Wrath of the Righteous Classes, Archetypes and Prestige Classes: Part 4, D – F

This is a continuation of my main Pathfinder page, where I am documenting all of the changes to the classes, archetypes and Prestige Classes from the tabletop to the video game. If a feature or ability is the same as the tabletop game I will not list it here–assume it is present and unchanged. Any new archetypes or bloodlines will be denoted by an asterisk (*). So, to continue with the D’s:

Druid:  Druids now have 3 skill points/level. Druids no longer have Wild Empathy, Woodland Stride, Trackless Step, A Thousand Faces or Timeless Body. Wild Shape is altered: at 4th level, Wolf form; 6th a leopard or small elemental; 8th a bear, or medium elemental; 10th a smilodon, a shambling mound, or a large elemental; 12th a huge elemental. Druid domains include Air, Animal, Earth, Fire, Ice (if you have the DLC), Plant, Water, Weather, see my Cleric page for a discussion on domains. The base druid class is possibly the best choice, but for some fun flavor they have access to the following archetypes:

Blight Druid:  Vermin Empathy is removed, otherwise this archetype is unchanged.

Defender of the True World:  Fey Empathy and First World Deceiver are removed. Fey Bane is expanded to include a +4 to all saves from spell-like and supernatural abilities of fey.

Drovier:  Nature’s Bond now only gives the option of an animal companion. Otherwise this archetype is unchanged. If you don’t care about wild shaping and like pets in your party (which is optimal), this is a worthy pick. The communal aspect ability is great, especially sharing Gorilla aspect with the party so your pets will be tripping virtually every enemy in the game. If you’re all about shape shifting, see the Primal Druid.

*Elemental Rampager:  This is a brand new archetype for the video game. Per the description, “Some druids embrace the destructive aspect of nature and its elements, using this power to fuel their prowess in melee combat. An ER loses Nature’s Bond, Resist Nature’s Lure and Venom Immunity for the following benefits:

  • Claw:  “At 1st level, elemental rampager gains a claw attack, that deals 1d6 damage (for medium creatures). At 9th level damage of his claw increases to 1d8, and to 1d10 at 15th level”
  • Rampage:  “A Druid can call upon nature’s Strength, granting him additional combat prowess. At 1st level, a Druid can rampage for a number of rounds per day equal to 4 + his Constitution modifier. For each level after 1st he possesses, the Druid can rampage for 2 additional rounds per day. While rampaging, he gains a +2 bonus attack roll and damage rolls made with natural weapons. In addition, he takes a -2 penalty to Armor Class. These bonuses are increased by 1 at 6th level and every 5 levels after”
  • Elemental Rampage:  “At 4th level, an Elemental Rampager selects one element. He gains a bonus to damage with natural attacks while rampaging, energy resistance to the chosen element and other bonuses, depending on the selected element”

Feyspeaker:  This archetype loses Fey Speech and Wild Mischief, but retains proficiency in medium armor

Primal Druid:  This is the Goliath Druid from the tabletop. This can be an awesome archetype for those wanting to shapeshift, and has very good synergy with the Angel mythic path. Who doesn’t love dinosaurs? If you don’t care about shape shifting, see the Drovier above.

*Winter Child *DLC only*:  This is a new archetype. You must choose the Ice subdomain, and give up nature bond altogether along with spontaneous summoning and resist nature’s lure. Here is what you get:

  • 1st Level:  Call a Feast. Scaling cold resistance to any summoned creatures, starting at 5 and increasing every 5 levels. They can also gain Blink, and eventually 2d6 cold damage
  • 4th level:  Arctic Native and Blizzard Servant. A WC gains cold resistance 5, which scales every 4 levels. You also gain a blizzard elemental companion, at level -3, and it advances at levels 6, 11 and 16. It is also the only pet in the game that has ranged attacks by default, but it cannot equip any gear
  • 9th level:  Snowcaster. It changes the damage type of your spells to cold
  • 20th capstone:  Flurry Form. You gain the elemental subtype and immunity to cold. You are airbone, and are immune to trip and land-based effects

Fighter:  Fighters are essentially unchanged. Minor spoiler:  depending on your choices, you will gain a companion (or possibly two) with this class. Here is how the archetypes fared:

Aldori Defender:  AD’s now gain proficiency with a dueling sword at first level. The counterattack ability no longer has the ‘once per round’ limitation. Otherwise this archetype is unchanged.

Armiger:  The bonus feats feature is removed. Studious Squire now only gains 1 additional skill rank, but there is no restriction as to where it may be placed. Ardent is slightly improved: “the first time per day armiger fails a saving throw against a charm or compulsion effect, he rerolls the saving throw with the same DC.”

*Defender of the Hearth *free DLC only*:  This is a new archetype from Visitors from Morta. It’s free, so get it. You only give up the bonus combat feat at level one, and weapon training is postponed until level 9. In exchange you get:

  • 1st level:  Shield Block. When using a heavy/tower shield the damage you receive from the first attack is reduced 20%. First and second attacks are reduced at level 5, and it keeps scaling every 5 levels
  • 5th level:  Heaven Strike. Once per combat you deal damage to all enemies in a 20-ft radius with your weapon, no attack roll necessary
  • 20th level capstone:  Defender’s Gift. After using shield block, you deal double damage for 1 round

Dragonheir Scion:  Fearful Might is delayed until level 2. Draconic Strike is delayed until level 4. The Wings ability no longer grants flight (since flight doesn’t exist in the video game), instead granting a +3 dodge bonus to AC against melee attacks and immunity to ground-based effects (e.g. difficult terrain). Draconic Presence is delayed until level 6.

Mutation Warrior:  Awesome archetype. The only differences are the available mutagens. In addition to the amazing Str/Dex/Con mutagens, feral mutagen, feral wings, grand mutagen, greater mutagen, nauseating flesh, preserve organs and spontaneous healing are included in the game. There is a great archetype to dip into also: several bonus feats, and you get the mutagen ability at level 3 which is a great boost to any physical stat. Five levels gives you access to the Weapon Specialization feat (and Mythic WS) and Weapon Training, which, paired with Fencer’s Gift gloves, yield a significant boost to attack and damage.

Titan Fighter *DLC only*:  This has been modified a bit to focus on dual-wielding two-handed weapons. Unstoppable Momentum is removed. Giant Weapon Wielder allows you to wield a two-handed weapon in one hand, and keeps the bonus combat feat. Incredible Heft is changed–now you gain a +1 to attack and damage. There are a couple of new abilities:

  • 2nd level:  Massive Attacks. Now you gain combat feats from the Ranger’s two-weapon combat style at exactly the same pace (up through level 18), at the cost of a combat feat. This is a game-changer
  • 9th level:  Giant Might. When wielding a two-handed weapon (or two) one-handed, a TF gains 1.5x Str modifier to damage.
  • 17th level:  Unstoppable Strike. A TF now gets 2x Str modifier to damage

Tower Shield Specialist:  Immediate repositioning is altered and is now Total Cover, otherwise this archetype is unchanged.

  • Total Cover:  At 13th level, as an immediate action, a tower shield specialist cannot be flanked

Two-Handed Fighter:  Shattering Strike is renamed Strong Grip for some reason. Weapon training altered, now whenever a fighter gains two-handed weapon training, it simply gives an additional +1 to attack/damage.

That’s it for this post. I’ll be posting again soon with more class and archetype changes.

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