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 begin with the M’s:
Magus: Arcane Weapon is listed as a feature, but it’s exactly the same as described under Arcane Pool. Knowledge Pool is removed. Dancing and Vorpal are removed from the properties that can be applied to a weapon.
*Arcane Rider: Right off the bat a new archetype! The description is as follows: “When a magus gains a special bond with his mount, he becomes an Arcane Rider. The Magus and his faithful companion not only begin to think as one, but literally become a single arcane entity — they share one arcane pool and can move through dimensions together, plunging enemies into confusion with sudden attacks from nowhere.” Arguably the strongest Magus archetype, this also has great synergy for those taking the Trickster mythic path. AR’s lose Spell Recall, bonus feats (lvl 5, 11, 17), and Medium/Heavy armor proficiencies for the following benefits:
- 1st level: Animal Companion, Arcane Mount. The AR gains an animal companion, and “Arcane rider’s abilities that spend arcane pool also apply to his mount companion.” This is huge, adding holy, elementage damage etc., even the OP Dimension Strike. An AR may also select Mounted Combat feats as bonus feats.
- 8th level: Dimensional Ride. An AR gains an opportunity to spend 1 point from his arcane pool and move action to transfer himself and his mount companion from his current location to any other spot within 30-feet range
- 14th level: Greater Dimensional Ride. An arcane rider can use dimensional ride as a swift action now. After teleporting, arcane rider and his mount companion gain the effect of haste spell for a number of rounds equal to arcane rider’s Intelligence bonus
Armored Battlemage: Expanded Arcane Pool seems to be removed, otherwise this archetype is unchanged.
Bladebound *DLC only*: one of the favorite magus archetypes. Be aware, Bladebound has significant changes for the game. First, it can only be a scimitar, although you do get it at level 1 and it does not modify the arcane pool. New abilities include:
- 3rd level: Sharpening the Black Blade. As a free action, a Bladebound can spend one point from his arcane pool to grant the blade +1 damage for 1 minute. Every 3 levels the damage bonus increases by +1 (maximum +6)
- 5th level: Independent Ego. Now it can fight on its own for 1 minute. If you keep it in hand or it is adjacent, gain a bonus to AC = 1/4 class level. This ability replaces the bonus magus feat
- 9th level: Changeable Gist. As a free action spend arcane pool points to change the damage type to cold, electricity, fire, sonic or force until the start of the next turn. This ability replaces the magus arcana
- 12th level: Life Drinker. You read that right, 12th level. When killing an enemy, you gain temp HP = class level + 3 for a minute. If you’ve already gained temp HP’s this way you gain an arcane pool point. Whatever you kill must have HD = 1/2 your character level. This ability replaces the magus arcana
- 20th level capstone: True Bond. Whenever you hit the target with Corrosive Touch, Force Punch, Frigid Touch, Shocking Grasp or Vampiric Touch the enemy takes an extra 5d6 acid, force, cold, electricity or unholy damage. Also your combat feats are shared with the Black Blade. Finally, Changeable Gist duration is increased to 1 minute
Eldritch Archer: Distance, nimble shot and returning are not available to the EA’s Arcane Pool. Ranged Weapon Bond has been removed. A nice way to go if you want to play a ranged magus.
Eldritch Scion: This archetype is essentially unchanged.
Hexcrafter: It is unclear if Hexcrafter still has the Accursed Strike ability in the video game. If anyone can clear this up, please do so. The only curse spells available are Blindness, Bestow Curse and Nature’s Exile
Spell Dancer: This archetype maintains the racial restriction: only elves may be Spell Dancers. A few features of Spell Dance are altered: fly is not an option at 5th level. For Arcane Movement, the related skills are Mobility and Stealth.
