Any tips on playing a bloodrager?


Advice

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Grand Lodge

Hello!

I wanted to try playing a chaotic neutral half-orc bloodrager. With the Abyssal bloodline; just because.

Anyone out there had any experience playing an Abyssal bloodrager? I think it looks cool. And kind of nasty, which helps if you're in the front line, of course.

Just wondering if anyone could give me any hints and tips about playing an abyssal bloodrager. If so, thanks in advance!

Thanks, all!


Yeah, go Steelblood. You can grow large so the extra reach means speed is not that important, but it means a bigger AC penalty, compounded with that other bloodline penalty.

The AC from heavy armor will come extra handy.

Also, get a reach weapon to abuse your insane reach.


He's playing a half-orc abyssal bloodrager. He doesn't USE a weapon. He IS the weapon.

You need to pick up the Toothy racial trait, clearly. And then bite/claw/claw till everyone is really really dead.

Grand Lodge

Secret Wizard wrote:

Yeah, go Steelblood. You can grow large so the extra reach means speed is not that important, but it means a bigger AC penalty, compounded with that other bloodline penalty.

The AC from heavy armor will come extra handy.

Also, get a reach weapon to abuse your insane reach.

Sounds interesting. But the ¢o$t of a heavy armour at first level is kind of prohibitive. This was for a PFS character starting at level 1.

It would be cool if I was to start above level 1, with a lot more cash to splash! I could always do that if my character in the campaign I'm in now sort of dies (adventurers have a tendency to do that). That would make an interesting front line type...


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Or you can wear whatever armor at lv1 and get heavy when you can afford it.


Depending on some various things, you can basically build a bloodrager the exact same way you would a barbarian. Except don't tank charisma.

If you play a primalist bloodrager build it the same exact way you would a barbarian (plus some charisma) and now you're a barbarian that can cast some spells. However, bloodline powers are actually pretty damn strong, so I wouldn't trade away everything for rage powers.

TL;DR Lots of strength, lots of cons, 12/14 charisma depending on what you can afford. Power attack. Go ahead and use that two-handed weapon. Natural attack builds sound nice, but are hard to make work unless you can get a lot of them. With a bite attack you can have three attacks which will probably land you more damage than two-handing till somewhere in the mid levels, but I would have to do some math to figure out exactly when to switch.


Could also add on the Fiend Totem, Lesser to get a Gore attack to add to your claws and bite.

Grand Lodge

RumpinRufus wrote:

He's playing a half-orc abyssal bloodrager. He doesn't USE a weapon. He IS the weapon.

You need to pick up the Toothy racial trait, clearly. And then bite/claw/claw till everyone is really really dead.

Oooooo! I hadn't thought of the Toothy racial trait. I was thinking of the Sacred Tattoo racial trait along with the Fate's Favored trait, to make up for the uninspiring WILL saves fighter types usually have. Then again, that might not be as bad when in a Bloodrage.

That could sure give him/me/it some nasty options:

  • Greataxe (1d12 once per turn, overall average of 6-7 plus STR)
  • Greatsword (2d6 once per turn, overall average of 7 plus STR)
  • Falchion (2d4 and better crit once per turn, average of 5 plus STR)
  • Two claws and one bite (2d6 and 1d4, average 9-10 plus STR)

    Provided everything hits as above, the claws and bite do make the most sense for a bloodrage attack. If everything lands in a round then that would be triple the STR bonus in one round. Very nice! Well, very nasty indeed for anyone on the receiving end of those!! It would also save him having to carry quite so many weapons about, since he is the weapon, as you said! I like it!

    Thanks for the Toothy suggestion. I rather like that one!

  • Grand Lodge

    Chess Pwn wrote:
    Or you can wear whatever armor at lv1 and get heavy when you can afford it.

    That's true...

    Grand Lodge

    Claxon wrote:

    Depending on some various things, you can basically build a bloodrager the exact same way you would a barbarian. Except don't tank charisma.

