PFS Nagaji Bloodrager Advice


Advice

Scarab Sages

EDITED: To remove Primalist

I'm working up a new character for PFS, and I'm looking for advice. I've never played a Bloodrager (or Barbarian, for that matter) before.

I'm fairly settled on the race for the character. I have a Nagaji UMonk who is in Liberty's Edge and now at Seeker levels, so the idea is that this is one of the Nagaji that he convinced to join the society and Liberty's Edge. But where the Monk is controlled and deliberate, the Bloodrager is wild and unpredictable.

Here's the working build so far.

Working Build:
A Nagaji has no name (yet)
CG Nagaji Bloodrager (Spell Eater) 11

STR 25 (17+2+1+1+4 belt)) DEX 10 CON 16 (+2 Ioun Stone) INT 8 (10-2) WIS 10 CHA 16 (12+2+2 headband)

HP: 125 AC: 28 (+6 armor +2 enhancement +2 deflection (ring) +1 natural (Nagaji) + 2 enhancement to natural armor (Naga bloodline) +1 insight (Ioun stone) +4 shield (spell))

DR 1/cold iron

FORT: +13 (+6 vs Poison) REF: +8 WILL: +7 (+5 vs Mind-Affecting)

Raging:

STR 29 DEX 10 CON 22 INT 8 WIS 10 CHA 16

HP: 158 AC: 26 (+6 armor +2 enhancement +2 deflection (ring) +1 natural (Nagaji) + 2 enhancement to natural armor (Naga bloodline) +1 insight (Ioun stone) +4 shield (spell) -2 raging)

DR 1/cold iron Fast Healing 3

FORT: +16 (+6 vs Poison) REF: +8 WILL: +9 (+5 vs Mind-Affecting)
(assume +3 cloak)

Traits: Chillblight Emissary, Indomitable Faith

Feats
1) Fey Foundling
3) Power Attack - Retrain at 6th to Raging Vitality
5) Reckless Rage
6B) Power Attack
7) Toughness
9) Steadfast Personality
9B) Lightning Reflexes
11) Iron Will

Bloodline Powers:

1) Serpent Fangs (Su) - Bite Attack 1d10
4) Serpentine Swim (Sp) - Swim Speed 30 feet
8) Naga Defenses (Su) - +2 enhancement to natural armor, +4 saves vs poison

Combat (Raging, Power Attack always on, +1 Keen Nodachi):

+17/+12/+7 Nodachi (1d10+26 x2/15-20), bite +11 (1d10+12 x2)

Equipment of note: +1 keen nodachi (8,360), +2 four-mirror armor (4,275), Belt of Mighty Strength +4 (16,000), Ioun Stone Con +2 (8,000), Headband of Alluring Charisma +2 (4,000), Ring of Protection +2 (8,000), Cloak of Resistance +3 (9,000), Dusty Rose Prism Ioun Stone (5,000)

Gold spent 62,635 (should be well within what I'll earn)

I can't figure out what's a better combination among Fey Foundling, Raging Vitality, and Toughness, or if I should keep all three. The theory is that if I ever go negative, Raging Vitality will keep me conscious (and thus alive) and I can use Spell Eater for some quick healing, boosted by Fey Foundling. Fey Foundling will also make recovering all those lost hit points I'm going to have a little easier/cheaper. Fey Foundling also would work into backstory and help explain having the Chillblight Emissary trait.

I might prefer to fight with a Tetsubo for flavor, if it wasn't an exotic weapon. I don't want to spend a feat to pick up the proficiency, so it would mean using something else until I can buy the cracked Ioun stone to get familiarity with it. I'll probably carry a tri-point double-edged sword for a reach weapon.

I tried to work Arcane Strike in, but would have to lose one of Fey Foundling, Raging Vitality, or Toughness. I'm not really using my swift actions, though, except for emergency healing. Another thought was to take Lesser Elemental Rage to add 1d6 energy damage for the round as a swift. 3.5 avg starting at 4th or 8th vs 2 starting at around 7th, up to 3 at 10th. The elemental damage is subject to resistances and the Arcane Strike damage multiples on a crit. There's also the possibility of taking both and finding a way to fit Blooded Arcane Strike in, but then I'd have to free up 2 feats instead of just 1.

