Build a character and Role-playing / not just a Bunch of Numbers in a DPS Arms Race


Advice


Ok I know I've been posting a lot
But I think I figured something out
I want to build a character and not a murderous
Bunch of Numbers of a sheet of paper.

well I still Want to be able to enjoy combat I
don't want it to be 100% what my Character is about

so I was thinking of bringing an old Oc of mine before
I actually played Dice game over

The Idea is a Beefy Male who is an oni or Spawn o such
Thinking Red skin , horns , wheres the typical Rope belt
is muscular and Fights hand to hand

But is a gentle Giant who will kick the but of those who hurt his allies

Know I know there is an acutal Oni by way of the teifling race

so I was wondering between Brawler or Unchained monk what Fits better

I am Thinking Brawler only casue I don't see him as being the type to use Ki

and if so what would be a good Archetype? something that can work


A lot of the brawler archetypes can work for an unarmed fighter. Mutagenic mauler, or battle dancer, or just the base brawler class are worth a look. The first dumps martial flexibility for a simpler combat buff if you find flex. a pain, the second has combat mobility options, and the last just works well enough IMO.


Teitori Core Monk.

There are a lot of myths about wrestling Oni, making a skilled wrestler fits the theme.

Plus with some of the grapple feats in the martial arts handbook you can get some cinematic combat descriptions going with tossing people around and slamming them into the ground while you fight.


Ryan Freire wrote:

Teitori Core Monk.

There are a lot of myths about wrestling Oni, making a skilled wrestler fits the theme.

Plus with some of the grapple feats in the martial arts handbook you can get some cinematic combat descriptions going with tossing people around and slamming them into the ground while you fight.

Ya can you recommend me Feats for a level 9 build?? o.o


@ AVR Actually

I think I want to do the wrestling thing like Ryan Freire said
But as a Mutagen Brawler. can you give me feat advice for it please
for say a level 9 build?


Nosta1300 wrote:
Ryan Freire wrote:

Teitori Core Monk.

There are a lot of myths about wrestling Oni, making a skilled wrestler fits the theme.

Plus with some of the grapple feats in the martial arts handbook you can get some cinematic combat descriptions going with tossing people around and slamming them into the ground while you fight.

Ya can you recommend me Feats for a level 9 build?? o.o

Tetori does a good job of putting the build on rails. It changes the monk bonus feats into the ones you'd automatically want anyway.

Tetori

Savage slam lets you bodyslam or throw around people you've grappled

Overhead flip lets you do the ultimate warrior press slam

Whirling hold lets you do the "grab by the legs and spin in a circle" wrestling move.

Realistically simply by choosing tetori you've done all the real min/maxing you'd need to. You could spend feats on getting tougher, harder to hit or having neat cinematic maneuvers to do once you've grabbed someone. The only non automatic feat in that archetype is one you'd definitely want right at level 9 Rapid Grappler lets you do 3 grapple checks per round and with constrict in tetori, you do damage with all 3.

Here is an OLD tetori monk guide....a lot of other feats have come out since then.

Snapping turtle style is a reflexive grab (I don't think its as necessary with grab being baked into the archetype but YMMV) it also helps with AC a little bit.

Kraken style adds wisdom to your grapple damage as well as allowing you to implement suffocation rules while grappling and damage armor as you take more feats in the style

Grabbing style makes it easier to grapple with one hand, and allows you to grapple more than 1 opponent and move them around easier as you take more feats

Octopus style is less grapple focused but makes fighting multiple opponents a little easier, includes trip support and makes it a little easier to grapple with only 1 hand but less so than grabbing style.

Tetori monks also bake in a lot of counters for things that render the fighting style useless that you wont be able to get as a brawler. Otherwise the brawler is going to want the same feats in the same timeframe as the tetori.

Oni-spawn is a great choice for any monkish wrestler as well +str for grapple +wis for stunning pin DC and alter self for yet more +str. Their tendency toward gluttony in a vice or two should make some excellent roleplaying opportunities as well, be he a drunk or a lech


@ Ryan Freire

LV(1) Savage Slam
LV(1) Improved Grapple
LV(2) Stunning Pin,
LV(3) Whirling Hold
LV(5)

Not sure about the last feat

also how would you do stats or the character (20 point by)


Well i'd do 16 str and 14 wis out the gate, with at least 12's in dex and con, but at that point it depends on if you're into dumping int or cha lower and being exceptionally brutish, or kind of dumb and brutish.