    If you play a primalist bloodrager build it the same exact way you would a barbarian (plus some charisma) and now you're a barbarian that can cast some spells. However, bloodline powers are actually pretty damn strong, so I wouldn't trade away everything for rage powers.

    TL;DR Lots of strength, lots of cons, 12/14 charisma depending on what you can afford. Power attack. Go ahead and use that two-handed weapon. Natural attack builds sound nice, but are hard to make work unless you can get a lot of them. With a bite attack you can have three attacks which will probably land you more damage than two-handing till somewhere in the mid levels, but I would have to do some math to figure out exactly when to switch.

    Thanks for that.

    I wasn't thinking of tanking charisma. Can't use spells until level 4 anyway, so he can always tack on an extra point there at 4th level.

    I was thinking of two handed weapons for more splat when not actually bloodraging. Bloodraging is really, really cool. But if it looks like there will be a succession of battles in one day, I would think it would be best if you pick your moments for bloodrage.

    Mind you, I've not yet played a barbarian character either. I'm just sort of guessing on some of this.


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    When you single attack, you want a big two-handed weapon. Then when you have a full attack, drop the weapon and bite/claw/claw.

    Grand Lodge

    MrNastyButler wrote:
    Could also add on the Fiend Totem, Lesser to get a Gore attack to add to your claws and bite.

    So the horns from the Fiend Totem would count as a natural attack. And if he has Toothy and Abyssal claws, then he could conceivably have four attacks per round while raging.

    That is nashty!
    Therefore I like it! Muahahaha!

    But that could make him seriously harsh in combat!
    Depending on how much the opposition can dish out, of course!


    1 person marked this as a favorite.

    I have a Kitsune Bloodrager with the Abyssal Bloodline and I find him to be really strong. Your Half-Orc could take the toothy trait to get the bite that goes with the claws. I use a bardiche to fish for AOOs and once an enemy gets near me I drop it in favor of claw/claw/bite. Power Attack is really strong for your first feat. I bought a spring loaded wrist sheath and got a wand of Shield with my first 2 PP. I took the steelblood archetype and I am saving up for full plate +1, four mirror armor is cheap and good enough until then. You have to be careful not to run out of rage at first level. One time a friendly alchemist gave me an enlarge person infusion, you are a serious threat once you get big.


    Some GMs may not allow both a gore and a bite on the same turn, for the same reason you can't attack with a claw when you're holding a weapon with that arm.

    Grand Lodge

    RumpinRufus wrote:
    When you single attack, you want a big two-handed weapon. Then when you have a full attack, drop the weapon and bite/claw/claw.

    That's kind of what I was thinking. Don't want to leave the bloodrager spent (fatigued or even exhausted) by using too many bloodrages too fast, but also maximize those bloodrages, since there's only so many per day.

    Grand Lodge

    Gregory Connolly wrote:
    I have a Kitsune Bloodrager with the Abyssal Bloodline and I find him to be really strong. Your Half-Orc could take the toothy trait to get the bite that goes with the claws. I use a bardiche to fish for AOOs and once an enemy gets near me I drop it in favor of claw/claw/bite. Power Attack is really strong for your first feat. I bought a spring loaded wrist sheath and got a wand of Shield with my first 2 PP. I took the steelblood archetype and I am saving up for full plate +1, four mirror armor is cheap and good enough until then. You have to be careful not to run out of rage at first level. One time a friendly alchemist gave me an enlarge person infusion, you are a serious threat once you get big.

    Those are all cool ideas too.

    One I'd really like is if/when he gets to 4th level to be able to "bigify" himself when going into a bloodrage. Potions and such are cool too in the mean time!

    I hadn't thought of the Bardiche, but the brace and reach features are cool...

    Grand Lodge

    RumpinRufus wrote:
    Some GMs may not allow both a gore and a bite on the same turn, for the same reason you can't attack with a claw when you're holding a weapon with that arm.

