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anoblewolf
2015-04-21, 08:46 PM
Thank you in advance for your time and help.

I would like to create a demon hunter for an up coming campaign but I have little experience with anything other than rogues.

I am playing a Tiefling do to the tainted demon blood in his veins, and Bloodrager (Abyssal) to portray his ability to tap into this tainted blood when all else fails. He will use the power of his tainted blood to hunt down and destroy Demons.

The idea is that he wears a studded leather duster or coat and is a master of one handed the sword. When all else fails, that is when he will enter Bloodrage taking on a more blood thirsty persona, which prefers the tactial feeling of ripping his foes apart with his own claws.

Edit

I am afraid that I have not properly explained what it is that I am trying to do.

What I am trying to do is build this character in a way that conveys That he is basically a fighter specialized with one handed swords, who when left with no other choice taps into the taint in his blood to transform into a demon beast.

What would be the best way to represent this idea. (Feats, Ability Scores, etc.)

Thank you again for your Help.

Elricaltovilla
2015-04-21, 11:05 PM
What books do you have available to use? How are you generating your ability scores (Dice, Point Buy, Array)? What level are you starting at? What level are you finishing at?

One handing weapons is inefficient, especially in the case of Bloodragers or barbarians. Two handing is much better, and much more fun:smallbiggrin:

Bloodragers want Strength, Constitution and 14 Charisma, in that order. Feats of note include Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final) and Arcane Strike (http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat) for more damage.

Your bonus spells from Abyssal Bloodline aren't that great, Bull's Strength and Rage are both useless to you. I'm looking for a good spot to trade something out for a rage power from the Primalist Archetype (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/primalist), but the two you'd really want to lose are at 1st level (which you can't lose) and 16th level (which is pretty late game). You could probably stand to lose the 8th level bloodline power since you have resist energy of that type from being a tiefling.

For Rage Powers, I highly recommend the Beast Totem (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers) line because free Natural Armor and Pounce (which you need at higher levels), and you'll be able to get right on time thanks to the Extra Rage Power feat.

Spell Wise, you want mostly buff spells, things you can cast on yourself to increase your combat effectiveness. Your goal is to buff up and then smash things. Sadly, Enlarge Person is useless to you because you can't stack size increases any more. However, Long Arm (http://www.d20pfsrd.com/magic/all-spells/l/long-arm) is not a size increase, meaning it's great for increasing your threatened area and thus the likelihood of you being able to attack someone.

grarrrg
2015-04-22, 12:06 AM
You'll probably want to use a Variant Heritage Tiefling. Bloodragers aren't big casters, but that -2 CHA still hurts (and it's a LOT cheaper to Point-Buy a 12 or 14 than it is a 16).
Pitborn get +STR/CHA -INT, and one of their Skill Bonuses is Perception
Shackleborn are +CON/CHA -WIS


One handing weapons is inefficient, especially in the case of Bloodragers or barbarians. Two handing is much better, and much more fun:smallbiggrin:

Do remember that you can always choose to use Two hands with a 1-Hand weapon to get 1.5 STR to damage. Not necessarily as good as the bigger die of a 2-hander, but decent.
Also, his plan seems to be "non-rage > Sword", "rage > Claws", so 2-handing doesn't seem to factor in all that much.

On that note, Improved Natural Attack (http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack) feat can be nice to bump up your Claws a size.

anoblewolf
2015-04-22, 01:58 AM
What books do you have available to use? How are you generating your ability scores (Dice, Point Buy, Array)? What level are you starting at? What level are you finishing at?

One handing weapons is inefficient, especially in the case of Bloodragers or barbarians. Two handing is much better, and much more fun:smallbiggrin:

Bloodragers want Strength, Constitution and 14 Charisma, in that order. Feats of note include Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final) and Arcane Strike (http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat) for more damage.

Your bonus spells from Abyssal Bloodline aren't that great, Bull's Strength and Rage are both useless to you. I'm looking for a good spot to trade something out for a rage power from the Primalist Archetype (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/primalist), but the two you'd really want to lose are at 1st level (which you can't lose) and 16th level (which is pretty late game). You could probably stand to lose the 8th level bloodline power since you have resist energy of that type from being a tiefling.

For Rage Powers, I highly recommend the Beast Totem (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers) line because free Natural Armor and Pounce (which you need at higher levels), and you'll be able to get right on time thanks to the Extra Rage Power feat.

