| WynterLegend |
Hello folks, a few friends and I have been testing the bloodrager in several settings, campaigns, and its many bloodlines. We also have put them side-by-side with classes of similar spell progression or theme, like the Magus, Paladin, and Ranger
We've come to find that sharing some of the spells with Magus is alright, but feel that some of the spells are out of place. Most of the evocation spells are alright, but why waste time shooting off rays, when getting in something's face is far more effective?
I imagine there's a thread for this already, but I felt that a few suggestions and observations here, wouldn't clog an existing thread.
First off, I feel that the spells a Bloodrager gets, regardless of bloodline, should reflect more of the flavor of magic from intense emotion: anger, passion, focus, what have you. They should flow and manifest in ways that are more appropriate than say... the precise gestures and complex incantations of the Wizard or Magus.
The house rule we've adopted for this, in the sake of flow:
-At level 4: When entering a Bloodrage, the rager may cast a single spell with a range of personal, or touch, on themselves. This spell lasts until the Bloodrager ends his rage, or the standard duration of the spell, whichever comes first. The spell still counts against his or her spells per day.
With this change, the Bloodrager was capable of keeping up with the damage dealt by the Magus. Without it, the Magus was dealing significantly more damage at level 4 and beyond, from the Spellstrike feature and his spells. The below is without feats to modify damage or hit ratio, or spells to increase Attributes. Rage str is included for it is a class feature.
Bloodrager: 2d6+7 (greatsword, 20str while raging) +1d6 elec, not multiplied on crit (Elemental Air Bloodline)
Magus: 1d6+2 (Scimitar, 14str) +5d6 elec, multiplied on crit (shocking grasp)
With feats: Power Attack on the BR, and Intensify Spell on the Magus
Level 10 characters
-Bloodrager: 2d6+10+9* weapon; +1d6 Elec, non critable
-Magus: 1d6+3; +10d6 Elec, critable
Average damage at Level 10:
-Bloodrager: 27 weapon, 3 elec; total 30 / Crit Max 58+6 = 64
-Magus: 7 weapon, 40 elec; total 47 / Crit Max: 18+120 = 138
Double maximum potential damage, without heavy modification
This also does not include the feat [Maximize Spell] which a magus can easily use on a lv 1 spell, such as shocking grasp.
Comments, questions, criticisms and observations are greatly appreciated (so long as they are civil)
Also, a spell that we had put together for the sake of flare on a Fey Bloodline'd Rager, also usable by a Magus:
Level: Bloodrager 2, Magus 3
School: Illusion (Shadow)
Duration: 2rnd/caster level
Range: Personal
Save: Will (Negates)
Creates afterimages of the caster that perfectly mimics his
movements, albeit a moment in the past. When striking an opponent
in melee, the opponent makes a will save per image. If the save is
failed, it deals half weapon damage to the target. Special effects
on weapons, spellstrike, and anything that does not modify the
weapon's damage are not added to the images' strikes.
The spell creates one afterimage at 7th level, and an additional
image every 4 levels beyond 7th, up to 4 total images. (7 = 1
image, 11 = 2, 15 = 3, 19 = 4)
NOTES:---
Both Bloodrager, and Magus, would gain this level at 7th.
There are two gates of entry for this spell to deal additional
damage.
-Attack Roll (Not touch)
-Will Save (for afterimages)
The progression of this spell maintains usefullness at high levels
due to it's slow progression.
I understand it can potentially double one's weapon damage.
However, other attack spells deal far more damage than this one,
and only have one gate of entry (One Save or Attack Roll)
| WynterLegend |
Due to recent bookkeeping issues with the spell, and numerous will saves bogging down combat we ended up making a revision.
Name: Shadow Slash or Echoing Strikes
Level: Bloodrager 2, Magus 3
Casting Time: Standard action
School: Illusion (Shadow)
Duration: 1 round/caster level
Range: Personal
Save: Will (Negates)
Creates afterimages of the caster that perfectly mimics his movements, albeit a moment in the past. When striking an opponent in melee, the opponent makes a will save. If the save is failed, the images deal half base Weapon damage, plus the caster's modifiers (Strength Bonus, Power Attack, Enhancement Bonus) to the target.
Special effects on weapons (such as Flaming), spellstrike, and anything that does not modify the weapon's damage are not added to the images' strikes.
The spell creates one afterimage at 7th level, and an additional image every 4 levels beyond 7th, up to 4 total images. (7 = 1 image, 11 = 2, 15 = 3, 19 = 4)
Errata: Weapon Damage works only for Manufactured or Natural Melee weapons, as the images only convey you and what is on your person, not what you are flinging.
Any energy damage that is conveyed through a melee attack do not apply to the afterimages. Spells are also not repeated by the spell.
| WynterLegend |
Actually, I have to confess, we didn't realize Greater Bloodrage granted that effect. We missed that, and when we discovered it, facepalmed profusely.
So, we fixed for that. On a consideration that we hadn't implemented that until I had already obtained Greater Bloodrage...
Either way, it didn't pose a problem in our game from 3rd level up until present ( 12th Lv )