If so, taking one down 2 points lets you push dex or con up to 14 as well, depending on if you want to prioritize tuff or fast. If not i'd toss the spare point in whichever one you like more so that you can raise it to 14 at level 4.


Ryan Freire wrote:

Well i'd do 16 str and 14 wis out the gate, with at least 12's in dex and con, but at that point it depends on if you're into dumping int or cha lower and being exceptionally brutish, or kind of dumb and brutish.

If so, taking one down 2 points lets you push dex or con up to 14 as well, depending on if you want to prioritize tuff or fast. If not i'd toss the spare point in whichever one you like more so that you can raise it to 14 at level 4.

I see i'm just afraid my ac my be to low to surive long


Monk AC is generally pretty low til they get a few levels under their belt. Bear in mind that if you dump, and take the 14 dex, your AC is going to be 15. A fighter in scale and shield is usually around 17-18.

There arent a lot of ways to up a low level monk's ac in a 20 point buy without moving into finesse builds. I suppose you could drop the strength down to base 14, which frees you up enough points to up your dex to 14 and give you a starting AC of 15, but any higher than that is going to start eating into your ability to successfully grapple anything tough.

Edit: If you can get a friendly arcane caster to hit you with mage armor for the first couple levels you should be ok, but it IS going to take some cooperation.


@ Ryan i see. >.<

Recommend Traits?
I get 2

also

Can you Give me a bit more advice on feats

Feats
Level(1) Thinking Improved Initiative
Level(1) Improved Grapple
Level(1) Improved Unarmed Strike
Level(1) Stunning Fist
Level(2) Stunning Pin
Level(3)
Level(5)

and lastly I can Grapple my size and 1 size smaller and 1 size larger right?

or how dose that work? I never did grappling


@ Ryan

Also any way to work in any booze related feats for traits

I often see oni as being drunkards


Worship cayden and look up his traits/feats.

As for the other feats, id look at one of the style feats i listed. I like kraken style best but if you're super worried about ac go snapping turtle style


Grapple has no size restrictions RAW. If you want to grapple the largest dragons go for it,

For feats a mutagenic mauler looking to grapple might go

Brawler 1: IUS
1: improved grapple
Brawler 2: TWF (flurry), snapping turtle style
3: snapping turtle clutch
Brawler 5: snapping turtle shell
5: ???
7: greater grapple
Brawler 8: ITWF (flurry), ???
9: rapid grappler

With a couple of free feats you could improve your non-grapple fighting ability, or improve your defences generally (the tiefling feat armor of the pit isn't terrible if you're concerned about AC), or pick up fringe feats related to grappling - claw wrench or whirling hold perhaps.

You may like the accelerated drinker trait. While you're not required to be big to grapple, it does help and a bunch of potions of enlarge person may be worthwhile.


Nosta, I posted an outline for a build for you on your thread that was a duplicate of this one.

Nosta1300 wrote:
I think I want to do the wrestling thing like Ryan Freire said

So the build I outlined was a Full Attack build, but for a build like that, I'd have the character take Hamatula Strike and wear Armor Spikes, turning every attack into a Grapple and doing Armor Spike Damage, then releasing.

For a classic Grappler I see the goal as Tying Up your opponent.

I consider it essential to dip 2 levels in Cavalier and join the Order of the Penitent. Their Order Ability is to Tie Up a Grappled--not Pinned--Opponent, and they don't take the -10 you normally take. If you have Expert Captor and Greater Grapple, and you begin the round adjacent to your opponent, you can Initiate a Grapple as a Standard Action and Tie them Up as a Move Action, done and dusted in a single round!

The obvious choice for Teamwork Feat for Cavalier is Coordinated Maneuvers, getting yourself an extra +2 on your CMB and on all your Allies'.

The fastest stretch of levels for increasing your GMB is through 4 levels in Alchemist taking the King Crab Tumor Familiar and the Tentacle, giving you a +2 and +4 respectively. If you take Infusion, you can play another trick: use Share Spells to put Touch Injection on your Crab Familiar. Give your Crab an Infusion of True Strike. Cast True Strike on yourself and Move up to your opponent. Next Round, you Initiate a Grapple as a Standard Action enjoying a +20 due to True Strike. Your Crab uses Touch Injection as a Readied Action to inject you with more True Strike, then you Tie Up your opponent as a Move Action, again with the +20.