Spell Wise, you want mostly buff spells, things you can cast on yourself to increase your combat effectiveness. Your goal is to buff up and then smash things. Sadly, Enlarge Person is useless to you because you can't stack size increases any more. However, Long Arm (http://www.d20pfsrd.com/magic/all-spells/l/long-arm) is not a size increase, meaning it's great for increasing your threatened area and thus the likelihood of you being able to attack someone.

Thank you for your advice Elricaltovilla.
Books:
Core Rule Book
Advanced players Guide
Advanced Race Guide

Ability Score:
25 point buy

Starting Level:
Level 3

Ending Level:
20 (Character will be used in several campaign at Fast experience rate.)

Weapon:
I am looking at rapier do to it being one handed as will as it being able to be use for power attack and the fact that when bloodaging he will be using his two claw attacks. Also most spells need a free hand.

As for Bull's Strength I am not sure what the problem is there +4 strength means more damage.

As for rage +2 strength and +2 constitution and can be used to buff myself and the fighter in the group.

As for Demon Resistances that will add to the tieflings natural resistances.

Beast Totem has Prerequisite: Barbarian 6, lesser beast totem rage power. That is a no go.

Enlarge Person can be used on myself without raging or on a group member to form the bash brother.

Long arm could be cool, would make you kind of gorilla looking...lol

I could thought of something ridiculous trident range 10'/ enlarge person/ long arm threat rang 25'.

Now that is crazy

Thank you again for your time and advice.

anoblewolf
2015-04-22, 02:27 AM
You'll probably want to use a Variant Heritage Tiefling. Bloodragers aren't big casters, but that -2 CHA still hurts (and it's a LOT cheaper to Point-Buy a 12 or 14 than it is a 16).
Pitborn get +STR/CHA -INT, and one of their Skill Bonuses is Perception
Shackleborn are +CON/CHA -WIS



Do remember that you can always choose to use Two hands with a 1-Hand weapon to get 1.5 STR to damage. Not necessarily as good as the bigger die of a 2-hander, but decent.
Also, his plan seems to be "non-rage > Sword", "rage > Claws", so 2-handing doesn't seem to factor in all that much.

On that note, Improved Natural Attack (http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack) feat can be nice to bump up your Claws a size.

Thank you for your advice grarrrg.

I do not have access to the book "Pathfinder 25: The Bastards of Erebus", so Variant heritage is off the table.

You are correct about my combat plans that is why I am choosing to use a rapier because it is a one handed weapon that qualifies for power attack.

As for Improved natural attack I will have to see if the GM will allow.

Thank you again for your time and advice.

grarrrg
2015-04-22, 02:35 AM
I do not have access to the book "Pathfinder 25: The Bastards of Erebus", so Variant heritage is off the table.

They were also reprinted in Blood of Fiends, withOUT requiring the Fiendish Heritage feat to take them (if I recall correctly).

Is this a Society game?
Do you need the _actual_ books?


I am looking at rapier do to it being one handed as ...Also most spells need a free hand.

It is a Free Action to grab/let-go of a 2-handed weapon with your 2nd hand, so you don't "need" a 1-hander to cast spells.


As for Bull's Strength I am not sure what the problem is there +4 strength means more damage.

It's a decent spell, until/unless you get a Belt that provides an Enhancement bonus. Then the two don't stack, and the spell does little for you.


As for rage +2 strength and +2 constitution and can be used to buff myself and the fighter in the group.

Rage (spell) is a Morale bonus, which will not stack with the Bloodrage Morale bonus.
Still a valid use on the Fighter, still an option to cast on yourself if you are otherwise out of Rage Rounds for the day.



As for Demon Resistances that will add to the tieflings natural resistances.

Unless you are using a House-Rule, no, it will NOT stack (http://paizo.com/threads/rzs2mjyb?Do-energy-resistances-stack).
You will have "Fire Resist 5, Fire Resist 5" which is identical to "Fire Resist 5".

You may consider 'swapping out' your Tiefling Resistance trait for...
Huh, Scaled Skin is the only replacement. You lose the 3 Resist 5's, and gain +1 Natural Armor and the Resist 5 of your choice. Not all that much of a gain...

On second thought, Bloodline Resistance only applies during a Bloodrage. Would highly recommend taking the Primalist Archetype and swapping it out for some much more useful Rage Powers.


Beast Totem has Prerequisite: Barbarian 6, lesser beast totem rage power. That is a no go.