How important is Charisma? I know I'll only every need a 14 (13 really) for spell casting, but I usually like to at least keep my casting stat to where I get the bonus spell for the highest level I can cast. So I set it up to get to 16 well before I hit 10th level. It also helps Steadfast Personality. Bloodrager spells per day are incredibly low. None of my Bloodline abilities rely on Charisma, even if I don't swap them out, and I doubt I'll be casting many spells that allow a saving throw.

Any help is appreciated.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Before I look further, note that Primalist is not PFS legal.

Scarab Sages

Lindley Court wrote:
Before I look further, note that Primalist is not PFS legal.

Ah, shoot. Missed that. I'll revise the build.

Scarab Sages

I've edited the first post to remove Primalist and adjusted the build accordingly.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I would recommend just picking up the Raging Vitality on a Bloodrager so you can survive the rage better, rather than retrain for it. Your strength will be high enough that you can get by without the damage boost until 6th level.

If you don't like the AC penalty, Destined bloodline gives you enough bonus to eventually eliminate it. That does mean switching bloodlines though.

It should be noted that although Barbarian has an alignment restriction, the Bloodrager doesn't. You can have a LG Paladin/Bloodrager if you want. It helps if you visualize the Bloodrage as a magical super-charging. I wish they hadn't called it rage.

I have had a lot of fun playing my multiple Bloodragers in PFS, including a Nagaji Bloodrager/Skald from Goku in Tien Xia.

Edit to add: I went for Furious with my weapon rather than Keen. Tends to pay off for Barbarians and Bloodragers.

Scarab Sages

I'd forgotten about Furious. I don't think about that one since I don't normally play characters with rage. Swapping that in would take the to-hit line to +19/+14/+9, which looks a lot better. And damage would go to +28.

Without the gore attack (I forgot to remove that when I removed Primalist, but have now), I don't know if it's worth going with an Amulet of Mighty Fists to boost the bite attack, or sticking with something like a set of talismans (life, freedom, maybe pentacle (for extra save vs mind-affecting compulsion).

Taking Raging Vitality at first would mean I'd need to bump Constitution to 15 to start. I'm not sure where I'd make up those 2 points. I'd either have to drop Charisma to 12 or drop Strength to 18 and bump something else to an odd number. As is, I'm not sure I'll be able to afford the Con boosting Ioun stone before I hit 6th level, which would mean swapping Raging Vitality and Toughness.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Personally, I hate depending on a magical item to qualify for a feat. I would use the 4th level attribute bump to bring the Con up to 15 or change starting attributes. With a low AC, it can be argued that hit points become more important.

Swapping Raging Vitality and Toughness can work. Some people never go for Raging Vitality. It depends on how well you control how badly you get injured and how quickly you can self-heal. As a spell-eater, you will have an ability to self-heal that all of the Bloodragers I've played lacked.

As for the Amulet of Mighty Fists, it really depends on how much you are going for natural attacks. Again, it is something I haven't utilized in any of my Bloodragers. You aren't a monk, dependent on such attacks all the time.

Scarab Sages

Using the 4th level boost for Con is a possibility. I hate missing out on that extra Str bonus for 7 levels (instead of 3), though. Especially for levels 5-7, when I'll likely have a Str belt and that extra +1 would be a +2 on damage due to 1 1/2x STR. So it would leave me with 2 odd stats that I wasn't getting an extra bonus from, and I wouldn't see any benefit from that extra Con (other than qualifying for the feat) until 12th level when I'm mostly done playing the character.

I think I'd rather use the Ioun stone to qualify for the feat, boost STR at 4th, and then if I'm worried about losing the Ioun stone and access to the feat, I could boost CON at 8th. I'm going to buy the CON Ioun stone regardless, and things at levels 6 and 7 aren't likely to sunder it or dispel it or create an anti-magic field.

For the Amulet... When I thought I could go Primalist, and I'd have easy access to a gore attack, I think an Amulet of Mighty Fists made more sense. It would be benefitting 2 natural attacks (including my bite from Naga bloodline). But now the bite is just some tacked on damage and not really a major focus of the build. So I think the talismans might make more sense.

