[PFS] Bloodrager / Monk Build Comparison


Advice


I have a character concept I've been working on for a while, and am finally ready to bring her to life. I have a fairly clear image of her in my head of her in action, but when writing it down, it emerged as two possible builds that are similar, but one is like an all-out offense with both a large weapon & and powerful spells, whereas the other feels a bit more laid-back with a greater focus on martial arts than spell-casting.

So I come to the forums to review my builds and help me decide which one will be the direction I take her.
It should be worth noting that while she may get a game or two in @ 1st level, I'm GMing Gallows of Madness in March, so she will mostly see play at 5th and above.

Helena Silverdune is the daughter of my first two characters.
Xane Dunestrider was a young Garundi man from Rahadoum [Sorcerer/4, Fighter/1, Dragon Disciple/7] who typically blasted foes with powerful fire magic before rushing into melee with his natural weapons.
Ionna Schonheit was a former noble with Chelaxian features from Brevoy [Fighter/7, Brawler/2] who wielded many weapons but preferred her Glaive-Guisarme and punishing kicks.
With a total of 10 deaths between them, the two are well acquainted with the Psychopomps of the Boneyard.
Helena has inherited her father's draconic abilities and magic as well as her mother's penchant for combining pole-arms with martial arts. A whippoorwill follows her around as a friend and tutor.

Helena Silverdune
Daughter of Xane Dunestrider and Ionna Schonheit

14/13/14/10/10/17
Urban Bloodrager/Scaled Fist Hungry Ghost Monk
Female Human (Chelaxian)
+2 to any one Ability Score [CHA]
Bonus Feat
Draconic Heritage: Low-Light Vision, Darkvision 10ft., ignore CHA prerequisite for Eldritch Heritage and any feat EH is a prerequisite for, but can only select draconic bloodline for these feats.

Mock Gladiator (Social) [Bardiche]: You take no penalties on attack rolls when dealing non-lethal damage with the selected weapon, and 1/day if you score a critical hit with the weapon you can attempt an Intimidate check to demoralize the target as an immediate action.
Child of Two Peoples (Race) [Garundi/Chelaxian]: +2 trait bonus to Will saves against charm and compulsion effects, and you automatically know the ethnic languages of both your parents.

Monk Dip:
Bloodrager 1
Bloodline [Draconic-Gold]
Bloodline Familiar
Controlled Bloodrage
Fast Movement
Human Bonus Feat-Rat Catcher
1st Level Feat-Noble Scion [War]
Monk 1
Draconic Might
AC Bonus
Flurry-of-Blows
Unarmed Strike
Punishing Kick
Monk Bonus Feat-Dragon Style
Bloodrager 2
Uncanny Dodge
3rd Level Feat-Steadfast Personality
Bloodrager 3
Restrained Magic
+1 CHA
Bloodrager 4
Blood Casting
Spells Known: Frostbite, Shadow Trap
Draconic Resistance
Eschew Materials
5th Level Feat-Emissary’s Emboldening (swap for Sage’s Guidance @ 9th)
Bloodrager 5
Improved Uncanny Dodge
Spells Known: Enlarge Person
Bloodrager 6
Spells Known: Warding Weapon
Bloodline Feat-Power Attack
7th Level Feat-Improved Overrun
Bloodrager 7
Adopted Magic-Cure Light Wounds
Spells Known: Sonic Scream, See Invisibility
+1 CHA
Bloodrager 8
Draconic Resistance
Breath Weapon
Bloodline Spell-Shield
Spells Known: Flaming Sphere
9th Level Feat-Improved Familiar
Bloodrager 9
Spells Known: Shocking Grasp, Mirror Image
Bloodline Feat-Toughness
Bloodrager 10
Adopted Magic-Heightened Reflexes
Bloodline Spell-Resist Energy
Spells Known: Fireball, Tail Strike
11th Level Feat-Combat Casting

