
PossibleCabbage |

Merfolk are almost completely unreasonable as bloodragers. With strong tail and fast movement you're at 25' speed, which is fine, and as a MAD class bonuses to Dex, Con, and your casting stat are nice to have. Pick the aberrant bloodline and do a silly circle of death build so you don't have to move around much.

Wonderstell |

Tiefling is always a good choice as you can mix-n-match with the different tiefling heritages (doesn't cost a feat any longer).
A Demon-Spawn Tiefling would give you +2 Str/Cha and -2 Int, which is pretty good for a bloodrager.
There's also a lot of fun alternate racial traits, so you can end up with Darkvision, Energy Resistance, a Bite attack, Tail, and legs that makes you charge faster.
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The alternate Elemental Heritage "Sunsoul" for the Ifrit gives you similar fitting stats. +2 Str/Cha and -2 Wis.
Ifrits got two strong alternate racial traits, one being Wildfire Heart that gives you +4 to Initiative, the other being Enlarge/Reduce Person as a racial SLA that works even though you're an outsider.
Buy a wand of Recharge Innate Magic and you can be enlarged whenever you want (the duration is based on your level).
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Both of these options are outsiders, which means you're immune to Hold/Charm/Dominate Person.

zza ni |

if going nagaji, you might want to have a look at the spit venom feat tree
(spit venom,Virulent Venom,Viscous Venom,Hemorhaging Venom,Toxic Spray. you don't have to take them all but their effects stack so it's great) especially the aoe entangle as all you need to do is set it right and it will entangle with no save (and apply the venom effects to it).
nagaji venomblade fighter archtype utilizes these feats a lot better but any nagaji can take and use them

MrCharisma |
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Suli.
+2 str/cha -2 int
plus your elemental assault ability
I love Suli for the Elemental Resistance (Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5). Take the Unscathed trait and those all go up to 7. That's immunity to anything that does 1d6 elemental damage, and better than 50% odds of ignoring 2d6 elemental damage.