If I can ever afford to fit a Helm of the Mammoth Lord into my purchase list, that's a way to get a gore attack, and I'll revisit the amulet. There's also the Bodywraps of Mighty Strikes. Since I'd only be using 1 natural attack per round, that would get me a +1 (instead of the +2 from Furious) for 3,000 gold.

I wish the healing from Spelleater were better. 1d8+2 (with FF) is not fantastic. 2d8+4 is better, but that takes a second level slot, so it's not even an option until 7th level. Mirror Images is a much better use of a 2nd level spell slot, if I can cast it before the combat starts. I'm taking the Archetype more for the Fast Healing, to have the combination of the DR from Chillblight Emissary and Fast Healing. DR/cold iron is easily overcome for a PC, but I find that even in high level scenarios, most enemies don't have +3 weapons (they're more likely to have a +2 and a special ability, but not a straight up +3).

Scarab Sages

Or should I forget about Fey Foundling and just go Power Attack at 1st (Retrained later to Raging Vitality or Toughness), and Furious Focus at 3rd?


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Given what you've said, your strategy appears to be focused on killing them quick.

Given that, I think that Power Attack and Furious Focus are likely to work better for you.

Don't forget to put money aside for a wayfinder and a Clear Spindle Ioun Stone so that you don't kill off the rest of the party.


I would consider raging vitality pretty key to avoiding accidental barbarian death. Fey Foundling seems totally unnecessary and frankly toughness is iffy nowadays with their being so many useful feats out there.

BretI wrote:
Don't forget to put money aside for a wayfinder and a Clear Spindle Ioun Stone so that you don't kill off the rest of the party.

Just a note, this wont do anything to protect you from the most common cause of inter-party death dealing, Confusion.

Scarab Sages

Confusion is an issue. I'll have a +14 save vs. Mind-affecting while raging, though, which isn't terrible. Though it'll be lower for most of his career the way I've got the feats laid out right now. I'll likely at least try to afford a four-leaf clover, or if I can a lucky horseshoe, so there'll be some limited times a day bonuses in there. All of that combined with a folio reroll should hopefully keep me from being confused or dominated and killing the party. I'll either have the Clear Spindle or the talisman that grants a reroll against a compulsion.

I couldn't really figure out a direction that I want to take him other than big, beefy tank/damage dealer. I looked at doing a Cornugon Smash, Intimidating Prowess build, but it just seemed meh on a character that's meant to kill what he hits in one round or two. Plus I have an Enforcer build Brawler and don't like to duplicate gimmicks. If Hurtful were PFS-legal, I could see going this route.

I also looked at going with Blood Conduit instead of Spelleater. That would let me take Improved Bull Rush as a bonus feat, then take Spiked Destroyer and Greater Bull Rush. So on a successful Bull Rush, I could either swift cast something like Shocking Grasp, or I could swift attack with Armor Spikes. And I'd cause the target to provoke against my allies (but not me). It still just seemed meh, though, since I'd be trading an attack that does 1d10+28 on a charge for an attack that does 1d6+20 (assuming I invest in +1 Furious Armor Spikes). I can't see using Bull Rush during a normal attack round, even when I thought I could take Rage Powers to get Knockback, because I'd want to stay next to the target for my bite. If Blood Conduit worked with Overrun, it might have been more interesting to me.

Anyway, interesting ideas for what I could do instead of those two feats (Fey Foundling and Toughness) to add another dimension to the character are welcome.

Scarab Sages

I read through all of the bloodlines, and man, Naga bloodline seems underpowered compared to several of the others. I wanted to take it for flavor, and because it's new, but now I'm rethinking. And if I do go with another bloodline, I'm thinking of going Crossblooded.

I could keep Naga for the bite attack at 1 and the natural armor at 8th.

I like the idea of the 4th level Abyssal power (enlarge whenever I rage). I have a few characters that use Enlarge Person situationally, but not one that does it on a regular basis. And the 12th level ability for increased strength during rage is nice. Much better than poison for my bite. There's overlap in the bonus spells. Toughness is on the bonus feat list, so it would save me the cost of retraining.

Arcane looks pretty amazing. At least the 4th and 8th level powers.

