Help refine some builds? (#1 - the Bloodrager)


Advice


In the interests of simplicity - well, such as 1e is capable of simplicity - I've decided to stick to only stuff that's PFS-legal, which rules out anything that puts too many bodies on the table, breaking WBL over your knee with crafting, potentially unbalanced 3rd party materials, and...other stuff I dont really understand the reasoning behind but whatever who cares. Also I'm working on like...several different possible next characters to use depending on the table and specific campaign. This is just one of them.

Since Primalist is on the ban list (for good reason, Barbarians would like to be relevant still) this Bloodrager is only a Metamagic Rager and Urban Rager. Because of Metamagic Rager in particular, I'm going with a Human, putting Favored Class Bonus into Extra Bloodrage rounds across the board. I only have up to ECL 4 typed out, because that's when a Bloodrager first gets their spells and well...they don't get many.

So here's the nitty gritty.

Gail Ryder (working name):

Okay the name sounds stupid and awful and I'm open to suggestions but it's not COMPLETELY pulled from my butt. Gail is a middle-english given name that also can be used to refer to "a disturbance or commotion", and Ryder was the profession-based surname given to Warriors.

Race: Human (Bonus Feat, Skilled)
Class: Bloodrager (Metamagic Rager, Urban Rager)
Favored Class: Bloodrager
Traits: Deft Dodger (+1 Reflex),  ???
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Intimidate, Knowledge (Arcana), Knowledge (Local), Linguistics, Perception, Profession, Ride, Spellcraft, Swim
Skill Points Per Level: 4+0 (Int Mod)+1 (Skilled)
Languages: Common
Alignment: Neutral

20 pts buy (PFS)

Str: 14 (+2 Racial)
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 13

This provides pretty balanced stats across the board, though a bit more wis couldnt hurt. As an Urban-type, I have the ability to use most skills even while raging, so I didnt want to dump int too hard and hurt potential flexibility out of combat. Slight emphasis on strength since I want to make with the smashy-smash and just supplement with spells here and there. Charisma is 13, because it doesnt need to be 14 until lv4 when spells are possible.

Starting Wealth: 150GP (PFS) + 1 Outfit worth 10GP or less (spent: 146.1 GP)

Starting Weight (assumes 20 pts buy): 76 Lbs (carrying: 38 lbs)

>Large Bastard Sword (70GP/12 Lbs)
>Padded Armor (5 GP/10 Lbs)

>Sling (FREE/WEIGHTLESS)
>Sling Bullets x10 (1SP/5 Lbs)
>Cold Iron Morningstar (16 GP/6 Lbs)

>CLW Potion (50 GP/WEIGHTLESS)
>Bedroll (1SP/5 Lbs)

+ Soldier's Uniform (1GP Outfit)

As you can see, there's still a bit over 3GP still available, not sure how best to use it. The BS would cost too much to be non-steel, so I picked up a morning star of cold iron i can sell off later on when my damage is more flexible. The sling has no cost, so will just be discarded. For now it's just a way to attack at range in case there are enemies with flight early on. Best to be prepared. CLW pot is pricey, but could literally be the difference between winning or an embarassing 1st level death.

ECL 1) BLOODRAGER 1

>Favored Class Bonus: +1 Rounds Bloodrage per day (Max 7)

>Skills: Perception 1, Profession (Soldier) 1, Ride 1, Knowledge (Local) 1, Acrobatics 1

Mostly setting up background abilities as a former soldier turned Society merc. Suboptimal, but I think it represents the kind of training they would receive.

>Human Bonus Feat: Exotic Weapon Proficiency (Bastard Sword)
>Feat: Power Attack

EWP to use his primary weapon, which I intend to keep for his entire career and periodically upgrade, including modifying it into a different material like adamantine or something. Power attack to...attack. Powerfully.