    True; a gore and bite on the same round is a bit of a stretch. On the other hand, the bite might come in handy when not bloodraging. That one would always be "on" sort of thing.

    What I had in mind was dropping the weapons once bloodraged and using the claw attacks instead, since they're both pretty decent, and allow you to throw in the strength bonus more often per round.

    But there's still a lot of options everyone is suggesting (thanks, Everyone!) I never would've thought of myself.


    Gruugdúrz wrote:
    RumpinRufus wrote:

    He's playing a half-orc abyssal bloodrager. He doesn't USE a weapon. He IS the weapon.

    You need to pick up the Toothy racial trait, clearly. And then bite/claw/claw till everyone is really really dead.

    Oooooo! I hadn't thought of the Toothy racial trait. I was thinking of the Sacred Tattoo racial trait along with the Fate's Favored trait, to make up for the uninspiring WILL saves fighter types usually have. Then again, that might not be as bad when in a Bloodrage.

    That could sure give him/me/it some nasty options:

  • Greataxe (1d12 once per turn, overall average of 6-7 plus STR)
  • Greatsword (2d6 once per turn, overall average of 7 plus STR)
  • Falchion (2d4 and better crit once per turn, average of 5 plus STR)
  • Two claws and one bite (2d6 and 1d4, average 9-10 plus STR)

    Provided everything hits as above, the claws and bite do make the most sense for a bloodrage attack. If everything lands in a round then that would be triple the STR bonus in one round. Very nice! Well, very nasty indeed for anyone on the receiving end of those!! It would also save him having to carry quite so many weapons about, since he is the weapon, as you said! I like it!

    Thanks for the Toothy suggestion. I rather like that one!

  • If you do take the Fate Favored Trait you might want to think about going Crossblooded with Destined and picking up the 4th level bloodline power of it.


    "True; a gore and bite on the same round is a bit of a stretch."

    There is nothing stating that you would not be able to do this in the rules. If a DM stated you could not, it would be more a house rule than an official rule so it would be good to double check that with them.

    Grand Lodge

    Dread Knight wrote:


    If you do take the Fate Favored Trait you might want to think about going Crossblooded with Destined and picking up the 4th level bloodline power of it.

    Okay, thanks. I'll have a closer look at those.

    So many options, so little time!


    Is this for PFS?

    Grand Lodge

    MrNastyButler wrote:


    There is nothing stating that you would not be able to do this in the rules. If a DM stated you could not, it would be more a house rule than an official rule so it would be good to double check that with them.

    But I guess I'd need to select the Primalist archetype to gain a totem rage power, wouldn't I?

    Still, these are all things that could make things interesting!

    Grand Lodge

    Paladin of Baha-who? wrote:
    Is this for PFS?

    Well, yes. And no.

  • Yes… that's the main idea.
  • No… in that these are also way cool ideas for the regular campaign I'm in. Just in case the current character snuffs it (as adventurers are prone to doing).

  • Grand Lodge

    Gregory Connolly suggested using a reach weapon to fish for AoOs, then dropping it to claw/claw/bite if a foe gets close. This is an excellent combination, and will likely work very well for you. You will often get an AoO on Round 1, so at low levels the reach weapon effectively doubles your average Round 1 damage output. How many AoOs you get will vary drastically based on your GM, your foe, your tactics, and especially your team's tactics.

    Count the AoOs you do not get because you lack Combat Reflexes. If you commonly miss out on attacks then consider getting the combat reflexes feat.

    A related trick, most useful as an alternative to missile combat when the foe is out of reach, is to Move and "ready an action to attack the first foe to come within reach." A foe who tries to approach you then takes two attacks from you (your readied action and your AoO) before it can attack once. If, after that, the foe is still alive, you get to full attack it on your next turn. At the end of your 2nd turn the foe has attacked you once, and you have attacked it five times. This obviously will not work versus enemies who try to avoid you, and gives foes a good reason to avoid you. If foes try to avoid you that's a win for your team. Versus melee enemies this tactic is usually way, way more effective than "I rush it and attack." Instead, you let your enemy be stupid enough to "rush it and attack".

