This post is continuing my series documenting the rule differences between the tabletop game and the new video game (starting with general differences and most recently on the races), specially for those of us who enjoy playing tabletop. It might be the largest single section, as I cover all of the changes to the classes and their archetypes. There are also a couple of new ones in there–I will denote them with an asterisk (*). In the tabletop game there are about 40 classes, in the video game there are 25, each with multiple archetypes.
Which classes are not included? All of the occult classes are gone except the Kineticist–poof. Otherwise the game is missing the vigilante, swashbuckler, summoner, samurai, ninja, investigator, gunslinger, brawler and antipaladin classes. There are also 13 Prestige Classes included: Aldori Swordlord, Arcane Trickster, Assassin, Duelist, Dragon Disciple, Eldritch Knight, Hellknight (and Signifer), Loremaster, Mystic Theurge, Stalwart Defender, Student of War, and Winter Witch.
I will focus only on the differences in the tabletop and video game versions, otherwise this will take forever. With that said, we’ll start with:
Alchemist: Alchemists gain 3 skill points/level. Bombs now have a range of 30 feet instead of 20! The discoveries available are not the enormous amount available from all the source books but there are still 28 of them, including the important ones. They do lose the Swift Alchemy, Swift Poisoning and Instant Alchemy abilities. There are three possible Grand Discoveries: Awakened Intellect, Fast Healing and True Mutagen.
Chirurgeon: Infused Curative is altered. “A chirurgeon’s extracts of remove disease, remove blindness, neutralize poison, and cure spells automatically act as infusions and can be used not only on himself but on other people as well.” Anesthetic is altered: at 5th level he gains a +3 bonus to Lore (Religion) instead of Heal, which can increase to +6.
Grenadier: A Grenadier is now proficient with all martial weapons. Directed Blast now reaches 30′ instead of 20 and you no longer need to target anyone, it affects all creatures in the cone. Staggering Blast does not say it stacks with Frost Bombs.
*Incense Synthesizer: This is a new archetype for the video game. “Some alchemists focus their efforts on researching different kinds of incenses to aid them and their allies in battle against the forces of evil.” There are 10 different incenses for a variety of buffing and debuffing effects, click here to read more. You lose mutagens however, and bomb damage only increases at half the normal rate. IS’s gain new abilities:
- 1st level: Incense Fog. You create fog in a 15 feet area which buffs you and allies. Allies receive a +1 alchemical bonus on attack and weapon damage rolls. It lasts 3+1/2 class level+Int modifier rounds per day
- 3rd level: Incense. These are alchemical tricks which buff and debuff. You learn an additional incense every 3 levels, for a total of 6
Metamorph: This is altered as Stealth is the skill added. Shapechanger is altered, at 20th level he can use the ability 10 times instead of no limit, and it’s always a standard action. Also it initially functions as Beast Shape I – IV, and at level 13 and 15 becomes Dragonkind I and II respectively (essentially Form of the Dragon I and II).
Preservationist: This is essentially unchanged.
Reanimator *DLC only*: Bomb damage is not reduced, Lesser Animate Dead begins at 5th level instead of 7th, and zombies gain a +4 alchemical bonus to STR and CHA. Create Undead comes onboard and level 11 now, with a +6 alchemical bonus. Create Greater Undead is still at level 15, but they get an extra attack each round.
Vivisectionist: They lose Torturer’s Eye, Cruel Anatomist, Torturous Transformation and Bleeding Attack, but at 10th level they can choose any Advanced Rogue talent they want. There is a new feature called Medical Discovery, which seems to be an amalgam of alchemical discoveries and rogue talents. Great archetype overall, and terrific for dipping a level as well.
- *Medical Discovery: “At 2nd level, and then again every 2 levels thereafter (up to 18th level), a Vivisectionist makes an incredible medical discovery. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the Vivisectionist’s level + the Vivisectionist’s Intelligence modifier.”
Arcanist: There are 22 of exploits which you see during character creation. A slight upgrade to Magical Supremacy, there is no longer a “1+ the level of the spell”, simply “the level of the spell.”
