Area Denial Bloodrager


Advice


Tiefling
Kyton Spawn, +2 con, +2 cha, -2 wis, web, escape artist, intimidate
Maw, d6 bite lose spell like ability (web)
Fiendish Sprinter, +10’ speed on charge, lose skilled
Prehensile Tail, retrieve carry as swift, lose fiendish sorcery
Alignment True Neutral
Traits: Berserker of the Society (+3 rnds rage), Unscathed
Bloodrager, Crossblooded, Abyssal, Aberrant (CAN I ALSO TAKE THE BLOOD CONDUIT ARCHTYPE?)

Lv
1 Staggering Strike, Raging Vitality
3 Power Attack
4 Demonic Bulk (enlarged while raging)
5 Iron Will
6 bonus Combat Reflexes
7 Improved Iron Will
8 Abnormal Reach (+5’ reach)
9 Steadfast Personality, bonus Intimidating Prowess
11 Raging Absorption

Bardiche as primary weapon, 19-20x2 for staggering strike and reach for combat reflexes

Haven't picked any spells known or gear yet. Suggestions?

Thougts/Suggestions/Praises/Curses/Love/Hate???


Revolving Door Alternate wrote:

Tiefling

Kyton Spawn, +2 con, +2 cha, -2 wis, web, escape artist, intimidate
Maw, d6 bite lose spell like ability (web)
Fiendish Sprinter, +10’ speed on charge, lose skilled
Prehensile Tail, retrieve carry as swift, lose fiendish sorcery
Alignment True Neutral
Traits: Berserker of the Society (+3 rnds rage), Unscathed
Bloodrager, Crossblooded, Abyssal, Aberrant (CAN I ALSO TAKE THE BLOOD CONDUIT ARCHTYPE?)

Lv
1 Staggering Strike, Raging Vitality
3 Power Attack
4 Demonic Bulk (enlarged while raging)
5 Iron Will
6 bonus Combat Reflexes
7 Improved Iron Will
8 Abnormal Reach (+5’ reach)
9 Steadfast Personality, bonus Intimidating Prowess
11 Raging Absorption

Bardiche as primary weapon, 19-20x2 for staggering strike and reach for combat reflexes

Haven't picked any spells known or gear yet. Suggestions?

Thougts/Suggestions/Praises/Curses/Love/Hate???

While Crossblooded does not explicitly say that it alters the bloodline feat ability (as Blood Conduit does) I believe it will be FAQed to say so in the future making them incompatible.

I'm working on a similar build using Primalist (for Bestial Totem/ Pounce) instead of Crossblooded. I would love to take them both but I am assuming that Crossblooded will also eventually be FAQed to read that it alters the bloodline class ability (as Primalist does).

I went with bardiche too. Other reach exploiting feats I looked at were Lunge and Pushing Assault (because of your extended reach you can push multiple times per round). As I am the "tank" for my group, I took Stand Still but as it only effects adjacent foes it wasn't quite as useful as I thought.

Speaking of adjacent foes, I like the Arcane Strike feat for this build. Free damage when you have a swift action available and it makes your bite (adjacent AoO) attack magical.

I wonder if at level 11 you would get more rounds of rage from Raging Absorption or Raging Deathblow.

I hope that gives you some ideas.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Crossblooded and Blood Conduit both alter your Bonus Feat selection, so they don't stack.

You're going to start with what, like a -3 on Will saves? Good God...

Assuming this is for PFS, Berserker of the Society doesn't work with bloodrage. The list of things bloodrage counts as rage for doesn't include traits. But if this is for a home game, I think most GMs would be fine with it.

Instead of Crossblooded, you could consider using the Accelerated Drinker trait, and drink a potion of enlarge person as a move action in the first round. Also, a wand of long arm in the first round will boost that reach even better.

Since you should have good hp anyway, and your goal is to abuse reach and keep the fight away from you, I'm not convinced this build needs Raging Vitality. At the very least, you don't need it at level 1, when you're only losing 2 hp from dropping out of rage. I'd get Power Attack first, then Combat Reflexes, then Raging Vitality, and Iron Will as the bonus feat.


Yup, I noticed I forgot to put this build is for PFS and the ability stats. But then the site crashed before I could edit it.

Ok, drat I didn't realize that Berserker of the Society won't work. Will drop it. Suggestion to replace?

Good point. This is a martial, but since he's trying to hit everything before it gets to him. Raging Vitality may be a luxury I can't afford.

Don’t think I will need lunge. With large size, reach weapon, and abnormal reach I can hit all over the place anyway. I do like Pushing Assault though.