No go how?
Primalist (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/primalist) can trade a Bloodrage Power for 2 Rage Powers, using their Bloodrager level as Barbarian.
So at Bloodrager 8 you could trade away the Resistance power and grab any TWO Rage Powers (of required level 8 or less).

anoblewolf
2015-04-22, 03:17 AM
They were also reprinted in Blood of Fiends, withOUT requiring the Fiendish Heritage feat to take them (if I recall correctly).

Is this a Society game?
Do you need the _actual_ books?



It is a Free Action to grab/let-go of a 2-handed weapon, so you don't "need" a 1-hander to cast spells.



It's a decent spell, until/unless you get a Belt that provides an Enhancement bonus. Then the two don't stack, and the spell does little for you.



Rage (spell) is a Morale bonus, which will not stack with the Bloodrage Morale bonus.
Still a valid use on the Fighter, still an option to cast on yourself if you are otherwise out of Rage Rounds for the day.




Unless you are using a House-Rule, no, it will NOT stack (http://paizo.com/threads/rzs2mjyb?Do-energy-resistances-stack).
You will have "Fire Resist 5, Fire Resist 5" which is identical to "Fire Resist 5".

You may consider 'swapping out' your Tiefling Resistance trait for...
Huh, Scaled Skin is the only replacement. You lose the 3 Resist 5's, and gain +1 Natural Armor and the Resist 5 of your choice. Not all that much of a gain...

On second thought, Bloodline Resistance only applies during a Bloodrage. Would highly recommend taking the Primalist Archetype and swapping it out for some much more useful Rage Powers.



No Go in general?
Primalist (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/primalist) can trade a Bloodrage Power for 2 Rage Powers, using their Bloodrager level as Barbarian.
So at Bloodrager 8 you could trade away the Resistance power and grab any 2 Rage Powers (of required level 8 or less).

Thank you for your continued help grarrrg.

No this is not a Society game, but the GM has limited the books to the three listed above.

You are correct about Bull's Strength and rage, but then again I could cast on another group member. Share the power.

As for Primalist, The suggestion of Beast totem just does not seem that useful because you need lesser beast totem and I will already have claws, then Beast totem is just a +1 to armor. But I am open to sother suggestions for rage powers.

Thank you again for your time and advice.

Elricaltovilla
2015-04-22, 07:49 AM
Thank you for your continued help grarrrg.

No this is not a Society game, but the GM has limited the books to the three listed above.

You are correct about Bull's Strength and rage, but then again I could cast on another group member. Share the power.

As for Primalist, The suggestion of Beast totem just does not seem that useful because you need lesser beast totem and I will already have claws, then Beast totem is just a +1 to armor. But I am open to sother suggestions for rage powers.

Thank you again for your time and advice.

You don't take Beast Totem for Claws or Natural Armor. You take it because greater beast totem lets you pounce. That means a full attack on a charge, so you never have to choose between mobility and damage again. It's so good, it makes up for two crappy prerequisite rage powers you won't use.

Anyone you'd want to share Bull's Strength with will want a +Strength belt as much as you do, meaning it's less likely to be useful even for them. Same goes for Rage, with the added caveat that your spellcasting friends will hate you if you try to cast it on them, and its worse in every way than your Bloodrage.

I'd rethink the rapier if I were you. If you want one handed weapons, use a longsword. All weapons are useable with Power Attack, but some get better return on investment than others. The Longsword can be two handed at your option for more damage and better Power Attack, the rapier will never get that bonus as it can't be two handed.

If you're going the natural weapons route, you'll need more natural weapons. Tieflings can get a bite as an alternate racial trait, something you definitely want. Things like Gore attacks, slams or hoof attacks will also help, but are harder to get. You'll also want the Multiattack (http://www.d20pfsrd.com/feats/monster-feats/multiattack-combat) feat to reduce the attack penalty on your natural attacks.

atemu1234
2015-04-22, 09:34 AM
See if you can get Blood of Fiends permitted.

grarrrg
2015-04-22, 07:22 PM
Books:
Core Rule Book
Advanced players Guide
Advanced Race Guide


the GM has limited the books to the three listed above.

Then how are you playing a Bloodrager? :smallconfused:

anoblewolf
2015-04-22, 10:55 PM
Then how are you playing a Bloodrager? :smallconfused:

Sorry Advanced class guide not advance players guide.

Eldonauran
2015-04-23, 05:10 PM
I have a few suggestions you could consider, depending on how you want to pull this off.

Racial traits:
Try to trade off Skilled, spell-like ability and Fiendish sorcerery (only if your DM won't let this work with bloodrager. If he does, keep it).