Brown-Fur Transmuter: This archetype is essentially unchanged. Probably the best archetype. Combining Powerful Change with enlarge/reduce person is great, and you can take it further with the animal buffs (Bull’s Strength etc), and even further with the polymorph spell. Share Transformation is beautiful as there are several nice spell targets: animal aspect, hurricane bow, echolocation, geniekind, transformation, ice/fiery body.
Eldritch Font: Improved Surge is altered, it now allows the Arcanist “to make two attack rolls associated with a spell and take the better result.” Bottomless Well now takes just a full-round action instead of an hour, but it’s only 1/day.
*Magic Deceiver *DLC only*: This is a brand new archetype for the Arcanist. MD’s are spontaneous casters, working off of Charisma. Unlike others, they always have all their spells available as soon as they reach a new spell level, but they have a very limited amount of spells, and can only cast up to level 6 spells which means no merging with Lich. You also give up arcanist exploits. Here’s what you get:
- Magic Fusion. You can fuse two different spells into one. This is more than just combining spells. You can customize the spell school, as well as the spell shape: single target, burst, cone, line, and the saving throw. In some cases these spells can exceed the damage cap, especially level 6 spells
- Good Combos:
- Disintegrate/Chain Lighting as an Azata with Zippy Magic
- Dispel Magic/Phantasmal Web
- making Phantasmal Killer into an AoE
- Good Combos:
- Ways of the Deceiver: These are mini-archetypes each with their own abilities. My favorites are Fake Celebrity, Living Deity, Time Manipulator
*Nature Mage: This is a new archetype for the Arcanist. The Nature Mage loses access to the Wizard spell list, and gains access to the Druid spell list. They are still considered arcane spells, and the number of spells and DC keys off of Intelligence.
*Phantasmal Mage: This is a new racial archetype for the Arcanist, for Gnomes only. The description reads as follows: “The strong bond with fairies determines a natural predisposition of gnomes to the magic of the First World. By sacrificing time to learn the modern arcanist techniques, Phantom Mages become true masters of metamagic when it comes to the school of illusion.” The features are gained in place of an exploit at those levels, and are as follows:
- At 1st level he gains Arcane Metamagic: “A phantasmal mage loses an ability to increase caster level of the next spell using her arcane reservoir but instead gains a number of powerful metamagic abilities at 5th, 11th and 17th levels”
- At 5th level the phantasmal mage can spend 1 point from her arcane reservoir as a free action to make next arcanist illusion spell she casts in 2 rounds Extended, Reach or Selective, as per using the corresponding metamagic feat
- At 11th level the phantasmal mage can spend 2 points from her arcane reservoir as a free action to make next arcanist illusion spell she casts in 2 rounds Persistent or Empowered, as per using the corresponding metamagic feat
- At 17th level the phantasmal mage can spend 3 points from her arcane reservoir as a free action to make next arcanist illusion spell she casts in 2 rounds Maximized or 4 points to make it Quickened, as per using the corresponding metamagic feat
Unlettered Arcanist: This archetype is essentially unchanged.
White Mage: White Mages seem to lose option to take the Fast Healing exploit at level 11. Otherwise unchanged.
That’s all for now. I’ll continue with classes starting with B next time. Any feedback is welcome, please leave in the comment section below.
I’m new to Pathfinder and dipped my toe in by purchasing this game. I did buy the core Pathfinder book, but noticed most of these classes aren’t in that book. How difficult would it be to create a reference that cites which sourcebook each class and race come from in the the tabletop game?
While a lot of races/classes are found in the Core Rulebook, many more are found in other sources such as the Advanced Player’s Guide, Advanced Race Guide, Advanced Class Guide, Pathfinder Unchained, the kineticist is in Occult Adventures, etc. Instead of buying several books you may consider two online resources. The first is the Archives of Nethys (aonprd.com). This is the official online resource for all the races, classes, feats, spells, items, abilities, you name it, for Pathfinder. Another great one is d20pfsrd.com which also covers everything you would ever want to know, and is a well-regarded source. I hope this helps!