Ok, let’s try this:

PFS Area Denial Bloodrager
Tiefling
Div Spawn, +2 dex, +2 cha, -2 int, misdirection, diplomacy, linguistics
Maw, d6 bite lose spell like ability (misdirection)
Fiendish Sprinter, +10’ speed on charge, lose skilled
Prehensile Tail, retrieve carry as swift, lose fiendish sorcery
Alignment True Neutral
Traits: Unscathed, History of Heresy
Bloodrager, Crossblooded, Abyssal, Aberrant
Str 14, Dex 16(14+2), Con 14, Int 8(10-2), Wis 14, Cha 12(10+2)

Lv
1 Staggering Strike, Combat Reflexes
3 Power Attack
4 Demonic Bulk (enlarged while raging), +1 strength
5 Steadfast Personality
6 bonus Iron Will
7 Improved Iron Will
8 Abnormal Reach (+5’ reach), +1 strength
9 Raging Absorption, bonus Intimidating Prowess
11 Raging Deathblow

{{ Considering replacing either the feat at level 9 or 11 with pushing assault. }}

Spells:
1 Long Arm, Blurred Movement, Shield, Bladed Lash (OR Thunder Stomp), Chill Touch
2 Ablative Barrier, Animal Aspect, Mirror Image, See Invisibility
3 Heroism, Beast Shape I, Paragon Surge

Equipment (eventually):
- Adamantine Keen Bardiche as primary weapon (19-20x2 for staggering strike and reach for combat reflexes)
- Belt of Physical Perfection for a +2 to all physical stats instead of just a +4 to strength like most people get
- Headband of Alluring Charisma +4

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Another idea if you're worried about Will saves: the Aberrant Tumor feat could get you a hedgehog familiar for +2 to Will, and all the other benefits of a familiar. That might be better than Improved Iron Will.

I had actually toyed with a similar concept using an elf or half-elf, and this is what I came up with:

Mr. Tickle
Half-Elf Bloodrager (Aberrant, Blood Conduit)
18/15/14/8/8/12
FCB: +1 rage/skill
Traits: Accelerated Drinker, Elven Reflexes
Alt Racial Traits: Dual-Minded

BR1: Power Attack, staggering strike
BR2:
BR3: Combat Reflexes, blood sanctuary
BR4: +5' reach, +1 Dex, Eschew Materials
BR5: Improved Bull Rush, spell conduit
BR6: Improved Trip
BR7: Greater Bull Rush, DR 1/-
BR8: aberrant fortitude, +1 Con
BR9: Quick Bull Rush, Iron Will
BR10: DR 2/-
BR11: Raging Throw, greater rage

It's a similar concept, but relies on Accelerated Drinker to enlarge in the first round, and uses trips to keep enemies from moving through my threatened area, and bull rush to push them out and try again. But I've also been thinking of doing it as a gnome instead:

Mr. Tickle
Gnome Bloodrager (Aberrant, Steelblood)
15/12/15/10/12/12
FCB: +1 skill
Traits: Indomitable Faith, Reactionary

BR1: Power Attack, staggering strike, indomitable stance
BR2: armored swiftness
BR3: Combat Reflexes, blood sanctuary
BR4: +5' reach, +1 Str, Eschew Materials
BR5: Improved Bull Rush, armor training +1
BR6: Iron Will
BR7: Greater Bull Rush, blood deflection
BR8: aberrant fortitude, +1 Con
BR9: Raging Throw, Improved Initiative, armor training +2
BR10:
BR11: Quick Bull Rush, greater rage

This one gives up on enlarging, but can still get reach out to 20 feet by level 4 using a reach weapon + long arm + abnormal reach. I feel like that should be enough. I'm wondering if a 1-level dip into Fighter would be worth it to get the Bull Rush feats quicker.


My take on this was:
Undead/aberrant
Shaken+frightened without sv throw while keeping the reach.

Full build should be somewhere in this forum

Here it is

Quote:

.crossblooded aberrant/undead:

bloodline powers:
1: frightful charger
4: reach
8: fortitude
12: frightful strikes
feats:
1: aberrant tumor
3: whatever
5: arcane strike
6: combat reflexes
7: blooded arcane strike
9: riving strike
9: imp init
11: whatever (rage casting?)
12: iron will (toughness?)
get a fortuitus (cruel) reach weapon and go to town:
enter rage (cast enlarge)
activate arcane strike (free)
activate frightful strikes (swift)
and charge opponent at 25(30?) feet reach.
opponent becomes shaken due to frightful charger (no saving throw)
opponent takes -2 to sv throws vs spells+spell-like (riving, no saving throw)
opponent becomes frightened due to frightful strikes (no saving throw)
opponent becomes sickened due to cruel weapon (no saving throw)
opponents turn: he tries to run away:
attack of oportunity (target becomes panicked, drops stuff, no sv throw)
attack of opportunity at -5 (fortuitus)
Next round:
rage cycle to use frightful strike again, charge opponent, rinse repeat.
If there are multiple opponents just don't use your fortuitus on the one you have already frighten. Keep it to do 2 attacks of opportunity towards someone coming at you so that you can frighten him too (and avoid all of his attacks as well as gain some extra aoo while he too turns tail and runs)
basically, anyone who tries to move within your 20-30ft reach is prone to instantly become frightened without a sv throw, and whomever you attack is also getting frightened without a saving throw. All of them are also sickened, and all of them get an additional -2to sv throws from riving...When they try to flee they become panicked


To shroudb, I like that but it really doesn't take affect until you get the level 12 power. PFS pretty much retires at level 12.

To RainyDayNinja, I had never read Aberrant Tumor before. I kinda like that. I would probably replace Steadfast Personality. It is only a +1 or +2 on some saves (+3 near retirement). But the Hedgehog would be a +2 on all will saves. I think I still want Improved Iron Will. Sometimes you just roll a 1 and I've seen it be against confusion.

Of course, then I will be tempted to take improved familiar instead of the other 9 or 11 feat.


Adjusted slightly, here are the stats at level 11 while raging and using power attack. Still not sure about Raging Absorption.

yardarm
Div-spawn tiefling bloodrager (crossblooded) 11 (Pathfinder RPG Advanced Class Guide 15, 83; Pathfinder RPG Advanced Race Guide 168)
N Large outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 14 (+7 armor, +3 dexterity, -1 size, -2 untyped penalty)
hp 140 (11d10+70)
Fort +13, Ref +6, Will +8; +1 trait bonus vs. divine spells, +2 bonus vs. spells cast by self or an ally
Defensive Abilities improved uncanny dodge; DR 2/—; Resist cold 7, electricity 7, fire 7
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 keen adamantine bardiche +15/+10/+5 (2d8+20/17-20) or
. . bite +9 (1d8+6)
Space 10 ft.; Reach 15 ft.
Special Attacks bloodrage, staggering strike
Bloodrager (Crossblooded) Spells Known (CL 11th; concentration +14)
. . 3rd (2/day)—force hook charge{super}UM{/super}, heroism, wind wall
. . 2nd (2/day)—ablative barrier{super}UC{/super}, animal aspect{super}UC{/super}, mirror image, scorching ray, see invisibility
. . 1st (3/day)—blurred movement{super}ACG{/super}, long arm{super}ACG{/super}, magic missile, mount, ray of enfeeblement (DC 14), shield
. . Bloodline Aberrant, Abyssal
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 22, Int 10, Wis 14, Cha 16
Base Atk +11; CMB +16; CMD 30
Feats Aberrant Tumor[ACG], Combat Reflexes, Eschew Materials, Improved Iron Will, Intimidating Prowess, Iron Will, Power Attack, Pushing Assault[APG], Raging Absorption[ACG]
Traits history of heresy, unscathed
Skills Acrobatics +9, Climb +14, Handle Animal +7, Intimidate +24, Knowledge (arcana) +4, Knowledge (local) +1, Perception +20, Ride +6, Sense Motive +4, Spellcraft +4, Survival +6, Swim +13, Use Magic Device +14
Languages Abyssal, Common
SQ abnormal reach, blood casting, blood sanctuary, bloodline (aberrant, abyssal), demonic bulk, fast movement, fiendish sprinter, greater bloodrage, prehensile tail
Other Gear +1 mithral agile breastplate, +1 keen adamantine bardiche, belt of physical perfection +2, boots of the cat, headband of alluring charisma +2, 15 pp
--------------------
Tracked Resources
--------------------
Bloodrage (27 rounds/day) (Su) - 0/27
Improved Iron Will (1/day) - 0/1
--------------------
Special Abilities
--------------------
Abnormal Reach (Su) Increase reach by 5 ft when raging.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (27 rounds/day) (Su) +6 Str, +6 Con, +1 to Will saves, -2 to AC when enraged.
Boots of the cat When falling, always land on feet and take the minimum damage.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Greater Bloodrage (Su) When entering bloodrage, can cast 2nd level or lower bloodrager spell on self.
History of Heresy +1 save vs. divine spells
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Pushing Assault If you are wielding a weapon in two hands, push the target 5' back instead of dealing power attack damage.
Raging Absorption While bloodraging, if you save vs dmging arcane spell, and take no dmg, regain 1 rd bloodrage/2 lev of spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Staggering Strike (DC 21) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).

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