>Bloodline (Arcane)
>Bloodline Power (Disruptive Bloodrage)
>Controlled Bloodrage
>Fast Movement

>HP: 12
>AC: 3 (+1 Padded Armor, +2 Dex)
>Saves: Fortitude +4, Reflex: +3, Will: +1
>Movement: 40 Feet

So that's my first level load out and reasoning why. There are gaps I'd like advice filling, and of course recommended adjustments I'm willing to take under advisement (may not ACTUALLY change certain things though)

It gets more vague and ill-defined as we go. Advice welcome.

ECL 2-4:

ECL 2) BLOODRAGER 2
>FCB: +1 Rounds Bloodrage per day (Max 10)
>BAB: +2
>Saves: Fortitude +5, Reflex +3, Will +1
>HP: 14+1D10
>Uncanny Dodge
>Skills: Perception 2, Use Magic Device 1, Acrobatics 2, Intimidate 1, Diplomacy 1

WBL: 1,000 GP
> ECL 1 Items (150 GP)
>better armor?
>more consumables?
>staffs/wands?

ECL 3) BLOODRAGER 3
>FCB: +1 Rounds Bloodrage per day (Max 13)
>BAB +3
>Saves: Fortitude +5, Reflex +4, Will +2
>HP: 16+2D10
>Restrained Magic
>FEAT
>SKILLS

WBL: 3,000 GP
> ECL 2 items (1,000 GP)
> Runestone of Power 1st (2,000 GP)

ECL 4) BLOODRAGER 4
FCB: +1 rounds Bloodrage per day (max 16)
>ABI: +1 Cha (14)
>BAB +4
>Saves: Fortitude +6, Reflex +4, Will +2
>HP: 18+3D10
>Blood Casting
>Eschew Materials
>Daily Spellcasting Slots: 1st Level x2, 2nd Level x1, Any Known x1
>Known: 1st Level x2 (Shield, Snowball)
>Bloodline Power: Arcane Bloodrage
>SKILLS

>WBL: 6,000 GP
>
>
>

Open to suggestions moving forward as well.

Note that as an Urban Bloodrager with the Arcane Bloodline, I'll be able to claim at least two spells from the magus or bard lists before 12th, barring using UMD on various devices and Wondrous Items to poach even more spells from other classes.

I HAD thought I could get a Familiar or Arcane Bond, and a Wizard spell too, but it was a misunderstanding caused by a link error on Archives of Nethys - looking at Bloodline Mutations shifts classes from Bloodrager to Sorcerer, and the bloodline for sorcerers has different effects.

For spell choices, I was considering Bladed Dash at 7 to burn bloodrage rounds on a Quicken and make a psuedo-pounce attack, or close the gap between myself and a priority target with a move->cast combo. And at 11, use it with Greater Bloodrage to save rounds for other stuff. Not the best use, buffs probably better, but I think it feels good for the character.

Not sure what else would be appropriate, especially if I can get more spells known.


If it's PFS legal, give up Skilled for the Heart of the Fey alternative racial feature...

It gives you a +1 to Reflex and Will saves. As well as Low-Light Vision. AND it gives you Knowledge Nature and Perception as class skills.


Perception is already a class skill. Knowledge nature I think used to be, but then urban removes it because. Yknow. URBAN. So that could potentially be nice to get back. If only to reliably not eat poison mushrooms and s%@$.

Plus the saves are very nice, both of the rager's weaknesses. And low light vision is probably nice. I think I could fit that into the original flavor I was going going with of a mundane footsoldier who was "augmented" to gain these powers.

Just gotta figure out where to take skill points out. Pair it with a will trait (not really sure I wanna go the "unpopular religion" route) and I'll be in a fairly better position saves wise than the average rager.

Maybe good enough to ground zero some AoEs for giggles with restrained magic


Decided to go with Fate's Favored for the second trait. It's basically a will boost, but on a delay until I can scrounge up the GP for a Stone of Good Luck. I'll take it, flavor it as a knack for being in the right place at the right time or something (eg, actually getting to participate in campaigns)

Also, it looks like I can legally go crossblooded if you think theres any bloodlines that could cover for some of the more underwhelming tiers of Arcane. The hit to will sucks, especially at lower levels where I wont be able to get resistance gear, but it isnt necessarily a dealbreaker.