This build has a lot more spell-casting potential, with more spells known and more cast per day as well as access to 3rd-level spells. Most people will say that Bloodragers will never be good at offensive spells, and should only have enough CHA to cast 4th-level spells and to focus on buffs. And that's perfectly natural when you see a Barbarian with access to spells. As a player who typically plays spellcasters, I instead see a Sorcerer who can rage. The rage allows me to get away with lower strength so I can still hit hard with my weapon (though not as hard as dedicated beatsticks) and blast the occasional fireball. Also, since my Monk abilities and Initiative scale off CHA, it's a lot more important for me compared to your standard bloodrager.
So, primary strategy is to charge past my allies and overrun the enemy so I can provide flank for the next in line. I keep enemies at reach with Punishing Kick (there's no save to kick them back, only to knock them down) and lay into them with raging power attacking bardiche. Alternatively, cast Heightened Reflexes on my party before charging in and letting off a fireball on myself. My allies have a +12 bonus to their saves when you include Restrained Magic, and if they save, the spell doesn't affect them at all.
Also, being able to use healy sticks is an added bonus.
While all this goes on, my familiar makes the knowledge checks that I likely won't get and can deliver my touch spells after turning invisible.
Necessary items include a Headband of Alluring Charisma, a Belt of Physical Might (STR/CON), an Amulet of the Blooded, and Monk's Robes.
The main thing I dislike about this build is that I can only use Punishing Kick 3 times per day @ 9th level...

50/50:
Monk 1
Draconic Might
AC Bonus
Flurry of Blows
Unarmed Strike (1d6)
Punishing Kick
Monk Bonus Feat-Dragon Style
Human Bonus Feat-Iron Will
1st Level Feat-Noble Scion [War]
Monk 2
Evasion
Monk Bonus Feat-Scorpion Style
Monk 3
Fast Movement (+10ft.)
Draconic Mettle
Draconic Fury
3rd Level Feat-Familiar Bond [Thrush]
Monk 4
Ki Pool (Magic)
Slow Fall (20ft)
AC Bonus +1
Unarmed Strike (1d8)
+1 CHA
Monk 5
High Jump
Steal Ki
5th Level Feat-Improved Familiar Bond
Monk 6
Fast Movement (+20ft.)
Slow Fall (30ft.)
Monk Bonus Feat-Dragon Ferocity
Bloodrager 1
Bloodline [Draconic-Gold]
Claws (1d6)
Controlled Bloodrage
Fast Movement (+30ft.)
7th Level Feat-Improved Familiar [Nosoi]
Bloodrager 2
Uncanny Dodge
+1 CHA
Bloodrager 3
Restrained Magic
9th Level Feat-Power Attack
Bloodrager 4
Blood Casting
Claws (Magic)
Draconic Resistance
Spells Known: Stone Shield, Windy Escape
Eschew Materials
Bloodrager 5
Improved Uncanny Dodge
Spells Known: Enlarge Person
11th Level Feat-Sage’s Guidance

This build has a more power in it's unarmed strikes, but with greatly reduced casting abilities. Thus why I chose a pair of immediate action defensive spells and Enlarge Person. Also, not actually proficient with a bardiche until 7th level when I take Bloodrager. While still capable of charging past allies and rage power attacking, it's the Punishing Kick/Reach Weapon combo that really stands out here. 7 times per day @ 10th and the unarmed strike does a lot more damage; on par with the bardiche if we have a Monk's Robe.
I see this build as the more competent combatant when compared the the wrecking ball that is the Monk Dip.
Necessary items include a Headband of Alluring Charisma, a Belt of Physical Perfection, Monk's Robes, and an Amulet of Mighty Fists.
The main thing I dislike about this build is the greatly diminished spell-casting...

I am quite happy with both versions, though as mentioned, I wish I could mesh them more.
Anyhoo, how do they compare in your eyes? Which would you suggest and why? I've gotten so attached to them, I probably can't see them objectively anymore. Both include an alignment shift and becoming ex-monks, so I look forward to roleplaying that.

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