Advice for a Halfling Bloodrager in Hell's Rebels


Advice


So I'm using a Halfling Bloodrager and I'm planning to take the Bodyguard Feat at Level 3 and try to make usage of that. I'll also probably retrain Adaptable Luck out for the regular +1 Racial to all saves at Level 4 when I get my luck bonuses from my Bloodline.

So--any suggestions on gear or other feats that could help with this? We use hero points, background skills, and I get Power Attack for free at Level 1 (as does everyone who qualifies).

Stats:

Marra

Officer: Sentinel

CG Halfling Bloodrager (Primalist/Steelblood) 2 [Worships Desna]
Age: 24 Height: 2’11” Weight: 30 lbs. Hair: Brown Eyes: Green
Languages: Common, Halfling
Favored Class: Bloodrager

Hero: 2

Speed: 30 feet (25 ft in armor)
Initiative: +3
BAB: +2
CMB: +4 [2 str + 2 BAB - 1 Size + 1 Indomitable Stance]
Armor Check: -3

HP: 20 [10 + 6 + 2 Con + 2 favored]
AC: 21 [7 Armor, 3 Dex, 1 Size] (18 FF, 14 Touch) (+1 AC vs charges)
CMD: 16 [10 + 2 Str + 3 Dex - 1 Size + 2 BAB] (+1 CMD vs trample)
Fort: +5 [3base + 1 Con + 1 resistance]
Ref: +4 [0 base + 3 Dex + 1 resistance] (+1 Ref vs trample)
Will: +0 [0 base - 1 Wis + 1 resistance] (+2 morale vs fear, +2 when raging)

Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 8 (-1)
Wisdom: 8 (-1)
Charisma: 14 (+2)

Melee Bec de corbin +6 (+2 BAB, +2 str, +1 size, +1 MW) (1d8+3/x3) (reach, brace, +2 CMB to sunder medium or heavy armor)
Melee Battle axe (two hands) +5 (+2 BAB, +2 str, +1 size) (1d6+3/x3)
Melee Battle axe (one hand) +5 (+2 BAB, +2 str, +1 size) (1d6+2/x3)
Melee Cold Iron Dagger +5 (+2 BAB, +2 str, +1 size) (1d4+2/19-20/x2)
Ranged Chakram +6 (+2 BAB, +3 dex, +1 size) (1d6+2/x2)
Ranged Cold Iron Dagger +6 (+2 BAB, +3 dex, +1 size) (1d4+2/19-20/x2)

+1 attack and damage vs charging creatures

Feats: Combat Reflexes (Level 1), Power Attack (House rule)

Acrobatics +5 (2 ranks, +3 class, +3 Dex, -3 AC)(+7 total jumping)
Climb +6 (1 rank, +3 class, +2 Str)
Lore (Rebellions) +1 (2 ranks, -1 Int)
Perception +6 (2 ranks, +3 class, -1 Wis, +2 racial)
Perform (Dance) +4 (2 ranks, +2 Cha)
Stealth +9 (1 rank, +3 class, +1 trait, +3 Dex, + 4 Size, -3 AC)
Total Points: 10 (4 Bloodrager -1 Int + 2 Background x2 levels)
AC penalty is -3

Traits:

Fate’s Favored: +1 additional to all Luck bonuses

Helpful: When successful with an Aid Another action, add a +4 bonus instead of +2

Historian of the Rebellion (Campaign): +2 to an Organization check, +1 trait bonus to Stealth, Stealth is a class skill

Drawback--Overprotective (Drawback): If one of Marra’s allies falls unconscious from hit point damage, she takes a –2 penalty on attack rolls and skill checks as long as she is farther than 10 feet away from the fallen ally.

Racial Features: +2 Dex, +2 Cha, -2 (Str), Small Size, Fearless (+2 racial to saves vs fear), Adaptable Luck (replaces Halfling Luck), Fleet of Foot (replaces Slow Speed and Sure Footed), Keen Senses (+2 racial bonus to Perception), Weapon Familiarity

Adaptable Luck--3x/day (as a non-action) Marra can gain a +2 luck bonus (+3 from fate’s favored) on an ability check, attack roll, saving throw, or skill check. Before the roll it is a +2 bonus, afterward it is a +1 bonus.

Proficiencies:All simple and martial weapons, light armor, medium armor, heavy armor, and shields (except tower shields). Marra can cast bloodrager spells while wearing light armor, medium armor, or heavy armor without incurring the normal arcane spell failure chance.

Class Features: Bloodline (Destined), Blood Rage, Indomitable Stance

Destined Bloodline
Destined Strike: At 1st level, as a free action up to three times per day Marra can grant herself an insight bonus equal to 1/2 her bloodrager level (minimum 1) on one melee attack. At 12th level, she can use this ability up to five times per day.

Blood Rage: 7 rounds per day, +4 morale bonus to Str, +4 morale bonus to Con, +2 morale bonus on Will Saves, -2 AC

Indomitable Stance: +1 bonus to CMB, CMD vs overrun combat maneuvers, Reflex saves vs trample. Also, a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.

Armored Swiftness (Ex): At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of her unencumbered speed.
This ability replaces uncanny dodge.

Cloak of Resistance +1, 0.5 lb.
Backpack, 2 gp ,1 lb.
Belt pouch, 1 gp, .25 lb.
MW Agile Breastplate /w Armored Kilt, 570 gp, 17.5 lbs
MW Bec de corbin, 315 gp, 6 lbs.
Darkwood Quickdraw Light Wooden Shield, 233 gp, 3 lbs.
Chakram x3, 3 gp, 1.5 lbs.
Spring-Loaded Wrist Sheath /w Cold Iron Dagger, 9 gp, 1 lb.
Battle Axe, 10 gp, 3 lbs.
4 days Wandermeal rations, 4 cp, 2 lbs.
Waterskin, 1 gp, 2 lbs.
sunrod, 2 gp, 1 lb.
tindertwig, 1 gp
Smelling Salts, 25 gp
Alchemical Grease, 5 gp, 1 lb.
Scroll of Invigorate, 25 gp

39 gp, 3 sp, 1 cp remaining

Weight Carried: 39.75 lbs. (43.5 lbs or less is light, 44.2-87 is medium, 87.75-131.25 is heavy)

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