Destined also looks good. Though now that the Lucky Horseshoe exists, the 4th level power isn't as amazing. Eventually it far surpasses the horseshoe, so it's still really great. It's partly just offsetting the will save loss from Crossblooded.

Right now I'm thinking Abyssal and Arcane. Neither of the first level powers are fantastic (since I'm not looking to go full natural attack build), but I'd probably go Arcane at 1st. At 4th take Abyssal for the free enlarge. At 8th take Arcane for free displacement or haste. At 12th take Abyssal for strength increase. Bonus feats 6th: Iron Will (taking it early to help with lost will save). 9th: either Power Attack so I can retrain level 1 feat to something else or Toughness. Bonus spells pretty much stick with the Arcane list.

I'd also possibly change starting stats to STR 18 (16+2) DEX 10 CON 15 INT 8 (10-2) WIS 12 CHA 13 (11+2) bump CON at 4 and CHA at 8. That helps with lost will save from Crossblooded and makes Toughness less important. The loss of the extra strength hurts, but it's made up for some with the bonus strength gained from enlarging.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I will freely admit that I don't like cross-blooded archetype. I do not think it is a good trade-off given that Bloodragers already have weak Will saves.

Arcane is amazing in terms of power and versatility. It is easily one of the stronger bloodlines.

I'm less fond of Absyssal but I know it is very popular because of the combination of natural attacks and enlarge. I would rather just cast longarm.

I don't see much synergy combining the two. Arcane gives you the option of energy resistance if you want. The Abyssal resistances come in later, are much more predictable, and not that much better. Nothing in arcane bloodline really helps with natural attacks.

I think it would be a stronger character if you just picked one bloodline and went with it.

Scarab Sages

Being large with a 50% miss chance every time I enter rage seems like a fun combination. The first level powers of both those bloodlines aren't fantastic, but I can get some use out of the arcane one.

Abyssal on its own isn't great unless you're going natural attack. Ray of Enfeeblement isn't a great use of a round, or at least doesn't look like it. And Bull's Strength at 10th level? A +4 Belt should be a given at that point, and I don't see the Bloodrager buffing the party.

With Crossblooded, my will save at 6th (if I take Improved Will then) will be +2 base +1 wis +1 trait +2 feat -2 crossblooded +2 resistance = +6 +2 vs Mind-Affecting

Without, with a lower Wis, and taking Improved Will later:

+2 base +1 trait +2 rage +2 resistance = +7 +2 vs Mind-Affecting

So not a huge difference, but I gain other places with each option, and there are definitely some tough trade offs to make up for the 4 point swing.

I'll think about it. I like the idea of something a little different, especially different from my normal play style, and the enlarged every fight character seems to fit that.


don't go crossblooded. It's such a huge will save penalty on a class that already has a bad will save. at lv1 your normally have a +0 and +2 while raging. Crossblooded is always a -2.
And why would you not take iron will if not crossblooded? That makes for an unfair comparison I feel.

Bloodline familiar's are really great if you don't like your lv1 power.

Raging vitality is the best of the three feats, same effect as toughness in combat, but allows you to be healed if knocked unconscious. Then toughness over fey foundling. I wouldn't go fey foundling.

Also, if possible, take a look at the prestige class Living Monolith. It lets you enlarge and full bab 3 times per day as a swift action, and grants toughness at lv1. Then at character level 11, LM 5, your enlarge person becomes righteous might 3 per day as a swift.


If you wanted to drop the Naga bloodline (because it's weak), since Nagas are themselves aberrations it would be thematically appropriate to choose the Aberrant bloodline instead, which is one of the really solid ones.

Since you're already snakey, your bloodrage making you "snakier" probably isn't as cool as your bloodline making you weirdly unnatural.

The Exchange

Dual- you really want Arcane badly

Scarab Sages

I'd take Improved Will, it was just slotted for later in the build. I'd also take Steadfast Personality at some point around 7th or 9th. I was just looking at how I could shift things around as a result of Crossblooded.

I think I'm convinced not to take Fey Foundling. Right now I'll likely replace it with Arcane Strike at some point 5th level or later.

I had no idea Bloodline Familiars were a thing. You don't have to take a feat or anything? You can just swap your level 1 Bloodline power and get a Familiar instead? That's... crazy.

