Pathfinder Wrath of the Righteous: Race changes

Last time I introduced my current project (in my previous post), which is to explain and delineate the rules changes between the tabletop game Pathfinder and the new PC game. This is especially for those who play the tabletop game, but is certainly open to everyone. This time I will go over the different races, as there are some changes as well as new options in the PC game. I will focus on only noting changes to the races. There are no alternate racial traits available in the video game, sorry. New racial subtypes (now called heritages) will have an asterisk *. Starting in alphabetical order:

Aasimar:  Aasimar now have a “Light Halo” ability they can activate, which gives +2 circumstance bonus on saving throws against becoming blinded or dazzled. Generic Aasimar now have Searing Light as a spell-like ability 1/day instead of Daylight. Please note: all Aasimar heritages that have SLA’s are now just 1/day.

  • Agathion-blooded (Idyllkin) has an upgrade: Summon Nature’s Ally III instead of II, and has a +2 bonus to Lore: Nature and Perception.
  • Angel-blooded (Angelkin) has a +2 to Lore: Religion and Use Magic Device, and casts Lesser Restoration 1/day instead of Alter Self.
  • Archon-blooded (Lawbringer) has a +2 to Persuasion and Perception and casts Hold Person 1/day instead of Continual Flame.
  • Azata-blooded (Musetouched) has a +2 to Persuasion and Mobility, Glitterdust is now only 1/day.
  • Garuda-blooded (Plumekith) has a +2 to Mobility and Athletics, and casts Invisibility 1/day instead of See Invisibility.
  • Peri-blooded (Emberkin) has a +2 to Lore: Religion and Knowledge: Arcana, and casts Burning Arc 1/day instead of Pyrotechnics.

Dhampir:  Yep, they’re in the game. Dhampir no longer have light sensitivity, and they no longer detect undead. Dhampir have no spell-like abilities, and no weaknesses (such as to bright light, minuses to saves, etc.) Generic Dhampir have +2 to Persuasion (Bluff only) and Perception skills.

  • Jiang-shi-born now have a +2 to Mobility and Knowledge: World checks.
  • Moroi-born now have a +2 to Persuasion (diplomacy only) and Knowledge: World checks.
  • Nosferatu-born now have a +2 to Athletics and Lore: Nature checks.
  • Vetala-born now have a +2 to Stealth and Use Magic Device checks.
  • *Vampire-king born are a brand new heritage. They are “very rare and beautiful” but are almost identical to Jiang-shi. They have a +2 to Strength and Intelligence, -2 to Dexterity, and a +2 to Diplomacy and Knowledge: World checks.

Dwarf:  Dwarves now have a flat +2 to Perception checks. Stonecunning and Greed are gone, as one might expect. Otherwise they are about the same. They have two heritages:

  • Barrow: This has changed. They now lose keen senses, defensive training and hatred. they keep the +1 bonus to attack rolls (vs undead) and +1 dodge bonus (vs undead), but they also gain a +2 on Lore (Religion) checks
  • Unstoppable:  This has changed. They now lose keen senses, stability and defensive training, and gain Endurance and a +2 to fortitude saves. Endurance is changed:  +2 to Athletics, +4 to saves vs fatigue/exhaustion, can still sleep in light/medium armor without fatigue

Elf:  Elves are essentially unchanged. They have two heritages:

  • Blightborn:  It’s changed. The +2 to saves against necromancy and curses are the same, but now they gain a +1 bonus to attack roles against evil outsiders. They lose not only elven immunities but also elven magic
  • *Loremaster:  Brand new. They lose elven magic and keen senses, but gain a +2 bonus on Knowledge (arcana) and UMD checks

Gnome:  Gnomes are no longer able to obtain spell-like abilities for having a Charisma of 11 or higher. The obsessive trait now grants +2 racial bonus on a Knowledge: World checks instead of craft or profession. They also lose weapon familiarity. There are two heritages available:

  • Pyromaniac:  Changed from the tabletop. They lose gnome magic and illusion resistance, and gain fire resistance 5 and gain a +1 bonus to fire spells
  • Traveler:  Also changed. They lose hatred and defensive training, but base speed increases to 30′, and gain a +2 to Lore (Nature)

Half-elf:  Half-elves lose Multitalented, because there are no Favored Class Bonuses. They have two heritages:

  • Dual Heritage:  Similar but different from Dual Minded. They lose adaptability and keen senses, and gain a +2 to will saving throws and the Elven Magic ability
  • Kindred-Raised:  No real changes here

Half-orc:  Half-orcs get a flat +2 bonus to Perception. That’s nice! They have two racial heritages:

  • Human-raised:  No real changes here
  • *Tribal:  Similar to Sacred Tattoo. They lose ferocity and keen senses, but gain a +1 luck bonus to all saving throws and a +2 on Lore (Nature) checks

Halfling:  Halflings get a +2 bonus to Athletics and Mobility checks. They lose weapon familiarity. They have two heritages:

  • Craven:  This is changed. They lose halfling luck, fearless and get a -2 to saves vs fear. They gain a +2 to reflex saves and if he would become frightened is shaken instead
  • *Hasty:  This is new, more or less. They lose surefooted and fearless, but their speed becomes 30 and they gain a +2 on initiative

Human:  Humans are essentially the same. There are no heritages or alternate racial traits available.