Ability scores (25 points, +2 Dex, +2 Int, -2 Cha)
Str 16
Dex 14
Con 13 (put +1 from level 4 here)
Int 12
Wis 12
Cha 14 (you'll need at least a +2 item eventually here)

As good as starting with an 18 in strength would be, its not the end of the world if you do not. You can bloodrage to make up the difference and even when out, you get the Rage spell for a brief boost.

Consider not taking the Abyssal Bloodline, or at least making a crossblooded bloodrager if you really need the Abyssal bloodline in there. The reasoning being, you can get claws and a bite attack from the Beast totem rage powers and don't need to duplicate abilities you won't use. Also, you can always pick up the Eldritch Heritage feat chain for the Strength of the Abyss to boost your strength higher.

If you go crossblooded, take the Destined and Abyssal Bloodlines. Out of the abilities to be gained, you want, or could use:

Destined Strike (+1/2 level to attack 3/day)

Fated Bloodrager (luck bonus to AC/Saves)

Demonic Bulk (enlarge during bloodrage)

Unstoppable (auto confirm crits, block crits on you)

Abyssal Bloodrage (more Str, less AC)

Out of those, I would trade away the 4th and/or 8th abilities for the 3 Beast Totem and Superstition rage powers. Unstoppable is nice, but Fated Bloodrager is probably more useful and you can mimic the enlarge person with other abilities/spells (like monstrous physique II).

You will end up spending 3 feats on Skill Focus: know planes, Eldritch Heritage (Claws of the Abyss) and Improved Eldritch Heritage (Strength of the Abyss). Arcane Strike and Blooded Arcane Strike will be very, very useful.

Since you are starting at level 3, I highly suggest taking the skill focus and eldritch heritage feats first. They will allow you to start with the claws you want (unless you want to go with Maw or Claws racial trait to get claws, though duplicate abilities make me sad). Claws of the Abyss may seem to be redundant with beast totem but it does give you an option to grow claws outside of a rage, for dramatic purposes.

Suggested progression:

Level 1:
Feat: Skill Focus (know planes)
Power: Destined Strike
Level 3:
Feat: Eldritch Heritage (Abyssal: Claws of the Abyss)
Level 4:
Rage Powers: Superstitious, Lesser Beast Totem
Level 5:
Feat: Arcane Strike
Level 6:
Bloodline Feat: Power attack
Level 7:
Feat: Blooded Arcane Strike
Level 8:
Power: Fated Bloodrager
Level 9:
Feat: ??????
Bloodline Feat: Pick something from Destined list (Die hard and Endurance are good, weapon focus too)
Level 11:
Feat: Greater Eldritch Heritage (Strength of the Abyss)
Level 12:
Bloodline Feat: Pick something from Destined list (Die hard and Endurance are good, weapon focus too)
Rage Powers: Beast Totem and Greater Beast Totem
Level 13:
Feat: ?????
Level 15:
Feat: ?????
Bloodline Feat: Pick something from Destined list (Die hard and Endurance are good, weapon focus too)
Level 16:
Power: Abyssal Bloodrage
Level 17:
Feat: ?????
Level 18:
Bloodline Feat: Pick something from Destined list (Die hard and Endurance are good, weapon focus too)
Level 19:
Feat: ???????
Level 20:
Power: Choose either capstone or two more rage powers.

grarrrg
2015-04-23, 08:40 PM
I have a few suggestions you could consider, depending on how you want to pull this off.

[stuff]

Most of what you suggest is not feasible due to book limitations (Eldritch Heritage is in Ultimate Magic, Beast Totem is in in APG, etc...).


Anywho, Primalist and (Core) Rage Powers are still the best option to do away with the redundant Energy Resist at level 8.
Options:
Animal Fury (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/animal-fury-ex) gain a Bite while raging (note that as worded, it is pretty much ALWAYS a Secondary Natural attack).

Powerful Blow (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/powerful-blow-ex)/Surprise Accuracy (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/surprise-accuracy-ex) can give Damage/Accuracy bonuses 1/Rage. Find a way to Rage Cycle and you can do these 1/round (I'd have to check to see what race cycling options are valid with the limited books).

Roused Anger (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/roused-anger-ex) is the poor mans Rage Cycler, letting you Rage at least twice per combat.

Increase Damage Reduction (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/increased-damage-reduction-ex) is pretty self-explanatory.

Quick Reflexes (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/quick-reflexes-ex) gives you an extra AoO every round.

Unexpected Strike (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/unexpected-strike-ex) can make enemies provoke an extra AoO

anoblewolf
2015-04-24, 01:45 AM
Thanks guys for all your help.