I'm warming up to the idea of starting with a lower STR and bumping CON and CHA later. So starting stats:

STR 18 (16+2) DEX 10 CON 15 INT 8 (10-2) WIS 12 CHA 13 (11+2)
bump CON at 4 and CHA at 8.

Say I go Arcane with no Crossblooded, I think my new Feat order would be:

Bloodline Familiar - Hedgehog for +2 Will Saves (Mauler? Valet and take Shake it Off at some point? Trying to think how best to use this)

1) Power Attack - Retrain at 9th to Arcane Strike or something else
3) Raging Vitality
5) Arcane Strike
6B) Improved Will
7) Reckless Rage
9) Shake it Off
9B) Power Attack
11) Steadfast Personality

At 11th without Crossblooded,my Will Save would be +12 (+5 vs Mind-Affecting)

With Crossblooded, it would be +8 (+5 vs Mind-Affecting)

I think either of those numbers are something I could work with, and they don't count a Four-Leaf Clover/Lucky Horseshoe, or the Ioun stone for +1 competence, and they only count a +3 cloak.

Scarab Sages

PossibleCabbage wrote:

If you wanted to drop the Naga bloodline (because it's weak), since Nagas are themselves aberrations it would be thematically appropriate to choose the Aberrant bloodline instead, which is one of the really solid ones.

Since you're already snakey, your bloodrage making you "snakier" probably isn't as cool as your bloodline making you weirdly unnatural.

Aberrant is a possible alternative to Abyssal. The extra reach is nice.

Naga bloodline turned out to be disappointing. Get a swim speed vs get free enlarge person, or free blur, or free long arm just doesn't seem equal. Maybe in a nautical campaign.

Grogimus wrote:
Dual- you really want Arcane badly

You mean go Crossblooded?

Chess Pwn wrote:
Also, if possible, take a look at the prestige class Living Monolith. It lets you enlarge and full bab 3 times per day as a swift action, and grants toughness at lv1. Then at character level 11, LM 5, your enlarge person becomes righteous might 3 per day as a swift.

Forgot to address this one. I like the Living Monolith. I don't know if I'd want to take this character into it or not.

Scarab Sages

I would swap raging vitality and power attack.. RV at lvl 1 PA at 3. With spelleater fast healing when you go neg hp you still have FH which will stabilize you.

My lvl 2 bloodrager has gone down twice in his life and a rnd or 2 of the FH insured I wouldn't die from dropping rage.

Scarab Sages

Yuri Sarreth wrote:

I would swap raging vitality and power attack.. RV at lvl 1 PA at 3. With spelleater fast healing when you go neg hp you still have FH which will stabilize you.

My lvl 2 bloodrager has gone down twice in his life and a rnd or 2 of the FH insured I wouldn't die from dropping rage.

This makes sense. I should mention that I'll likely be starting him at 5 XP (1 scenario from 3rd level) from a combination of GM credit and a repayable module. So the order on the 1st two feats isn't that huge of a deal.

My thinking with Power Attack first was that I might not have enough rounds of rage for the whole scenario, so take the feat that applies all the time. I guess it'll be 8 rounds if I start at 2nd level, which would be most of the scenario, if not all.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I don't think there is a single scenario I've played where Sarq (my elemental bloodrager) has not gone down. Ryuko is my Nagaji Bloodrager/Skald and although she has a lower AC she hasn't gone down nearly as often.

At the early levels, it isn't likely to make a difference. It is at about 3rd-5th level -- especially if you play 3-7 scenarios -- that it starts getting more dangerous in PFS. The average damage goes up, which makes it more likely you will be dropped into dangerous territory. By the time you get Phantom Blood, it is nearly maxed out.

It depends on your play style and luck. The boosted hit points are useful at any stage, but the ability to continue raging to prevent Barbarian Sudden Death Syndrome is something that comes up more at around 5th-6th level.

Scarab Sages

I missed something in my feat list above. Power attack should retrain to Toughness or Steadfast Personality, depending on if I think I need the hit points. Which would potentially leave my level 11 feat open for something else.

Grand Lodge

PossibleCabbage wrote:

If you wanted to drop the Naga bloodline (because it's weak), since Nagas are themselves aberrations it would be thematically appropriate to choose the Aberrant bloodline instead, which is one of the really solid ones.