Kitsune:  Yep, they’re in the game. The Change Shape ability is essentially the same, but there is no bonus for Disguise because it’s not a thing in the video game. They get a +2 to Mobility checks. Kitsune Magic now grants Light 3/day instead of Dancing Lights with a Charisma of 11+. They now gain a flat +2 bonus to Perception. There is an alternate heritage.

  • Keen: They are another new heritage for the game, but it’s identical to the racial trait for the tabletop game  (+2 Int instead of Cha). They retain +2 to Perception and Light 3/day, but the SLA keys off of Intelligence

Oread:  They are in the game too, I guess this race is more popular than I thought. They still have a movement speed of 20 but now it’s no longer reducible, just like dwarves. Generic Oread now have the SLA Stone Fist 1/day in place of Magic Stone. They lose their Earth bloodline and domain abilities, but gain a +1 racial bonus to DC on Acid spells. All Oread gain a flat +2 to Perception.

  • Gemsoul:  They are identical to the tabletop game.
  • Ironsoul:  They now have the SLA Lead Blades 1/day in place of Unerring Weapon. I know, 1/day sucks.

Tiefling:  Generic tieflings are pretty similar, except they lose their Charisma penalty if they take levels in sorcerer or eldritch scion (Magus) of an Abyssal of Infernal bloodline–this replaces Fiendish Sorcery. Generic tieflings also have the SLA Resist Energy 1/day instead of Darkness. In fact all heritages that have SLA’s are now just 1/day.

  • Asura-Spawn (Faultspawn) now have a +2 bonus to Knowledge: Arcana and World, also gain a +2 bonus against against enchantment spells and effects, and their Hideous Laughter SLA is now only 1/day.
  • Daemon-Spawn (Grimspawn) now have a +2 bonus to Trickery and Persuasion, gain the SLA Frigid Touch 1/day instead of Death Knell, and gain acid resistance 5.
  • Demodand-Spawn (Foulspawn) now have a +2 bonus to Lore: Religion and Intimidate checks, gain the SLA Cacophonous Call 1/day instead of Bear’s Endurance, and get a +1 to attack rolls, but only against Clerics, Inquisitors and Paladins.
  • Demon-Spawn (Pitborn) now have a +2 bonus to Trickery and Persuasion checks, gain the SLA Stone Call 1/day instead of Shatter, and a +2 bonus to confirm critical hits.
  • Devil-Spawn (Hellspawn) now have a +2 bonus to Diplomacy(Persuasion) and Perception checks, gain the SLA Scorching Ray 1/day instead of Pyrotechnics, and similar to the generic Tiefling, lose their Charisma penalty if they take any levels in sorcerer or eldritch scion (Magus) of an Infernal bloodline–this replaces the Fiendish Sorcery trait.
  • Div-Spawn (Spitespawn) now have a +2 bonus to Diplomacy (Persuasion) and Knowldge: World checks, gain the SLA Soundburst 1/day instead of Misdirection, and add +1 to the DC of any saving throws against enchantment spells they cast.
  • Kyton-Spawn (Shackleborn) now have a +2 bonus to Mobility and Intimidate (Persuasion) checks, their Web SLA is now only 1/day, but they gain a +1 natural armor bonus to AC.
  • Oni-Spawn (Hungerseed) now have a +2 bonus to Persuasion checks, gain the SLA Invisibility 1/day instead of Alter Self, and gain a +2 bonus to combat maneuver checks and combat maneuver defense.
  • Qlippoth-Spawn (The Motherless) now have a +2 bonus to Mobility and Lore: Nature checks, their Blur SLA is now 1/day, and they gain a secondary Bite attack that deals 1d6 damage.
  • Rakshasa-Spawn (Beastbrood) now have a +2 bonus to Perception and Bluff (Persuasion) checks, gain the SLA Blindness 1/day instead of Detect Thoughts, and they gain DR 2/piercing.

Whew! This concludes the changes for all of the races in the Wrath of the Righteous video game. Next time I’ll continue with documenting significant changes to the classes and archetypes.

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