    Grand Lodge

    Rodinia wrote:

    Gregory Connolly suggested using a reach weapon to fish for AoOs, then dropping it to claw/claw/bite if a foe gets close. This is an excellent combination, and will likely work very well for you. You will often get an AoO on Round 1, so at low levels the reach weapon effectively doubles your average Round 1 damage output. How many AoOs you get will vary drastically based on your GM, your foe, your tactics, and especially your team's tactics.

    Count the AoOs you do not get because you lack Combat Reflexes. If you commonly miss out on attacks then consider getting the combat reflexes feat.

    A related trick, most useful as an alternative to missile combat when the foe is out of reach, is to Move and "ready an action to attack the first foe to come within reach." A foe who tries to approach you then takes two attacks from you (your readied action and your AoO) before it can attack once. If, after that, the foe is still alive, you get to full attack it on your next turn. At the end of your 2nd turn the foe has attacked you once, and you have attacked it five times. This obviously will not work versus enemies who try to avoid you, and gives foes a good reason to avoid you. If foes try to avoid you that's a win for your team. Versus melee enemies this tactic is usually way, way more effective than "I rush it and attack." Instead, you let your enemy be stupid enough to "rush it and attack".

    That's what I was thinking after reading Gregory Connolly's way cool advice. I like it! The bardiche does sound like a good weapon for letting them come to you, with its reach and brace features. Although it might be a bit too large and awkward for some of settings. Especially underground where those annoying "wall" things get in the way of one's big weapons!

    I was also thinking of some ranged weapons for the same reason. Specifically the Ammentum (javelins with a thong attached) and/or a throwing axe or two, since they're thrown weapons that take the strength bonus to on damage.

    You're right; the Combat Reflexes feat would make a lot of sense if foes were coming to me! Very nice!

    That would all make things pretty painful for someone trying to attack a character with all that going for him!

    "Come and get some" would be a very painful experience indeed!
    I like it! A lot!

    Grand Lodge

    Thanks for all the very cool advice, everyone!

    Most all of it were things I never would have thought of on my own.

    I really want to give this all a go first chance I get!


    Gruugdúrz wrote:
    MrNastyButler wrote:


    There is nothing stating that you would not be able to do this in the rules. If a DM stated you could not, it would be more a house rule than an official rule so it would be good to double check that with them.

    But I guess I'd need to select the Primalist archetype to gain a totem rage power, wouldn't I?

    Still, these are all things that could make things interesting!

    Just note that Primalist isn't PFS legal.


    Step 1: Enter Bloodrage

    Step 2: Charge forward

    Step 3: Hit it until it dies

    Step 4: Repeat until anything that looked at you funny is dead.

    If after level 4:

    Step 3a: Blast it with spells AND hit it until it dies.

    Grand Lodge

    Hawktitan wrote:
    Gruugdúrz wrote:
    MrNastyButler wrote:


    There is nothing stating that you would not be able to do this in the rules. If a DM stated you could not, it would be more a house rule than an official rule so it would be good to double check that with them.

    But I guess I'd need to select the Primalist archetype to gain a totem rage power, wouldn't I?

    Still, these are all things that could make things interesting!

    Just note that Primalist isn't PFS legal.

    Well! I'll give that one a miss!

    The straight up bloodrager seems to have cool things as is.

    Grand Lodge

    chbgraphicarts wrote:


    Step 1: Enter Bloodrage

    Step 2: Charge forward

    Step 3: Hit it until it dies

    Step 4: Repeat until anything that looked at you funny is dead.

    If after level 4:

    Step 3a: Blast it with spells AND hit it until it dies.

    An adroit plan if ever there was one!

    Seriously, though, that's pretty solid for most combats with a bloodrager.

    I just think it needs to be tweaked, a wee bit, if there's a large number of "Its" instead of just the one "It".

