Abyssal Bloodrager


Advice


Still working on my friend's brutal thuggish build. Since no way to use a club that is two-handed for a large creature, he decided that tooth and nail is even more primitive.

Possibility using bloodrager for the claw attacks.

Tiefling
Demon-Spawn (+2 str, +2 Cha, -2 Int, +2 Disable Device +2 Perception, Shatter SLA, +2 confirm crits if charging, +1 dam vs objects and constructs)
Question: does the tiefling heritages still get the base tiefling Fiendish Sorcery and does it work with the bloodrager abyssal bloodline? If no to either, then will also take Prehensile Tail
Alt Racial Trait: Maw for d6 bite primary natural attack and lose spell like ability
Considering: Fiendish Sprinter
Abilities: Str 19(17+2), Con 15, Dex 10, Int 6(8-2), Wis 12, Cha 12(10+2), Lv 4 +1 Con, Lv 8 +1 Str
Bloodrager with the Abyssal bloodline
Traits: Indomitable Faith (+1 on will saves) and Ascendant Recollection (not sure if this works for a bloodrager; if it does, it would give the claw effects 1 level sooner, if not something else)

Feat
1 Raging Vitality
3 Power Attack
5 Improved Natural Attack: Claws
6 Bloodline Feat: Intimidating Prowess
7 Fiend Sight (lowlight and darkvision 120’) ?
9 Fiend Sight (see in darkness)?, Bloodline Feat: Improved Sunder
11 Armor of the Pit (+2 natural AC)

Spells (not really sure about these)
4 Chill Touch, Shield
5 Expeditious Retreat
6 Feather Fall (ACG says Feature Fall but I think it means feather fall)
7 Ablative Barrier, False Life, Bonus: Cause Fear
8 Mirror Image
9 See Invisibility
10 Greater Animal Aspect, Displacement, Bonus: Bulls Strength
11 Heroism

Saves aren't great, so first priority on purchases will be getting and improving cloak of resistance and the wayfinder/ion stone that gives protection from evil. Second priority will be AC defensive items. Third priority will probably be an Amulet of Mighty Fists, but I'm not sure what abilities to give it. Any other item purchases?

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Checking on how the claw damage goes up.

Correct me if I'm wrong about this.
at 4th level when raging a size larger, so claws are d8 and bite is d8
at 7th level claws go to d8 and when raging a size larger, so claws are 2d6 and bite is d8

IF also have feat Improved Natural Attack: Claws at level 5, this becomes:
at 5th level claws are d8
at 5th level when raging a size larger, so claws are 2d6 and bite is d8
at 7th level claws go to 2d6 and when raging a size larger, so claws are 3d6 and bite is d8

IF also have feat Improved Natural Attack: Bite at level 7, this becomes:
at 5th level claws are d8
at 5th level when raging a size larger, so claws are 2d6 and bite is d8
at 7th level bite is d8
at 7th level claws go to 2d6 and when raging a size larger, so claws are 3d6 and bite is 2d6

Is all this correct?
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Does the spell Lead Blades work on natural attacks?

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If I cast chill touch at 4th level, I have 4 touch attack charges. I can chose to deliver those with natural weapon attacks. The next 4 natural weapon strikes that hit will each deliver a chill touch charge. Even if all 4 were in the same full attack action. Correct?


Pathfinder Adventure Path Subscriber

Anything wrong with using an earthbreaker? 2H bludgeoning, martial. Is it too advanced?


Rerednaw wrote:
Anything wrong with using an earthbreaker? 2H bludgeoning, martial. Is it too advanced?

Yeah, it wasn't the damage numbers. He just had this mental image of a caveman looking dude swinging around a tree trunk. Large sized two-handed greatclub. I said we could give him something else and he could just call it a club. But that isn't what he was wanting.


Pathfinder Adventure Path Subscriber

Ah okay.
Regarding purchases.
500 gp for a Quick Runner's shirt. 1/day as a swift, extra move action.
The damage numbers look about right. d8 scales up to 2d6. 2d6 scales up to 3d6 per the charts.

Not sure about Lead Blades interaction, doesn't appear to have a FAQ. Granted most spells that modify "weapons" also affect natural weapons.

Strong Jaw would work...

Since he's to be about offense...maybe start with the Amulet of Mighty Fists as his first item?


You could use a tetsubo. Refluff it so it's not an eastern weapon if he doesn't like that sort of thing.


Add to that amulet of Mighty Fists the Impact weapon quality and his weapons go up in size again.


Impact cannot be put on AoMF.


Ahh, that's right. Dammit, I forgot about the restrictions to that.


Here is a stat build at level 11 while raging and power attacking with some fairly generic gear.