I have played a Grappler character in PFS, and by the time she was level 9, her full time Grapple Attack Bonus was +30.

Nosta1300 wrote:
i'm just afraid my ac my be to low to surive long

My Grappler was in Mithril Medium Armor, back in the days when you could put the Brawling Enchantment on it. You can still wear Light Armor with the Brawling Enchantment, and you might even be allowed to use a shield. The Grappling rules say that you take a -4 if you attempt to Grapple without 2 hands Free, and my Grappler has 2 hands and a Tentacle. If one of those hands is using a Shield, then he has 1 hand and 1 tentacle free. If 1 hand and 1 tentacle doesn't count as 2 hands in this context, it should, and your GM is being cheesy. You can then cut a slice of cheese for yourself and say the shield is being held by the tentacle, which is technically not illegal and technically does not deny you your +4 for having the Grab Ability. Sure, that's cheesier, but your GM would deserve that for ruling that a hand and tentacle doesn't count as 2 hands for the purposes of Grappling.

The thing I think is most uniquely awesome about Tetori is the Inescapable Grasp Class Ability, which negates Freedom of Movement, the bane of all Grapplers everywhere. You don't get Inescapable Grasp until 9 levels of Tetori, though. I don't think it would be practical to follow my advice and go for Inescapable Grasp. Moreover, a Grappler has some severe limitations. You make yourself vulnerable while you are Grappling. If you aren't timing things right, you opponent might get in a Full Attack. You can only Grapple 1 opponent at a time unless you are playing some kind of a very special trick. My method is a feature in a character build, not the whole build itself. And remember you can't even get Greater Grapple until you have a BAB of +6. Now you will be a powerful switch hitter, good at Range and a devastating Grappler.

My first thought is develop as an archer until your BAB approaches +6, then take your levels in Cavalier and stuff to get Greater Grapple and Expert Captor by level 7. Then take levels in Alchemist with the Grenadier Archetype. With 2 levels in Grenadier, you can put Alchemal weapons on your arrows as a Move Action, and you can get the Explosive Missile Discovery and put Bombs on your arrows as you shoot them as Standard Action. Meanwhile, take Infusion, King Crab Tumor Familiar, and Tentacle as I mentioned above. Take Extra Discoveries as Feats to hurry yourself along. Now you will be a devastating Grappler who shoots Exploding Arrows.

I thought of a way to Grapple multiple opponents and a way to do the 1 round Tie Up thing before level 6 or 7.


Any good items i could afford for him at level 5 that would benefit me

I mean grappling wise


Nosta1300 wrote:

Any good items i could afford for him at level 5 that would benefit me

I mean grappling wise

Armbands of the Brawler: +1 on Grappling Checks

Brawling Armor Enchantment +3 equ, iirc

Adhesive Armor Enchantment: 7000gp (?)

Weapon Enchantments or Amulet of Mighty Fists add to your GMB if the weapon itself is being used to Grapple with such as a Piercing Weapon with Hamatula Strike or a Witch's White Hair.

Gauntlets of the Skilled Maneuver

Belt of Strength

Magic Wands/Potions/Elixers: Bull Strength, Boiling Blood, True Strike, Lockjaw, Enlarge Person, Monstrous Physique, Beast Shape, Grease (+10 Escape Artist Bonus).

Wear Armor with Armor Spikes and do extra damage with every Grapple Attack. Enchant your Armor Spikes.

Alchemal Mutagen

If you want to Tie Up your opponents, you need to consider the Burst DC of what you are tying them up with:

Hemp Rope: 23
Silk Rope: 24
Spider Silk Rope: 25
Chain: 26
Mithril Chain: 27, iirc

There is no burst DC for Adamantine Chain, and no list price either. There is the Dwarven Dorn Dergar, a 10' long chain weapon. You can get that in Adamantine for an additional 3000gp. A GM should allow you to Tie Up someone with that, but you never know.

Iron Rope: upon command, it turns into iron (after you tie up someone)
Robe of Infinite Twine.


Nosta1300 wrote:

Ok I know I've been posting a lot

But I think I figured something out
I want to build a character and not a murderous
Bunch of Numbers of a sheet of paper.

well I still Want to be able to enjoy combat I
don't want it to be 100% what my Character is about

so I was thinking of bringing an old Oc of mine before
I actually played Dice game over

The Idea is a Beefy Male who is an oni or Spawn o such
Thinking Red skin , horns , wheres the typical Rope belt
is muscular and Fights hand to hand

How much of the thread so far has met your expectation?