After a long discussion with my GM and the promise to make my home made lasagna for our first game night, he has decided to allow my to use the Pathfinder 25: The Bastards of Erebus book. He has however required me to take the Demon-Spawn Heritage.

Demon-Spawn Heritage

+2 Strength, +2 Charisma, –2 Intelligence
"Savage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors."

Then he required me to roll for Variant Tiefling Abilities. I rolled a 16.

Variant Tiefling Ability

16 "You have oversized limbs, allowing you to use Large weapons without penalty."

Do to this I am now considering going two-handed Large for weapon, but only when I am not raging...

"Look at me I'm Cloud Strife!"

I am considering trading Skilled for Fiendish Sprinter.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

I am considering trading Fiendish Sorcery for Prehensile Tail, do to the fact that I am not playing a sorcerer.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

I have considered trading Fiendish Resistance or Scaled Skin, but I do not want people to look at him and scream demon right off that bat.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

My goal here is not to make him as over powered as possible. My teammates might not like it is I go out and one-shot everything and steal all the glory.

Thank you again for your help thus far.

grarrrg
2015-04-24, 02:41 AM
He has however required me to take the Demon-Spawn Heritage.

+2 Strength, +2 Charisma, –2 Intelligence

Required you to take what is likely the best option?
OH NOEZ TEH HORORRZ!


16 "You have oversized limbs, allowing you to use Large weapons without penalty."

Do to this I am now considering going two-handed Large for weapon, but only when I am not raging...

SCORE! A lot better than some of the options on that table.


I am considering trading Skilled for Fiendish Sprinter.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Fiendish Sprinter: tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

It's be nicer if it was a flat bonus to movement speed, but you are unlikely to use those skills anyway.
Fair trade.


I am considering trading Fiendish Sorcery for Prehensile Tail, do to the fact that I am not playing a sorcerer.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Prehensile Tail:

Fiendish Sorcery is worthless to you, so might as well.
Strictly better.


I have considered trading Fiendish Resistance or Scaled Skin, but I do not want people to look at him and scream demon right off that bat.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Scaled Skin:gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC

I would keep the Resistances.
+2 Energy Resist 5's beat out +1 AC any day.
Heck, even if it was just Fire & Cold resist I'd still say keep the resistances.

Elricaltovilla
2015-04-24, 06:28 AM
I highly recommend dropping your spell like ability and taking the maw racial trait. An extra bite attack on top of your claws will help a lot with your natural attack routine.

upho
2015-04-26, 12:19 AM
I've built and been a DM for two similar characters, they've both been good in combat and very fun to play, judging from the players. My general tips are:

Don't waste resources (feats, money, time etc) on improving your combat prowess only when not raging. Buying a cheap masterwork weapon is OK, but stay away from making further investments in combat stuff you won't use while raging. Especially since you are on the fast XP track, you'll very soon be able to rage during every round of every fight.
Choose spells which buff your own combat capacity first, during lower levels especially those which may bolster your durability and make up for the abyss-mal (pun intended) AC you'll have while raging. Generally speaking, spells which help your friends rather than you, and especially spells which target enemies, won't give you as much "bang for the buck", and they'll be much more situational and/or require blind luck in order to be effective (due to save rolls, Spell Resistance and similar). Leave those kinds of spells to the party's dedicated spellcaster(s), and watch out for spells which add the same bonus types as the ones your party caster usually casts on you.
As Elricaltovilla said, pounce (charge + full attack) is a huge deal, more so the higher up the levels you go. Unfortunately, there's no way for you to be able to do that consistently due to the limited allowed material (though very little DM allowance is needed, see example build below). Prioritize this if your DM allows you grab the one needed feat Feral Combat Training (http://www.d20pfsrd.com/feats/combat-feats/feral-combat-training-combat) from Ultimate Combat.
Similarly, getting additional natural attacks is vital, since you won't get iterative attacks with your claws. Prioritize those which are primary, and of course don't wield a weapon while using them.
Get one level of Monk if you're allowed Feral Combat Training, or two levels of the archetype Master of Many Styles (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/master-of-many-styles) (also Ultimate Combat) if you're allowed. This will improve your defenses, give you bonus feats you need and access to feats you really want.

