Advice on a Whip wielding Bloodrager


Advice


I'm helping a friend who's new to PF rules to build this, so there are only a few things that can't be changed - other than that I'm looking for some help making a character for her that won't feel lacking compared to the other, more optimized PC's at the table.

The DM has allowed us all to pick a template, so there are some ridiculous numbers at the table (but don't worry about template options). The creatures/foes we will be facing are equally enhanced, so the balance to the game is (thankfully) not going to be an issue.

My question centers around Class Options, Feats, Traits, suggested Spells, and the like, that can make good use of the numbers and Bloodlines they choose (for RP reasons), that favors using a whip.
Due to the high feat tax on whips the DM has allowed Exotic Weapon Proficiency to count for the Whip & Scorpion Whip at the cost of one feat.

The Meat (Non-changing):
Race: Human
Class: Bloodrager
Str 12
Dex 20
Con 18
Int 14
Wis 17
Cha 30
Special: Wings, speed equal to double base, Good

The only Archetype (so far) is Crossblooded for Celestial and Destined.
1st level power they picked was the Angelic Attack.

The game will most likely only be from low to mid levels, but anything going up to 20 would be welcome.

Thanks in advance.


Use strength, not dexterity.

The whip is really useful for area control and maneuvers. It's another feat to use dexterity for combat maneuvers, which could be better spent on Lunge or Stand Still. Stand Still works off of a maneuver check, as well.

Using strength also makes the Enlarge Person spell your best friend.

Unless your GM is allowing Weapon Finesse to also count as Agile Maneuvers and Slashing Grace all in one feat, the feat tax for using dexterity on top of the feats for the whip is absurd.

Take the Focused Study alternative racial feature, take Skill Focus Fly to make up for reducing your dexterity.


I'll move around their stats and see if they like being a bit more on the buffer side of life. It would make things easier.

I'll try to reinforce the high feat tax to the player.

Stand still looks good for them, but does it work only off of "Adjacent squares" only, or is there a way for it to be "Threatened squares"?
I ask because I remember seeing a feat to boost the Whip's threatened range to 10ft for AoO.


Stand Still is just for adjacent squares, RAW. Its value is that it works against things that cannot be tripped.

For everything you threaten, just use the trip maneuver as your AoO. Obviously this still doesn't work against things that cannot be tripped.

You do what you can. Not every character will be able to use their tricks against every enemy, that's why we roll out as a team.

Improved Whip Mastery is what gives you +5' to your threatened area.

Scarab Sages

Strength is an easier build. If the player wants to stick with a dex build, Weapon Finesse does allow you to use dex to trip with a weapon, though. So if trip is the only maneuver that matters, you don’t need Agile Maneuvers.

FAQ wrote:

Weapon Finesse: If I have this feat, can I apply my Dex bonus to my combat maneuver checks instead of my Strength bonus?

It depends on what combat maneuver you're attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).

The Agile Maneuvers feat applies to all combat maneuvers, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat maneuvers.

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