It seems like you've started out by outlining your character's combat abilities, and people have responded along the lines of how to mechanically achieve that.

If that's what you're looking for, fine.

If that's not what you're looking for, re-read your OP. Well-rounded characters are non-optimal. Well-rounded characters don't dump CHA. Well-rounded characters have "wasted" traits or feats or skills.

If you want a character that can roleplay, don't choose a race that literally comes from people boinking demons. Red dudes with horns are scary. Don't start off by asking how they can fight - start by asking what motivates your character.

Fill in the combat capabilities as necessary, not as desired. Murderhobo comes from unattached wanderers whose only skills are combat. If you don't want that, don't start your character concept with an antisocial race and the capability of killing people with your bare hands.

I tend to start by thinking of expectations that can be defied. For example, if you really like the idea of a character with red skin, what if he looked like a tiefling but wasn't? Just some kid who looks like his mom hooked up with a devil. His upbringing could be tough - his dad kicked them out, they had to grow up in a place where hooking up with devils wasn't frowned upon, but they also avoided places where it was celebrated. End result: he fights with whatever weapons were common in the place where he grew up. Use the human bonus feat to pick up an exotic weapon proficiency.


@ Watery Soup

Ya i mean i want some combat ability but i want to be more than a murderhobo

I just want some base ideas for a character fluff.

and I've always like Oni in Japanese culture

See we don't do to much combat as I normally destroy the foe in a round or 2 of course i've always felt i had to make up for the other 4/5 peoples lack of combat skills XD

but i want to create a character like my character Alexander who was a noble from a Northern country who In his land a Noble must create a weapon / item from a power Monster CR 12 or above as his "proof of rule" I had a well built back story family , a Betrothed Fiance and I only killed non-humanoid monsters

I really enjoyed him and played in for a year and a half ....(the longest a character ever lasted for me)

I would of kept playing him if the rest of the party was not TpK'D

I want a character i can have a goal that is achievable in game The whole not human is just cause i don't want to take them just for the feat ...(and i am very much guilty of that )


For tying people up get bloodvine rope. Scott knows about this, he's just forgotten for a moment. Wrangler's gloves may also be useful.

If you enjoy being the party goon all the time, and your gaming group is fine with that then I guess that explains why you're always trying to get the last drop of optimisation on every character. Different gaming groups can be very different and that wouldn't work with the people I know.


Optimization of a grappler isn't really much in the way of optimization in the game though. Its really good...against like 1 or 2 size large or smaller enemies, and not great against swarms of em or things that get really big. Yeah the GM might get a little frustrated once you get your hands on a BBEG..but BBEG are notoriously bad at challenging parties of players anyway simply due to 1 turn vs 3-5 per round.


avr wrote:

For tying people up get bloodvine rope. Scott knows about this, he's just forgotten for a moment. Wrangler's gloves may also be useful.

If you enjoy being the party goon all the time, and your gaming group is fine with that then I guess that explains why you're always trying to get the last drop of optimisation on every character. Different gaming groups can be very different and that wouldn't work with the people I know.

I guess I must have forgotten about Bloodvine Rope.


avr wrote:

For tying people up get bloodvine rope. Scott knows about this, he's just forgotten for a moment. Wrangler's gloves may also be useful.

If you enjoy being the party goon all the time, and your gaming group is fine with that then I guess that explains why you're always trying to get the last drop of optimisation on every character. Different gaming groups can be very different and that wouldn't work with the people I know.

well see I want a character that functions but won't steam roll a boss in just a couple of turns .


Ok I Have an idea for a character
Won't be rolling dice to after the new year
but I like to have a Lay out for a character

The Idea is a samsaran Warpriest (Vital Strike Build)
I am how'ever lacking in experice and knowledge of good
spells to steal with his/hers Mystic past life

(I figure the past lifes can be made very flavorful and i'll fit them to what ever rp i play the character in)

I should in theory have at least 16 in WIS maybe even 18
and need advice on some decent spells to pick for this type of
build

The Idea of this character is that they know some Horrid secret of the world and have been trying to prevent a awful calamity from happening but and Evilforce has been fighting with him/her trying to stop the war priest and some time He wins some the evil force wins


Inquisitor is a decent list to steal from. Some different combat buffs, and with an 18 Wis the litany spells might be useful. Inquisitor could well work with that previous life backstory too.