Tiefling Abyssal Bloodrager
Demon-Spawn Tiefling Bloodrager 11
N Large outsider (native)
Init +0; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +15
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Defense
--------------------
AC 18, touch 9, flat-footed 18 (+7 armor, -1 size, +2 natural, +2 deflection)
hp 169 (11d10+99)
Fort +18, Ref +6, Will +11; +2 vs. spells cast by you or an ally
Defensive Abilities improved uncanny dodge; DR 2/—; Resist demonic resistances, acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +19 (1d8+18) and
. . 2 claws +19 (3d6+18+1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks bloodrage, claws
Bloodrager Spells Known (CL 8th; concentration +10):
. . 3rd (1/day)—displacement, greater animal aspect, heroism
. . 2nd (2/day)—ablative barrier, bull's strength, false life, mirror image, see invisibility
. . 1st (3/day)—cause fear (DC 13), chill touch (DC 13), expeditious retreat, feather fall, magic missile, shield
--------------------
Statistics
--------------------
Str 30, Dex 10, Con 26, Int 6, Wis 12, Cha 14
Base Atk +11; CMB +19 (+21 bull rush); CMD 32 (34 vs. bull rush)
Feats Armor of the Pit, Eschew Materials, Fiend Sight, Fiend Sight, Improved Bull Rush, Improved Natural Attack (claw), Intimidating Prowess, Power Attack, Raging Vitality
Traits berserker of the society, indomitable faith
Skills Acrobatics +4 (+8 jump), Climb +14, Intimidate +18, Knowledge (arcana) +2, Knowledge (local) -1, Perception +15, Ride +4, Spellcraft +2, Survival +5 (+7 to avoid becoming lost), Swim +14
Languages Abyssal, Common
SQ blood casting, blood sanctuary, bloodlines (abyssal), demonic bulk, fast movement, fiendish sprinter
Combat Gear ring of counterspells; Other Gear +1 comfort mithral agile breastplate, amulet of mighty fists +2, belt of physical perfection +2, cloak of resistance +3, headband of alluring charisma +2, clear spindle ioun stone, ring of protection +2, wayfinder, 1,025 pp
--------------------
TRACKED RESOURCES
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Bloodrage (31 rounds/day) (Su) - 0/31
Light (At will) - 0/0
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Special Abilities
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Berserker of the Society +3 rounds of Rage a day.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary (Su) +2 to save vs spells cast by you or an ally.
Bloodrage (31 rounds/day) (Su) +6 Str, +8 Con, +3 to Will saves, -2 to AC when enraged.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Demonic Bulk (Su) You can increase your size by one category when raging.
Demonic Resistances (Ex) Gain resistance to acid, cold & fire when raging.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flaming Claws (Su) 2 Magic Claw attacks deal 1d8 damage + 1d6 fire
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Ioun stone (clear spindle) Sustains bearer without food or water.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Ring of counterspells Counters this spell when it's cast on you.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp


Hunh. I'm surprised. I was expecting a bunch of people to tell us how awful our build is. I guess no one saying anything means they can't see any room for improvement. I've never done that before.

Hmm... I guess it could mean that it is so horrible that it's not even worth trying to fix. I hope it isn't that. =)


Perhaps Stonefist Gloves? They're not PFS-legal, though, if this is a PFS character.


I like those.

It may or may not be for PFS. Just building the character for a friend. If we need a melee combatant at our home game we'll use him there. If not, he will probably eventually see light at a PFS table.


I am building something very much like this for a new campaign.

couple questions

why fiend sight? seems like a waste of feats.

not totally sure but you would be better off putting dmg on the amulet of mighty fists. IE frost and acid. that way at lvl 11 you are hitting for 3d6+18+1d6 of fire frost and acid each. the reason for this is unless you find spells you are only ever going to have 3 attacks per round.. you need each hit to matter. +2 to hit isn't going to be be as important as knowing when to power attack and not to.

feats to consider
dazzling display. I know its a full round action but think of it this way.. 1st round you cant get to the baddys so you blow rage as a swift action and display how awesome you are by growing in size and popping claws. also consider at lvl 1 getting the monstrous mask feat which gives you +5 intimidate vs humanoids.

rending claws is another possibility. not really a fan though.


The magic items was just some generic ones thrown on quickly. So yeah, I might do damage or some other effect.

Magical darkness seems to come up a lot in PFS, not so much in my home games. I wasn't sure what to put in it's place. Plus it's just very abyssal.

Had not considered Dazzling Display. I will give that a read this weekend.


If the image was a caveman lookalike. Why are you building a devil/demon lookalike. A human barbarian with a big club and beast totem works fine.


Cap. Darling wrote:
If the image was a caveman lookalike. Why are you building a devil/demon lookalike. A human barbarian with a big club and beast totem works fine.

His choice. He couldn't get the caveman just like he wanted it so we are working on natural weapon builds now.

We will also be doing one as a half-orc barbarian with the beast totem line. I'll start that thread later this weekend. I'm not sure which he will pick.


How did this character work out? I am considering something similar with a merfolk / mermaid.

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