Since you're already snakey, your bloodrage making you "snakier" probably isn't as cool as your bloodline making you weirdly unnatural.

Who has classsified nagas as aberrations? Although there is some speculation that they were created to be a race of servitors to the nagas, they reproduce naturally and have a culture and homeland of their own. I would consider them a natural humanoid race, identifiable with knowledge local, rather than an aberrant one, identifiable with knowledge dungeoneering.

Hmm


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Naga are aberrations. Nagaji are humanoids with the Reptilian subtype.


BretI wrote:
Naga are aberrations. Nagaji are humanoids with the Reptilian subtype.

So if you have a Naga somewhere in your ancestry (i.e. you took the Naga bloodline), you likewise have an aberration somewhere in your ancestry.


bloodline familiars do also delay when you gain access to your bloodline spells as part of the trade. Can find the info in familiar folio.

I'd say skip the retraining and just grab improved init as your bloodline feat. The reasoning is you'd have to retrain the scenario before you level up, meaning you play through one scenario without power attack.

Scarab Sages

The delay in getting the bonus spells isn't a big deal. None of them are anything that I'm basing the build around.

If I stick with Crossblooded Arcane and Abyssal, then I could just take Toughness with the bonus feat and avoid any weird retraining situations.

Scarab Sages

Ok, I've updated the build with all the great suggestions. I think I'm going to end up going Crossblooded. The hit to Will saves is big, but it just feels like it'll be more fun to play.

Osa the Nagaji Bloodrager:

CN Nagaji Bloodrager (Crossblooded/Spell Eater) 11
Deity Yamatsumi

STR 22 (16+2+4 belt)) DEX 10 CON 18 (+1 4th, +2 Ioun Stone) INT 8 (10-2) WIS 12 CHA 16 (11+2+1 8th+2 headband)

HP: 125 AC: 26 (+6 armor +2 enhancement +2 deflection (ring) +1 natural (Nagaji) +1 insight (Ioun stone) +4 shield (spell))

DR 1/cold iron

FORT: +15 (+2 vs Poison) REF: +7 WILL: +10 (+5 vs Mind-Affecting)

Raging:

STR 30 DEX 8 CON 24 INT 8 WIS 10 CHA 16
Size: L

HP: 169 AC: 22 (+6 armor +2 enhancement +2 deflection (ring) +1 natural (Nagaji) +1 insight (Ioun stone) +4 shield (spell) -2 raging -1 size -1 dex)

DR 1/cold iron 50% miss chance (displacement) Fast Healing 3

FORT: +18 (+2 vs Poison) REF: +6 WILL: +10 (+5 vs Mind-Affecting)
(assume +3 cloak)

Traits: Chillblight Emissary, Indomitable Faith

Feats
1) Raging Vitality
1B) Alertness
3) Power Attack
4B) Eschew Materials
5) Arcane Strike
6B) Improved Will
7) Shake it Off
9) Reckless Rage
9B) Power Attack+retrain 3rd to Steadfast Personality)
11) Improved Critical (Tetsubo) (Possibly Horn of the Criosphinx)

Abyssal/Arcane Bloodline Powers:

1) Bloodline Familiar - "Sonny" the Hedgehog +2 Will saves, Alertness
4) Demonic Bulk (Su): Grow one size category during rage.
8) Greater Arcane Bloodrage (Sp): When entering Bloodrage, choose either displacement or haste.
8) Bonus Spell: Magic Missile
11) Bonus Spell: Invisibility

Combat (Raging, Power Attack always on, +1 Furious Tesubo):

+19/+14/+9 Tetsubo (2d8+33 x4/19-20)

Or if I select haste instead of [displacement[/i] when I rage:

+20/+20/+15/+10 Tetsubo (2d8+33 x4/19-20)

Equipment of note: cracked opalescent white pyramid ioun stone (Tetsubo) (1,500), +1 furious tetsubo (8,320), +2 mountain pattern armor (4,400), Belt of Mighty Strength +4 (16,000), Ioun Stone Con +2 (8,000), Headband of Alluring Charisma +2 (4,000), Ring of Protection +2 (8,000), Cloak of Resistance +3 (9,000), Dusty Rose Prism Ioun Stone (5,000)

Gold spent 64,260 (should be well within what I'll earn)


The background of the character is starting to come into focus. I've picked a deity (Yamatsumi), which influenced weapon choice. It's suboptimal from a couple of different perspectives, but I like the idea of him using a tetsubo. So I'll use a greatclub until I can afford to buy the ioun stone for weapon familiarity with it. I do wonder if that will qualify me for Improved Critical or not, because it requires proficiency in the weapon. If not, I'll just choose another feat (Horn of the Criosphinx, maybe).

