PFS Bloodrager advice


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Am trying to build a natural attack Bloodrager with a familiar. By doing some grey area dabbling.

Archetypes:
Cross Blooded (Draconic/arcane)
Blood conduit
Bloodline familiar

Bloodline familiar states that it replaces 1st level barbarian and 1st level sorcerer bloodline feats.

That being said, cross blooded allows you to take a 1st level bloodline feat at level 4. So am I able to get claws at level 4?

If not, how could I give be my bloodrager Pfs legal natural attacks?


Yes that should work, though those are powers not feats.


If you never had the choice of taking the claws power in the first place, I don't think you can claim you get to take it later. The specific wording:

"He can instead select a lower-level bloodline power he did not choose in place of one of these high-level powers."

You didn't "not choose" it; you never had that choice at all, because level 1 bloodline powers were not, and thus pretty clearly are not, available to your character.

You could use Eldritch Heritage to get a familiar through Arcane Bond, leaving you free to just take Draconic.

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BadBird wrote:


You didn't "not choose" it; you never had that choice at all, because level 1 bloodline powers were not, and thus pretty clearly are not, available to your character.

He didn't choose the bloodline power, but chose a familiar instead. Thus, the bloodline power is one that he didn't choose, thus it is a legal pick at level 4.

Picking lower-level powers in the place of higher-level ones is not a big deal. The extra wording is there to prevent the bloodrager from taking the same power twice.


If you want a Natural Attack rager then you should stick to Draconic bloodline. If you wanted to you could be a half-orc with the Tusks alternate trait, or get it through a feat, and/or add Dragon Disciple prestige class.

The Crossblooded archetype shouldnt be compatible as it alters your bonus feats and powers and the Blood Conduit also alters your bloodline feats.

I would recommend against the Bloodconduit as it is basically a Bloodrager trying to be a Monk but doesnt have key abiltities such as the Monk's scaling damage, bonus movement, ki attacks, fighting styles, flurry, etc.

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ChaosTicket wrote:


I would recommend against the Bloodconduit as it is basically a Bloodrager trying to be a Monk

The blood conduit is not a monk, but a maneuver-based Bloodrager.

You can full attack with claw/claw/bite (that's more attacks than flurry gives, and raging provides bonus damage). Use the first one for a trip. If it hits, cast either a touch debuff or shocking grasp as a swift that hits automatically, and deal damage with the other two attacks. If it misses, make the second one a trip. Your chance of landing the touch spell are very high, and you can take Greater Trip for even more attacks.


If you want to grapple, you have to be unarmed or take a big penalty. you need extra feats for each individual combat maneuver to remove the penalty of provoking an attack of Opportunity. That is alot of feats to avoid alot of attacks.

The Bloodrager doesnt even learn spells until level 4, has a low chance to pass DC rolls, and would provoke unless it casted defensively which it will probably fail. Bloodrager spells are meant more for utility and self-buffing, not damage.

That creates a feat starved character as you would need spell feats to keep your spells from easily saved against, melee feats to improve your damage and hit chance, combat maneuver feats to reduce attacks of opportunity, defensive feats like iron Will, etc.

Blood Conduit doesnt really work as your touch spells would be weak in damage, few in number, and provoke/fail. Also, youre stuck in light/no armor.

It is a cool concept of using magical touches to counter enemy attacks mind you.

Note:Because it moves and alters various powers that overlaps, that combination of archetypes shouldnt be allowed.


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When that 4th level Bloodrager first gets spells, they are a 4th level caster casting 1st level spells. The concentration check isn't that bad and keeps getting better assuming an investment in Charisma.

Charisma 12 to 14 will be common, so (assuming a 14) you would need a 10 or better to cast that first level spell. If it is shocking grasp, it does 4d6.

Not super, but not as bad as you seem to imply.


Kurald Galain wrote:
BadBird wrote:


You didn't "not choose" it; you never had that choice at all, because level 1 bloodline powers were not, and thus pretty clearly are not, available to your character.
He didn't choose the bloodline power, but chose a familiar instead. Thus, the bloodline power is one that he didn't choose, thus it is a legal pick at level 4.

It's a bit disingenuous to say that you 'chose a familiar' as if it was part of the choices referred to by Crossblooded. It obviously isn't. Taking a familiar means you never made the choice between Crossblooded powers; you gave up making that choice. So going back and saying "I gave up first level powers for this alternative class function, but now I'm taking a first level power anyways" is at the least a very obvious grey-area, which is typically something to avoid bringing into PFS.


Not sure about the claws legality.