    Grand Lodge

    RIGHT, I think I've got it now

    After all this cool advice, I think I'll have a half-orc Abyssal bloodrager start with the following abilities and stuff:

  • Intimidating (+2)
  • Toothy racial trait
  • Orc Weapon Familiarity
  • Darkvision (60 ft)
  • Orc Blood
  • Claws (bloodline power)
  • Bloodrage
  • Fast Movement
  • Outcast (trait)
  • Reactionary (trait)
  • Combat Reflexes (feat)

    Now all I need to do is get him some starting kit. At least having claws and bite attacks should reduce the number of weapons I'll need to buy!

    Thanks for all the cool advice everyone. Really appreciate it. I never could've thought up much of this on my own!

  • Grand Lodge

    One note I do not think anyone said.

    In a PFS game, you can spend your first 2 PP for a MWK agile Breast Plate, good for climbing and acrobatics and still a +6 to AC. (its 550 gold)

    Grand Lodge

    Dafydd wrote:

    One note I do not think anyone said.

    In a PFS game, you can spend your first 2 PP for a MWK agile Breast Plate, good for climbing and acrobatics and still a +6 to AC. (its 550 gold)

    I'm new to this PFS thing. Do those PP things come before or after your first adventure? I'm just assuming that at level one, you start with no special kit...

    I just had a look through the PDF files on PFS play. I couldn't find a list on how PP translates into cash money and/or goods and services. Is there a table fore that, which I missed?

    Grand Lodge

    You can get 1-2 PP per session. After your first game, you can spend that PP you gained on the armor.

    Basically, you start the character with something like studded leather then after your first adventure get the breastplate.


    Masterwork Agile Breastplate, Darkwood Composite Longbow (+3 str), Wand of Cure Light Wounds, Wand of Infernal Healing, Wand of Shield, Wand of Magic Missile, Potion of Fly and Potion of Water Breathing can all be acquired for 2 prestige points. Just some things to consider that I had to get used to when I moved from home games to society play.

    Grand Lodge

    Dafydd wrote:

    You can get 1-2 PP per session. After your first game, you can spend that PP you gained on the armor.

    Basically, you start the character with something like studded leather then after your first adventure get the breastplate.

    I was able to kit him better than I thought I could have:

    scale mail armour, heavy flail, two ammentum (javelins), two throwing axes, backpack, bedroll, five days' trail rations, an explorer's outfit (for the fashionable adventurer), waterskin, and silk rope (50 ft)

    So, he's actually lightly encumbered (just), and actually had a few shekels (41 GP) left over. I figured I ought not to spend money on too many weapons with his claws and bite. But at the same time he doesn't have quite enough cash and strength to trot along with a really impressive kit to start with.

    And anyway…
    Is there a table or reference showing how you can cash in the PP? All I could find was tables on how to earn them, not how to cash them in. I'm probably overlooking something in searching the PDF copy of the PFS field guide I've got.

    Grand Lodge

    Gregory Connolly wrote:
    Masterwork Agile Breastplate, Darkwood Composite Longbow (+3 str), Wand of Cure Light Wounds, Wand of Infernal Healing, Wand of Shield, Wand of Magic Missile, Potion of Fly and Potion of Water Breathing can all be acquired for 2 prestige points. Just some things to consider that I had to get used to when I moved from home games to society play.

    That's all cool. But I just can't seem to find any tables telling me how to cash in those prestige points. I'm sure I'm overlooking part of the PDF documents I'm searching.

    The composite (+3 str) darkwood bow would be cool. It's some kind of expensive, though, if you're a first level type. I should also think having potions of healing on hand would be very handy for a bloodrager!

    Grand Lodge

    Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

    There should be a table of general stuff you can buy with PP.

    I don't have the guide handy, but have a look here. I got annoyed that I didn't have a handy site where all ways for spending Prestige Points were listed, so I made one :)


    1 Prestidge Point can purchase a single item worth 150g or less.
    2 Prestidge Points can purchase a single item worth 750g or less.