@ AVR

so how Dose this sound

Spell 1 {Lead Blades / Ranger}
Spell 2 { True Strike / INqusitor}
Spell 3 (Litany of Duty paladin}
Spell 4 (if 18 WIS} Bark skin Druid


@ AVR

so how Dose this sound

Spell 1 {Lead Blades / Ranger}
Spell 2 { True Strike / INqusitor}
Spell 3 (Litany of Duty paladin}
Spell 4 (if 18 WIS} Bark skin Druid


Nosta1300 wrote:
Ok I Have an idea for a character. Won't be rolling dice to after the new year, but I like to have a Lay out for a character.

For starters, good luck with this. I hope you have a lot of fun with it.

Nosta1300 wrote:
(I figure the past lifes can be made very flavorful and i'll fit them to what ever rp i play the character in)
Nosta1300 wrote:

I should in theory have at least 16 in WIS maybe even 18

and need advice on some decent spells to pick for this type of build.

Good.

Nosta1300 wrote:
The Idea of this character is that they know some Horrid secret of the world and have been trying to prevent an awful calamity from happening but and Evilforce has been fighting with him/her trying to stop the war priest and some time He wins some the evil force wins

This is a good character backstory. Rich, yet vague enough to let the GM play with it, and that allows him to make your ideas an important part of the story.

Nosta1300 wrote:
The Idea is a samsaran Warpriest (Vital Strike Build)

I’m not sanguine about this combination of Warpriest and Vital Strike. Some elements of one seem to work against the other.

For a Vital Strike build, I’d have you wielding a single big weapon like Greatsword, Earthbreaker, Split Blade Sword, or Butchering Axe: you only get 1 Attack/Round, so you need to make it a good one. The thing is, the distinguishing awesome feature of Warpriest is that Sacred Weapon Damage. But the least of the weapons I mentioned above does 2d6, and Warpriest Sacred Weapon Damage doesn’t get that good until level 20. Normally, I would go Warpriest when I want a Full Attack Build with lots of Attacks that do more and more Damage as you gain levels like that Natural Attack Build I outlined for you. You could be an Arsenal Chaplin Warpriest and trade the Sacred Weapon Damage for +1 Attack and Damage every few levels. I just don’t think that is as sexy.

I would have you take at least one level in Ranger you can cast or use a Wand of Lead Blades. That gives you a Virtual Size Increase resulting in an extra 1d6 Damage.

I would have you take at least one level in Living Monolith so you can Enlarge Person 3/day as a Swift Action, giving you an Actual Size Increase and giving you another 1d6 Damage. A reason not to do this is that as a Warpriest, you will eventually be able to cast Righteous Might, which is better than Enlarge Person, but your level in Living Monolith can increase your Caster Level and would not delay your getting Righteous Might. You could take lots of levels in LM, and you could gain Righteous Might as a Class Ability, choosing to either progress in Caster Levels or as a Full BAB character. Meanwhile LM Class Abilities are nice for a Melee Character to have: they become un-critable, immune to Bleed, auto-stabilizing. They get DR.

I would think of ways for you to get more attacks/round that do not depend upon Full Attacking. You only get to use Vital Strike Feats on your 1 Standard Action Attack/round, but more attacks are always better.

Great Cleave is an obvious choice. That requires Power Attack, and so take Furious Focus, since with Vital Strike you were only taking 1 Attack/round anyway.

Another way for you to get extra attacks is Attacks of Opporrtunity. avr mentioned Inquisitor. I like Inquisitor, especially those Teamwork Feats. I like Broken Wing Gambit: whenever you are attacked, you get an Attack of Opportunity.

You could go mobile. Dip a level in Monk, Master of Many Styles. Take Panther Style Feats, which give you a Free Action Attack for whenever you Provoke an Attack of Opportunity by Moving out of a Threatened Square, up to your (very high) Wisdom Mod. Since this all happens as part of your Move, you still get to Vital Strike or Great Cleave as a Standard Action, and this would stack with Attacks of Opportunity such as from Broken Wing Gambit. I’m describing a mountain of Feats, here. Fighters get a lot of Feats, and they also get Inquisitors’ Solo Tactics thing with the Teamwork Feats.

Even so, you have a fair chance of reaching level 30 before you take all of them. You’d have to pick the ones that are most important to get first, and resign yourself to never getting around to getting them all. Or just go your own way, using some of these ideas if any appeal to you.


