respectively (the latter gets backswing/overhand chop to make up for it though).
they only require a free action to rage to reach that, too.

AndIMustMask |

yeah, pretty much. they've got damage output going for them and little else--in a social game or anything requiring finesse, they're pretty much boned (the bloodrager spell list is hilariously unprepared for anything other than buffing really, since their "blasting" options are terrible compared to just move+attacking), and cant deal with any kind of stealthy opponent until they reveal themselves.
that and they die horribly in an antimagic field (most bloodrager abilities are supernatural, meaning they go poof)