    Some items -
    Level 1 wands cost 750g (ex. ***Wand of Cure Light Wounds*** seriously - pick this up).
    Level 3 Potions cost 750g (ex. Fly, Gaseous Form, Cure Serious Wounds).
    A scroll with 5 copies of a level 2 spell is 750g (ex. Bull Strength).
    A scroll of 2 copies of a level 3 spell is 750g (ex. Fireball).

    Also other things that might be of interest to people in general.

    Mithril Dagger - 500g
    Masterwork Agile Breastplate - 550g
    Masterwork Half Plate - 750g
    A Darkwood Composite (+3) Longbow costs 730g

    See also wonderous items that cost 750g or less. Of particular note to me is the Snapleaf.

    Grand Lodge

    Damanta wrote:

    There should be a table of general stuff you can buy with PP.

    I don't have the guide handy, but have a look here. I got annoyed that I didn't have a handy site where all ways for spending Prestige Points were listed, so I made one :)

    I'm sure there's a table somewhere out there about what you can cash in those PP for. I just haven't been able to find it somehow. I think I found tables on everything about PP except how to cash them in. Oh well...

    Grand Lodge

    Hawktitan wrote:

    1 Prestidge Point can purchase a single item worth 150g or less.

    2 Prestidge Points can purchase a single item worth 750g or less.

    Some items -
    Level 1 wands cost 750g (ex. ***Wand of Cure Light Wounds*** seriously - pick this up).
    Level 3 Potions cost 750g (ex. Fly, Gaseous Form, Cure Serious Wounds).
    A scroll with 5 copies of a level 2 spell is 750g (ex. Bull Strength).
    A scroll of 2 copies of a level 3 spell is 750g (ex. Fireball).

    Also other things that might be of interest to people in general.

    Mithril Dagger - 500g
    Masterwork Agile Breastplate - 550g
    Masterwork Half Plate - 750g
    A Darkwood Composite (+3) Longbow costs 730g

    See also wonderous items that cost 750g or less. Of particular note to me is the Snapleaf.

    Thanks for that!

    Where is that information? I was looking through the PFS guide and couldn't seem to spot that handy information. Probably not looking in the right places, I suppose.

    Grand Lodge

    You spend the 2 pp on an item of 750g value or less. The item is then valueless. This is on the table listing what you can spend PP on. It is page 26 of the guide to organized play.

    "Free Purchase up too 150g 1PP"
    "Free Purchase up too 750g 2PP"


    Right.

    The list is 'Spend 2 PP for a single item of 750g or less'. I just made a short list of things based on that, that I have found handy or considered useful at one time or another.

    Any level 1 wand is valued at 750g, so any level 1 wand can be purchased with 2 PP points. It's just that a CLW wand is very very useful and should probably be the first or second buy with PP.

    The item being valueless is a good point. Let us take my example above of Half-Plate. You could buy the armor with 2 PP but typically one will want to go with Full-Plate. Full-Plate however is not affordable until you are level 2. Getting the Half-Plate at level 1 with PP points until you can afford the Full-Plate isn't a terrible idea, however when you make the purchase of Full-Plate the Half-Plate becomes decoration for your character's home or whatever - you can't resell it for gold.

    Also see the link that Damanta posted. It has the relevent list of things you can do with PP. A raise dead for example is 16 PP, a restoration to remove the negative level is 4 PP, having your body recovered is 5 PP. This makes the total cost to recover from a TPK 25 PP.

    Of course the other side of the coin is if you have the right tools availible, then the TPK shouldn't happen :).

    Scarab Sages

    A wand of Infernal Healing is better for a Bloodrager because it is on his spell list so he can use it without UMD, and heals a flat 10 points outside of combat. I always recommend Infernal Healing to CLW for arcane casters.


