| ZZTRaider |
So, I'm trying to put together a Bloodrager build, mostly for fun. Interestingly, it doesn't seem like there's been a ton of discussion on Bloodrager optimization. Nearly everything I've found is from the playtest, and I have no idea what's actually changed (if anything).
My basic concept here is a half-orc who was prophesied to do great things, but was tainted with demon blood during childhood and exiled from his orc tribe.
Here's what I have so far:
Stats:
I'm using the array I was given for the last campaign I made a character for.
Str 17+2
Dex 10
Con 15
Int 8
Wis 10
Cha 15
+1 Strength at 4, 16, 20
+1 Constitution at 8
+1 Charisma at 12
Alternate Racial Traits:
Replace Intimidating with Shaman's Apprentice to gain Endurance as a bonus feat.
Replace Orc Ferocity with Acute Darkvision to increase Darkvision range to 90 feet.
Traits:
Fate's Favored (+1 to all luck bonuses)
Optimistic Gambler (+1d4 rounds to all effects that give morale bonuses)
Legacy of Sand (+1 to all Will saves)
Drawback: Shadow-Scarred (-1 to all saves in dim or dark areas)
Class:
Crossblooded Bloodrager
Abyssal, Destined
Favored Class Bonus: +1 round of bloodrage, levels 1 through 20 to fuel Raging Brutality in the late game.
I'm tempted to throw in the Metamagic Rager archetype, but it sounds really expensive on the rage rounds. 10 rage rounds for a quickened 1st level spell is rough, though it would be nice for action economy for self buffs...
Bloodline Powers:
1 Destined Strike (Destined)
4 Demonic Bulk (Abyssal)
8 Fated Bloodrager (Destined)
12 Abyssal Bloodrage (Abyssal)
16 Unstoppable (Destined)
20 Victory or Death (Destined)
Bloodline Spells:
Take the Destined spells (shield, blur, protection from energy, freedom of movement) over the Abyssal spells (ray of enfeeblement, bull's strength, rage, stoneskin).
Feats:
Bonus: Endurance
1 Power Attack
3 Raging Vitality
5 Skill Focus (Survival)
6 Bloodline: Diehard
7 Deathless Initiate
9 Eldritch Heritage (Orc, Touch of Rage)
9 Bloodline: Toughness
11 Quicken Spell-Like Ability (Touch of Rage)
12 Bloodline: Weapon Focus (Falchion)
13 Raging Brutality
15 Improved Eldritch Heritage (Orc, Strength of the Beast)
15 Bloodline: Improved Initiative
17 Gore Fiend
18 Bloodline: Lightning Reflexes
19 Extra Rage
I'm not entirely sure about Quicken SLA vs Improved Eldritch Heritage as my 11th level feat. +2 inherent strength from Strength of the Beast is definitely nice, but I think a +4 morale bonus to attack rolls, damage rolls, and Will saves for 1d4+1 rounds as a swift action might be better.
| Chess Pwn |
looks pretty good, You don't really need that high of a charisma though do you? all you need is a 14 to cast your high level spells. I also don't know how you have 4 traits. I also don't know if deathless initiate is worth it. It's hard to be in the negative HP and not dead. The damage potential can take you from low to dead.
| ZZTRaider |
looks pretty good, You don't really need that high of a charisma though do you? all you need is a 14 to cast your high level spells. I also don't know how you have 4 traits. I also don't know if deathless initiate is worth it. It's hard to be in the negative HP and not dead. The damage potential can take you from low to dead.
Improved Eldritch Heritage requires a 15 Charisma. Though I should be able to get a headband to cover that by the time I need it... Hm. Yeah, I should probably drop that a bit.
It's the standard two traits, plus a drawback (which gives me a circumstantial penalty) which lets me take a third trait as compensation.
Deathless Initiate is definitely an interesting one. I'm basically expecting that there will be a healer, otherwise you're right, it's not a great idea. It is basically improved Orc Ferocity, though... Diehard is still good, though, since it'll let me auto-stabilize.
EDIT:
New stat block:
Str 17+2
Dex 10
Con 16
Int 8
Wis 12
Cha 13
All level up bonuses into Strength, save for maybe one into Charisma for the extra spell slot.
| Chess Pwn |
looks better.
Also the deathless initiate, diehard gives you a big chunk of it, being able to act while that low, if you have a spell to save you. Taking a full round action while at negatives just seems hard. You have such a small window there. I'd say pick up improved init and toughness before it, but grab it later since it's free. And you shouldn't have a hard time stabilizing with your con. And it's just so situational, let's look at lv 12. you die at -24, you'll have 10+11d10+7*12+12toughness, that's ~166 hp before con-belt. CR 12 creature deals between 41 and 55, that means if you're at 17~31 hp you go straight to dead. CR 15 is 52-70 damage. and if you are under 0 collapsed is safer than standing. This is my reasoning behind why I don't go for the diehard. I too thought it was really neat, but upon seeing what it would take to work, it's kinda hard. The build that I got to work with it could boost DR to the 20's thus actually giving you a chance to stay at low health for a longer time without as much worry about dying.
| ZZTRaider |
looks better.
Also the deathless initiate, diehard gives you a big chunk of it, being able to act while that low, if you have a spell to save you. Taking a full round action while at negatives just seems hard. You have such a small window there. I'd say pick up improved init and toughness before it, but grab it later since it's free. And you shouldn't have a hard time stabilizing with your con. And it's just so situational, let's look at lv 12. you die at -24, you'll have 10+11d10+7*12+12toughness, that's ~166 hp before con-belt. CR 12 creature deals between 41 and 55, that means if you're at 17~31 hp you go straight to dead. CR 15 is 52-70 damage. and if you are under 0 collapsed is safer than standing. This is my reasoning behind why I don't go for the diehard. I too thought it was really neat, but upon seeing what it would take to work, it's kinda hard. The build that I got to work with it could boost DR to the 20's thus actually giving you a chance to stay at low health for a longer time without as much worry about dying.
Okay, yeah, I think you're right. I guess I just pull in Gore Fiend to replace Deathless Initiate?
I'm still pondering Metamagic Rager, which would toss in Quicken Spell where Diehard is currently. Looking at it further, rage rounds won't be nearly as bad off as I thought they would, but I'm still only looking at one or two Quickened spells per day until I'm getting to the point that I have Quicken SLA and Raging Brutality to compete for swift action economy.
| Chess Pwn |
I don't think meta would be worth it. Really the only benefit would be quicken to swift cast buffs. I don't think they have a spell list really to meta and you can only add 1 meta this way. so unless you got spell perfection and the trait that lowers the level, I'm not seeing you being able to use it.