So anyway, with the shift to Heart of the Fey, it now looks something like this:

Race - Human (Bonus Feat, Heart of the Fey)
Class - Bloodrager (Metamagic Rager, Urban Bloodrager)
Bloodline - Arcane
Human Bonus Feat - EWP (BS)
1st Level Feat - Power Attack
3rd Level Feat - Iron Will
1st Level Skills - Perception 1, Acrobatics 1, Knowledge (Local) 1, Profession (Soldier) 1
2nd Level Skills - Perception 2, Acrobatics 2, Use Magic Device 1, Intimidate 1
3rd Level Skills - Perception 3, Acrobatics 3, Use Magic Device 2, Diplomacy 1
4th Level Skills - Perception 4, Acrobatics 4, Use Magic Device 3, 4
4th Level Spells Learned - Snowball, Jump

I replaced Shield with Jump because I figure I wont need it right away and can lean on Arcane Bloodrage buffs. Or I could Wand it. It's still on the to-do list though. Why Jump? It seems like something I'd want to be able to do on demand instead of needing to pull out a wand.


Okay I've been working on it for a while and I think I have a potential feat and spell progression in mind up to 12th, but spending WBL is way up in the air, as are skills.

I have way too many skills that I want for various reasons. I dont necessarily need to MAX all of them, but having basic proficiency is needed. Maxing Perception is functionally mandatory for all characters. Profession to make some extra money as a merc/professional problem solver during downtimes, knowledges to identify monsters (arcana, dungeoneering, engineering, local, nature, and planes covers them all I think and these can mostly be just to the point of common knowledge without going too far past the surface. Maybe a slightly higher level of knowledge about stuff that came up in his old job), acrobatics is important in melee, use magic device is important for literally everyone especially those with low spells known/spells per day. Intimidate and Sense Motive for social contributions (it sucks to feel useless between sessions of killing things)

So here's what I DO have for the moment, but ways to make it better are very much welcome.

feat progression:

1st Level Human Bonus Feat - Exotic Weapon Proficiency (Bastard Sword)
1st Level Feat - Power Attack
3rd Level Feat - Iron Will
5th Level Feat - Arcane Strike
6th Level Bloodline Feat - Quicken Spell
7th Level Feat - Blooded Arcane Strike
9th Level Bloodline Feat - Blood Intensity
9th Level Feat - Improved Initiative
11th Level Feat - Improved Sunder
12 Level Bloodline Feat - Blood Piercing

Spell Progression:

4th Level Spells Learned - Snowball, Deadeye's Arrow
5th Level Spells Learned - Jump
6th Level Spells Learned - Cheetah's Sprint
7th Level Bloodline Spell - Magic Missile
7th Level Adopted Spell - Bladed Dash (Magus)
7th Level Spells Learned - Scorching Ray, Bull's Strength
8th Level Spells Learned - Bear's Endurance
9th Level Spells Learned - True Strike
10th Level Bloodline Spell - Invisibility
10th Level Adopted Spell - Cure Moderate Wounds (Bard)
10th Level Spells Learned - Channel Vigor, Find Fault
11th Level Spells Learned - Keen Edge
12th Level Spells Learned - Shield, Eagle's Splendor, Fly

strategy by level:

1st Level - Hit things with sword. Rage 5+Con Mod rounds. HP: 10+Con Mod.