    As someone who is enjoying their Abyssal Bloodrager quite a bit…I went Rageshaper for more damage, didn't get Toothy, but did get Indomitable Faith and Sacred Tattoo to boost saves, especially Will. Later on, I will have to get ye olde agile mithral breastplate, jingasa, ioun stone etc to boost AC--damage should be fiiiine. That's a more conservative build, but you don't want your bloodrage to be interrupted by pesky things like dying.

    Grand Lodge

    Dafydd wrote:

    You spend the 2 pp on an item of 750g value or less. The item is then valueless. This is on the table listing what you can spend PP on. It is page 26 of the guide to organized play.

    "Free Purchase up too 150g 1PP"
    "Free Purchase up too 750g 2PP"

    Thanks! I obviously didn't have a close look at that one! I just thought that was a table of earning PP for doing or getting various things. Oh well, it's like owners manuals; who ever wants to actually read those, eh?

    Seriously, though, thanks for pointing that out.

    I knew I was missing that information somehow. And I was right!

    Grand Lodge

    Hawktitan wrote:

    Right.

    The list is 'Spend 2 PP for a single item of 750g or less'. I just made a short list of things based on that, that I have found handy or considered useful at one time or another.

    Any level 1 wand is valued at 750g, so any level 1 wand can be purchased with 2 PP points. It's just that a CLW wand is very very useful and should probably be the first or second buy with PP.

    The item being valueless is a good point. Let us take my example above of Half-Plate. You could buy the armor with 2 PP but typically one will want to go with Full-Plate. Full-Plate however is not affordable until you are level 2. Getting the Half-Plate at level 1 with PP points until you can afford the Full-Plate isn't a terrible idea, however when you make the purchase of Full-Plate the Half-Plate becomes decoration for your character's home or whatever - you can't resell it for gold.

    Also see the link that Damanta posted. It has the relevent list of things you can do with PP. A raise dead for example is 16 PP, a restoration to remove the negative level is 4 PP, having your body recovered is 5 PP. This makes the total cost to recover from a TPK 25 PP.

    Of course the other side of the coin is if you have the right tools availible, then the TPK shouldn't happen :).

    Dafydd pointed out where the list was. I just kept glossing over it thinking it was for earning PP, not using them. Oh well. Where's the fun in actually reading all the directions, eh?

    I don't like the thought of a TPK. Dying puts a real damper on one's social life! :D

    Grand Lodge

    Segovax wrote:
    A wand of Infernal Healing is better for a Bloodrager because it is on his spell list so he can use it without UMD, and heals a flat 10 points outside of combat. I always recommend Infernal Healing to CLW for arcane casters.

    That sounds like a plan. How much does unholy water or devil's blood cost for that spell? Or does Eschew Materials cover that item? If so, that's way cool for a spell!

    Grand Lodge

    Axolotl wrote:

    As someone who is enjoying their Abyssal Bloodrager quite a bit…I went Rageshaper for more damage, didn't get Toothy, but did get Indomitable Faith and Sacred Tattoo to boost saves, especially Will. Later on, I will have to get ye olde agile mithral breastplate, jingasa, ioun stone etc to boost AC--damage should be fiiiine. That's a more conservative build, but you don't want your bloodrage to be interrupted by pesky things like dying.

    I think I'll stay with what I've got for now and see how it goes. I was thinking of going for the boosted saves at first, but I think that, with some luck, anyone using something requiring a WILL save will become a splat before that's a problem.

    This dying business would sure cramp the bloodrager's style!

    Scarab Sages

    Gruugdúrz wrote:
    Segovax wrote:
    A wand of Infernal Healing is better for a Bloodrager because it is on his spell list so he can use it without UMD, and heals a flat 10 points outside of combat. I always recommend Infernal Healing to CLW for arcane casters.
    That sounds like a plan. How much does unholy water or devil's blood cost for that spell? Or does Eschew Materials cover that item? If so, that's way cool for a spell!

    Wands don't require material components to use, as far as I know, just to create. All you will need for PFS is the wand.

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