Here's a quick example build, including two versions - one using only material allowed in your campaign, and one using additional material, including those mentioned above:


Demon-spawn Tiefling Primalist (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/primalist) Rageshaper (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/rageshaper) Bloodrager (Abyssal Bloodline) (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager) 20 (or 18, Master of Many Styles Monk (http://www.d20pfsrd.com/classes/core-classes/monk) 2)

Alternate racial traits: Maw, Prehensile Tail, Fiendish Sprinter

Stats (25 PB, incl. racial)
Str 18 - prioritize!
Dex 14
Con 15 - put a level-up bonus here if you like (maybe 12th)
Int 8
Wis 11 - put a level-up bonus here if you like (maybe 12th)
Cha 14

Rage and Bloodrage Powers
1 Claws
4 Demonic Bulk
8 Superstition (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/superstition-ex), and Witch Hunter (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/witch-hunter-ex) if you're allowed Advanced Player's Guide material, otherwise see grarrrg's recommendations
12 Abyssal Bloodrage
16 Come and Get Me (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/come-and-get-me-ex) and Spell Sunder (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/spell-sunder-su) if you're allowed Ultimate Combat material, otherwise see grarrrg's recommendations
20 2 x Increased Damage Reduction (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/increased-damage-reduction-ex)

Feats (only allowed material)
1 Power Attack retrained to Weapon Focus (claws) at 9th level
3 Arcane Strike (http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat)
5 Improved Natural Attack (claws)
6 Abyssal 6 Bonus: Intimidating Prowess
7 Blooded Arcane Strike (http://www.d20pfsrd.com/feats/combat-feats/blooded-arcane-strike-combat)
9 Dazzling Display; Abyssal 9 Bonus: Power Attack
11 Shatter Defenses (http://www.d20pfsrd.com/feats/combat-feats/shatter-defenses-combat---final)
12 Abyssal 12 Bonus: Toughness or Great Fortitude
13 Combat Reflexes
15 ?; Abyssal 15 Bonus: Toughness or Great Fortitude
17 ?
18 ?; Abyssal 18 Bonus: ?
19 ?

Alternate Feats (greatly improved version with additional material*, most from Ultimate Combat or Advanced Player's Guide)
1 Raging Vitality (http://www.d20pfsrd.com/feats/general-feats/raging-vitality)*
3 Power Attack retrained to Cornugon Smash* at 6th level
5 Intimidating Prowess retrained to Horn of the Criosphinx (http://www.d20pfsrd.com/feats/combat-feats/horn-of-the-criosphinx-combat)* at 11th level
6 Abyssal 6 Bonus: Power Attack
7 Weapon Focus (claws)
9 Feral Combat Training (claws) (http://www.d20pfsrd.com/feats/combat-feats/feral-combat-training-combat)*; MoMS* Monk 1 Bonus: Pummeling Strike (http://www.d20pfsrd.com/feats/combat-feats/pummeling-style-combat-style), Improved Unarmed Strike, Stunning Fist
10 MoMS* Monk 2 Bonus: Pummeling Charge (http://www.d20pfsrd.com/feats/combat-feats/pummeling-charge-combat)
11 Dragon Style (http://www.d20pfsrd.com/feats/combat-feats/dragon-style-combat)*; Abyssal 9 Bonus: Intimidating Prowess
13 Dragon Ferocity (http://www.d20pfsrd.com/feats/combat-feats/dragon-ferocity-combat)*
14 Abyssal 12 Bonus: Toughness or Great Fortitude
15 Improved Natural Attack (claws)
17 Arcane Strike (http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat); Abyssal 15 Bonus: Toughness or Great Fortitude
19 Blooded Arcane Strike (http://www.d20pfsrd.com/feats/combat-feats/blooded-arcane-strike-combat)
20 Abyssal 18 Bonus: Improved Sunder

Spells
1st expeditious retreat, long arm, phantom blood, ray of enfeeblement, shield, wave shield, windy escape;
2nd animal aspect, glitterdust, bull's strength, mirror image, resist energy, see invisibility;
3rd blood scent, burrow, cloak of winds, fly, rage;
4th greater false life, monstrous physique II, stoneskin

If you aren't allowed the additional material (alternate feat list with monk levels), before raging in dangerous fights, cast monstrous physique II to turn into a Tikbalang (http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/tikbalang), a large monster which allows you to keep your armor, you can add your abyssal bloodline claws to, and which gets both pounce and additional hoof attacks.



Since everything mentioned in the build is available online for free, I urge you to talk to your DM about loosening up on the restrictions. Especially Ultimate Combat and Advanced Player's Guide include vital components for making a build such as yours and many, many other builds truly viable.

If you find anything confusing, I'll be happy to explain how the mechanics of the two versions of the build works.