Mystic past life lets you steal from one spell list only. Also you get (spellcasting mod +1) spells added to your list.


avr wrote:
Mystic past life lets you steal from one spell list only. Also you get (spellcasting mod +1) spells added to your list.

Dang >.<

Ok hears a more thought out idea for a character back story

A lizard-Folk who use to be a save (Freed Slave Trait) who is Descended From. A Great Dragon (Long ago) But Has no clue of this connection
When he was young he was captured and shipped across the sea
DO to being strong he was made in to slave. As a slave strange things would happen {Magical} Stuff and things would ended up bad for the young Lizard-man Often being beaten and bruise. One day a Elderly monk who was passing through saw the young one and through great wisdom saw the dragon inside him. the Monk was able to secure the lizard-folk's Freedom and took him back to his country. where he was taught to read and speak and he was Trained in martial arts. The Monk also Nurtured The Lizards Magical Talent telling him it was in his blood. He Spent A decade Training and study till he was able to stand on his own two feet as a proud competent person. One day he was sent down to Buy food. but when he returned he was meant with horror as the Monks home was a blaze and the Monk was Lying face down with a Dagger in his pack, lying in a large puddle of Blood . The Lizard Ran who his Master, the man who became like a father to him. He Roared loudly and tears came to his eyes and now the gentle Soul who never held a Grudge even as a slave , heart burned with furry and anger. He sat out to find the man behind the death of his Teacher / Adopted Father

I am not going to Try to over optimize this character some is ok but not to much

I am Thinking - Scaled Fist Un - monk x Sorcerer x DD

I Actually have been giddy about this character (Though him up this morning and have been tweaking him bit by bit)

I Want to plan him out as a level 9 Build saw if i start any where between level 1 and 9 i'll know what i'm doing.

as for actual combat I am thinking The Ole melee Augmented by magic
Thing.


avr wrote:
Mystic past life lets you steal from one spell list only. Also you get (spellcasting mod +1) spells added to your list.

Dang >.<

Ok hears a more thought out idea for a character back story

A lizard-Folk who use to be a save (Freed Slave Trait) who is Descended From. A Great Dragon (Long ago) But Has no clue of this connection
When he was young he was captured and shipped across the sea
DO to being strong he was made in to slave. As a slave strange things would happen {Magical} Stuff and things would ended up bad for the young Lizard-man Often being beaten and bruise. One day a Elderly monk who was passing through saw the young one and through great wisdom saw the dragon inside him. the Monk was able to secure the lizard-folk's Freedom and took him back to his country. where he was taught to read and speak and he was Trained in martial arts. The Monk also Nurtured The Lizards Magical Talent telling him it was in his blood. He Spent A decade Training and study till he was able to stand on his own two feet as a proud competent person. One day he was sent down to Buy food. but when he returned he was meant with horror as the Monks home was a blaze and the Monk was Lying face down with a Dagger in his pack, lying in a large puddle of Blood . The Lizard Ran who his Master, the man who became like a father to him. He Roared loudly and tears came to his eyes and now the gentle Soul who never held a Grudge even as a slave , heart burned with furry and anger. He sat out to find the man behind the death of his Teacher / Adopted Father

I am not going to Try to over optimize this character some is ok but not to much

I am Thinking - Scaled Fist Un - monk x Sorcerer x DD

I Actually have been giddy about this character (Though him up this morning and have been tweaking him bit by bit)

I Want to plan him out as a level 9 Build saw if i start any where between level 1 and 9 i'll know what i'm doing.

as for actual combat I am thinking The Ole melee Augmented by magic
Thing.


Why not go dragon bloodline bloodrager->dragon disciple?

Its simpler, you still get spells, you get natural attacks and dragon disciple frankly works better with bloodrager than sorc anyway


Ryan Freire wrote:

Why not go dragon bloodline bloodrager->dragon disciple?

Its simpler, you still get spells, you get natural attacks and dragon disciple frankly works better with bloodrager than sorc anyway

well that maybe true I am unsure on how to write BloodRager in to my back ground.

I mean I'd like to if it kept the build smoother.

Also the plan for the first build was Dragon style so how could i keep ok damage with just D4 claws?


you get d6 claws every time you rage that eventually go up to 1d8 + 1d6 energy damage


Ryan Freire wrote:
you get d6 claws every time you rage that eventually go up to 1d8 + 1d6 energy damage

Could you Recommend me some feats for a level 9 build?

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