I pushed Reckless Rage all the way to 9th. And I'll retrain Power Attack into Steadfast Personality (a scenario early, if I need to) to avoid any prerequisite issues as I'll be picking up Power Attack (again) and Reckless Rage at the same level now.

It think he's got plenty of hit points to skip Toughness. Especially when raging.

Will save - I can deal with it where it is here. It will be low at lower levels, but a boost from the familiar helps, and once I hit 6th, it'll go up quickly with a +2 from Iron Will, then +1 from Shake it Off, then a +3 to mind-affecting from Steadfast Personality. A +15 vs mind-affecting is better than several of my high level characters. Plus, after I hit 10th and get 3rd level spells, there's a good chance I'll have Heroism going. And I've still got lots of other small ways to boost it depending on available gold (four-leaf clover, lucky horseshoe, ioun stone, better cloak, and Improved Iron Will for a reroll if I really feel the need).

Scarab Sages

Couple more things... 1st, I forgot to add the Valet Archetype to the familiar, which is what makes Shake it Off work. It also means I don't get Alertness as a bonus feat.

2nd, since I have a Valet Familiar, who is considered to have all of my teamwork feats, does that mean if I took Escape Route that I would never provoke from moving if the hedgehog was in a familiar satchel? Does it having total cover change that? I would assume at least part of that question has been answered for Hunters or Cavaliers at some point.


Valet's in PFS grant alertness.

Scarab Sages

Chess Pwn wrote:
Valet's in PFS grant alertness.

Ah, that's good. I missed that post. Thanks.

There is another issue, though, that I'm seeing in other threads. That is, there seems to be some disagreement about whether Bloodline Familiars and Crossblooded are compatible, since Crossblooded is an Archetype that modifies the Bloodline Powers, and Bloodline Familiar (while not called out as an Archetype) replaces the 1st level Bloodline Power.

As beneficial as having the familiar is, I'm not sure I want to base such a big part of the character build around something that might be ruled illegal at some tables. I'd be relying on the familiar for the +2 to will saves, and I'd be taking at least one Teamwork Feat for another +1 to all saves.

EDIT: Found a PFS clarification with how Bloodline Familiar works with Wildblooded. It does, as long as the Wildblooded Bloodline doesn't replace the level 1 Bloodline power. So I think that Crossblooded should be good, as long as one of the bloodlines chosen is on the list for Bloodline Familiars. So the hedgehog lives!

LINK to developer post

Scarab Sages

There's a good chance I'll end up playing, and locking in, this character at a convention this weekend. So I'm looking for last minute advice.

I think I'm going to go with a Sage familiar instead of Valet. I was only getting use of one teamwork feat out of Valet, but Sage would give me access to all of the Knowledge skills and something to help with outside combat. Plus, I can go around saying things like, "My hedgehog has something to say. The owls are not what they seem."

Osa Level 11:
CN Nagaji Bloodrager (Crossblooded/Spell Eater) 11
Deity Yamatsumi
STR 22 (16+2+4 belt)) DEX 10 CON 18 (+1 4th, +2 Ioun Stone) INT 8 (10-2) WIS 12 CHA 16 (11+2+1 8th+2 headband)

HP: 136 AC: 28 (+6 armor +2 enhancement +2 deflection (ring) +1 natural (Nagaji) +2 enhancement nat (Amulet) +1 insight (Ioun stone) +4 shield (spell))

DR 1/cold iron

FORT: +16 (+2 vs Poison) REF: +7 WILL: +10 (+5 vs Mind-Affecting)

Raging:

STR 30 DEX 8 CON 24 INT 8 WIS 12 CHA 16
Size: L

HP: 180 AC: 24 (+6 armor +2 enhancement +2 deflection (ring) +1 natural (Nagaji) +1 insight (Ioun stone) +4 shield (spell) -2 raging -1 size -1 dex)

DR 1/cold iron 50% miss chance (displacement) Fast Healing 3

FORT: +19 (+2 vs Poison) REF: +6 WILL: +10 (+5 vs Mind-Affecting)
(assume +3 cloak)

Traits: Chillblight Emissary, Indomitable Faith

Feats
1) Raging Vitality
1B) Alertness
3) Power Attack
4B) Eschew Materials
5) Arcane Strike
6B) Improved Will
7) Steadfast Personality
9) Reckless Rage
9B) Toughness (Or maybe Improved Initiative or Disruptive)
11) Improved Critical (Tetsubo) (Possibly Horn of the Criosphinx)

Abyssal/Arcane Bloodline Powers:

1) Bloodline Familiar (Arcane, Sage familiar) - "Sonny" the Hedgehog +2 Will saves, Alertness
4) Demonic Bulk (Su): Grow one size category during rage.
8) Greater Arcane Bloodrage (Sp): When entering Bloodrage, choose either displacement or haste.
8) Bonus Spell: Magic Missile
11) Bonus Spell: Invisibility

Combat (Raging, Power Attack always on, +1 Furious Tesubo):

to-hit: +11 +10STR +3enhancement - 3PA -1RR -1size = +19
dmg: +15STR +3enhancement +9PA +3RR +3AS = +33

+19/+14/+9 Tetsubo (2d8+33 x4/19-20)

Or if I select haste instead of displacement when I rage:

+20/+20/+15/+10 Tetsubo (2d8+33 x4/19-20)

Equipment of note: cracked opalescent white pyramid ioun stone (Tetsubo) (1,500), +1 furious tetsubo (8,320), +2 mountain pattern armor (4,400), Belt of Mighty Strength +4 (16,000), Ioun Stone Con +2 (8,000), Headband of Alluring Charisma +2 (4,000), Ring of Protection +2 (8,000), Amulet of Natural Armor +2 (8,000), Cloak of Resistance +3 (9,000), Lucky Horseshoe (6,800), Dusty Rose Prism Ioun Stone (5,000), Clear Spindle Ioun Stone (4,000), Wayfinder (250)

Gold spent 83,270 (This is right around average wealth, so may have to adjust)

I'll start at 3rd level due to GM credits.

Osa Level 3:
CN Nagaji Bloodrager (Crossblooded/Spell Eater) 11
Deity Yamatsumi
STR 18 (16+2)) DEX 10 CON 15 INT 8 (10-2) WIS 12 CHA 13 (11+2)

HP: 28 AC: 17 (+6 armor +1 natural (Nagaji))

DR 1/cold iron

FORT: +5 (+2 vs Poison) REF: +1 WILL: +3 (+2 vs Mind-Affecting)

Raging:

STR 22 DEX 10 CON 19 INT 8 WIS 12 CHA 13

HP: 34 AC: 15 (+6 armor +1 natural (Nagaji) -2 raging)

DR 1/cold iron Fast Healing 1

FORT: +7 (+2 vs Poison) REF: +1 WILL: +3 (+2 vs Mind-Affecting)

Traits: Chillblight Emissary, Indomitable Faith

Feats
1) Raging Vitality
1B) Alertness
3) Power Attack

Abyssal/Arcane Bloodline Powers:

1) Bloodline Familiar (Arcane, Sage familiar) - "Sonny" the Hedgehog +2 Will saves, Alertness

Combat (Raging, Power Attack always on, +1 Furious Tesubo):

to-hit: +3 +6STR +1enhancement - 1PA = +9
dmg: +9STR +3PA = +12

Equipment of note: cracked opalescent white pyramid ioun stone (Tetsubo) (1,500), Mwk Tetsubo (320), Mwk mountain pattern armor (400), Wayfinder (1 prestige-boon), Wand of Infernal Healing (2 prestige)

Gold spent 2,220

Silver Crusade

We should definitely have your Osa play with my Ula, which is a nagaji battle oracle, lol.

Scarab Sages

Nice!

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