2nd level - buy wands and scrolls for use when there is time to prepare. See 1st level. Rage 8+Con Mod Rounds. HP 10+D10+(Con Modx2)

3rd Level -  see 2nd level. Rage 11+Con Mod rounds. HP 10+2D10+(Con Modx3)

4th Level - Getting interesting. Estimate best defensive measure to activate instantly on Rage. Become Zeus twice per day. Offensive spells arent a great plan, but I DO want to be a little bit gishy, especially if I can toss a couple of spells while getting into range. Rage 14+Con Mod rounds. HP 10+3D10+(Con Modx4)

5th Level - see 4th level. Jump good. Swift action magic weapon without Spell Slots. Rage 17+Con Mod rounds. HP 10+4D10+(Con Modx5)

6th Level - see 5th level. Run fast. Can burn Rage Rounds to cast spells as Swift Action. Rage 20+Con Mod rounds. HP 10+5D10+(Con Modx6)

7th level - build officially online. Defensive Spell+Magic Weapon+instantly when entering rage, swift action Bladed Dash (uses 8 rounds of rage), attack. 23+Con Mod rounds. HP 10+6D10+(Con Modx7)

8th level - see 7th level but also with Haste now. Rage 26+Con Mod rounds. HP 10+7D10+(Con Modx8)

9th level - see 8th level. Rage 29+Con Mod Rounds. HP 10+8D10+(Con Modx9)

10th level - see 8th level. Rage 32+Con Mod rounds. HP 10+9D10+(Con Modx10)

11th level - see 8th level but Bladed Dash no longer takes up Rage rounds. Rage 35+Con Mod rounds. HP 10+10D10+(Con Modx11)

12 level - see 11th level. Rage 38+Con Mod rounds. 10+11D10+(Con Modx12)


Ikorus wrote:
I HAD thought I could get a Familiar or Arcane Bond, and a Wizard spell too, but it was a misunderstanding caused by a link error on Archives of Nethys - looking at Bloodline Mutations shifts classes from Bloodrager to Sorcerer, and the bloodline for sorcerers has different effects.

Bloodline Familiars. Replace your first Bloodline Power (Disruptive Bloodrage) and delay the level at which you get your bonus spells by one level. This gives you a full progression familiar.

Take the Hedgehog for a +2 will save bonus, and then either go with the Protector or Sage/Figment familiar archetypes depending on what kind of utility you want out of it.
Protector would increase your HP pool by +50% at level 5, and +100% at level 11.
Sage/Figment has its own skill ranks, a scaling knowledge bonus, and has access to the Skilled Evolution for +8 to specific skills.

If you buy some Cracked Vibrant Purple Prism ioun stones you can hand them to your familiar who is then able to help out your action economy. Long Arm/Enlarge Person/Remove Fear are all good choices.

Ikorus wrote:
For spell choices, I was considering Bladed Dash at 7 to burn bloodrage rounds on a Quicken and make a psuedo-pounce attack, or close the gap between myself and a priority target with a move->cast combo. And at 11, use it with Greater Bloodrage to save rounds for other stuff. Not the best use, buffs probably better, but I think it feels good for the character.
Ikorus wrote:
swift action Bladed Dash (uses 8 rounds of rage)

The number of rounds used is equal to twice the spell's normally adjusted level. So for a Quickened Bladed Dash that's 12 rounds of rage per use. Not the best use of rounds.

I'd take Heroism as your cross-class lv 7 spell instead, and wait with Bladed Dash until lv 10 when you're close to using it with Greater Bloodrage. Why you want Heroism is because it's normally a 3rd level spell on the Bloodrager spell list, while Bard gets it as a 2nd level spell.

Ikorus wrote:
Human Bonus Feat - Exotic Weapon Proficiency (Bastard Sword)

Your talk about the Shield spell implies that you're not using a shield (MWK buckler would still work fine as an Urban Rager), so I'm assuming that you're wielding it two-handed which makes EWP Bastard Sword a bit of a waste. Have you considered taking Combat Reflexes instead and wielding a two-handed reach weapon? Buff yourself with Long Arm and the AoOs will come raining in.

If you want an Exotic weapon later on then buy (and implant) a Cracked Opalescent White Pyramid ioun stone. That's just 1500 GP for EWP.

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