I totally recommend natural attack bloodragers, don't let yourself be told otherwise ;-)

As to spells: Frostbite and shocking grasp are your bread and butter. There are enough other touch spells without a save on the list. Cast frostbite before combat and use a metamagic rod of rime spell. That's some awesome debuff that goes off with every hit. When the foes are not immune to either cold or nonlethal, then keep using frostbite and forget about the blood conduit ability. When your frodtbites have all been used or foes are immune, use shocking grasp with your favorite maneuver (preferably with the low CMD due to rime frostbite). Trip seems to be the best, but others work well too.

Remember you can take raging throw for bullrush bloodragers.

Also note that swift action spells do not require a concentration check, so don't worry about that. You don't want to standard cast anything while threatened.

For natural attacks, I can see only two options:
- Draconic Claws bloodrage power
- racial natural attacks. Looking towards skinwalker, there are plenty nice options.

Sadly it's pfs, otherwise you could use primalist for a natural attack beast.

PS: are bloodline mutations pfs legal? Then I would recommend Blood Intensity for shocking grasp on higher levels. I would take it instead of your 6th or 9th level bonus feat.


Swift spells have no concentration? Can you site that?

Casting without doing so defensively provokes so you either provoke and roll concentration or dont and concentrate anyways. Combat casting feat and Focused Mind trait are quite useful to ensure you can cast successfully.

a natural Attack Bloodrager is possible with a Draconic/Dragon Disciple Build. being full BAB you get plenty of attacks. the tricky part is that you cant change materials or alignments to get past damage reduction.

Note: For the primalist I know of some Barbarian rage powers granting natural attacks, but I dont think they dont stack, unless you grow multiple mouths or arms somehow. Pretty big rule-lawyering to make that work.


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ChaosTicket wrote:
Swift spells have no concentration? Can you site that?

Yes, found it in two different places.

CRB, Table 8-2, pg. 183 wrote:
Cast a quickened spell No
Cast a Quickened Spell, pg. 188 wrote:
Casting a spell as a swift action doesn’t incur an attack of opportunity.


Thanks for the citation.

Dragon Disciple is another possibility.

Primalist lets you gain "animal fury" for a bite attack and "lesser fiend totem" for a gore attack. I am pretty sure they stack with each other. They definitely stack with the claws.

But unfortunately, primalist is banned for PFS.

Damage reudction will be overcome with a furious +1/2/3 amulet of mighty fists.
DR/slashing, bludgeoning or piercing are handled well with the many different types of damage that natural weapons inflict


But the spell isnt using Quicken Spell Metamagic.

Okay whether or not you have to go rule-lawyering to make the build work isnt the main point.

Edit: Okay I had things to say but I left this open and the last post said everything I wanted to so Ill move on..

I wonder how you will keep the touch spells increasing in power past early levels? Metamagic is harsh for the Bloodrager as it has so few spells and tiers so you cannot pick much. You can Intensify Shocking grasp, but that is about it.

Wording suggest using metamagic may actually change the spells from a swift action to a move or standard.

Its at best pretty gray to combine all that stuff. If you can make this build work, go ahead. Its too convoluted for me.


Bloodrager gets Frostbite, which can be made into level 1 Rime Frostbite with a trait. It has no save to worry about and adds a nice scaling damage bonus to multiple attacks until it runs out, plus it potentially provides a major debuff. Runestones of Power are 2000gp for another casting/day if needed. Blood Conduit can be a real beast.


Technically I dont think benefit from Frostbite without using other Touch attack spells as natural and unarmed attacks dont count.

Can you bring up a build to show how that would work?


Touch Spells in Combat wrote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round... Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge... If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Once you've used Spell Conduit to cast Frostbite as a swift action, the extra charges of the spell are discharged one at a time with every natural attack or unarmed strike you make until they run out, or until you cast another spell.


Problem is, metamagic does not allow spell conduit due to increased casting time (though there is no official rule). So rime spell with magical lineage won't work, but I would not recommend to take the feat anyway (you need those for specilizing in your maneuver or do more damage).

Just take a wand of rime spell. Frostbite is not dependend on spell conduit, you can easily cast it pre combat with your rime spell rod and hold the charge.


There is no way in which metamagic can be read to invalidate Spell Conduit.

If you apply metamagic rules to the casting time of Frostbite before applying Spell Conduit, then Spell Conduit still makes it a swift action because Spell Conduit doesn't care what the original casting time was.

If you apply metamagic rules to the swift-action casting time of Spell Conduit then there's no effect, because metamagic only increases a casting time of standard or longer.

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