Sword Saint: This one fooled me, I thought it was a new archetype. It’s not, it’s the Kensai. A nice melee-focused archetype. The following features are modified:
- 7th level: Lightning Draw. This is Iaijutsu except it only keeps the first part of the ability, there is nothing about being flat-footed or drawing as a free action as part of an AoO
- 13th level: Lethal Focus. This is Iaijutsu Focus except it only keeps the second part of the ability, there is nothing about drawing a weapon as a swift action during a surprise round
- 19th level: Perfect Reflexes. This is Iaijutsu Master, though the “never surprised” part is removed
Monk: Wrath of the Righteous uses the unchained version of the monk, thank goodness. Monks now get 3 skill points/level. Tongue of the Son and Moon is removed, as are Timeless Body and Flawless Mind. Other changes are included below:
- The available monk bonus feats are reduced and include Blind Fight, Combat Reflexes, Crane Style, Dodge and Improved Initiative; at 6th level Improved Disarm, Improved Trip; at 10th level Improved Critical, Improved Blind Fight. Stunning Fist is slightly altered in that it can only add fatigued and sickened conditions
- Ki powers include: Barkskin, Scorching Ray, Sudden Speed, True Strike, Abundant Step, Cold Ice Strike, Poison, Restoration, Shout, Spit Venom, Quivering Palm, Wholeness of Body
- Style Strikes include: Defensive Spin, Hammerblow, Leg Sweep, Shattering Punch
Drunken Master *DLC only*: Drunken ki points are increased to 2 + 1 point + Wis every two levels. There is no separate ki pool, all ki is drunken ki, and you can get ki powers with them. There are new and modified features:
- 3rd level: Drunken Combat. For every 2 points in the DM’s drunken ki pool, he gains +1 to attack and AC, movement cannot provoke an AoO, but takes a -1 to Intelligence
- DM’s gain the ki power Extra Attack
- 4th level: Firewater Breath. Yep, level 4 now. The difference is the damage scales at 1d6 per DM level, it’s a 15′ cone, and takes 2 ki points
- DM’s choose a ki power here and every two levels from now on
- 5th level: Drunken Strength from the tabletop is now Drunken Power. The additional damage is 1d8 and it scales better: 2d8 at 8th level, 3d8 at 11th, 4d8 at 14th and 5d8 at 18th, and it only costs 1 ki point. Even better, the effect lasts for a number of rounds equal to your Wis modifier
- 6th level: Cayden’s Trick. Now the cone of booze you spew causes blindness, flat-footed, and sickened for 1d4+1 rounds, and the ground is slick like a grease spell
- 7th level: Drunken Courage is now level 7, and DM’s get a +4 vs mind-affecting and compulsion
- 9th level: Drunken Resilience. At 9th you get DR 2/- and a +4 vs poisons, 15th is DR 5/- and 19th is DR 10/-
- 20th level capstone: Eternal Drunkenness. The DM gains +6 to Str, Dex and Con, and has 6 additional ki points
*Quarterstaff Master: This a brand new archetype. The description reads, “Some monks focus their efforts on perfecting the way of one of the simplest weapons, a quarterstaff. They train until the quarterstaff becomes a natural extension of his own body.” They can only flurry with a quarterstaff, lose stunning fist, ki strikes, and have fewer style strike selections. They gain the following abilities:
- 1st level: Perfect Strike. This is gained as a bonus feat. They lose the Unarmed Strike damage progression but retain the Improved Unarmed Strike feat
- 4th level: Quarterstaff Damage. All quarterstaves deal damage as if it was one size category larger. At 12th level they deal damage as if it was 2 size categories larger. At 20th level they deal damage as if it was 3 size categories larger
- 5th level: Style Strike–Trip. Use your quarterstaff to make the first attack during a flurry of blows make a free trip attempt, which does not provoke an AoO
- 9th level: Style Strike–Sunder. Use your quarterstaff to make the first attack during a flurry of blows make a free sunder attempt, which does not provoke an AoO
- 13th level: Style Strike–Disarm. Use his quarterstaff to make his first attack during a flurry of blows make a free disarm attempt, which does not provoke an AoO
Scaled Fist: Dipping into a level of this class from another charisma-based class is a great boost to AC–it even stacks with the Nature’s Whispers revelation for Oracles. Draconic Might is removed, however AC and CMD still scale off of Charisma. Draconic Fury and Draconic Breath are removed (ironically the level 4 ki power is retained but the 12 ki power is removed), but they have a new ability:
- 3rd level: Draconic Heritage. Select one type of dragon. Use 1 point from the ki pool as a swift action to imbue her natural attacks with the energy specific to this dragon, causing them to deal an extra 1d6 damage of that energy type for a number of rounds equal to 1/2 her monk level. At 12th level, a SF can spend 3 points to make a breath weapon attack, dealing 1d6 damage per monk level in a 30-foot cone or 60-foot line. Enemies can make a Reflex save (DC=10+1/2 the SF’s level + Cha mod) for 1/2 damage
Sensei: This archetype is now available to the unchained monk. It is essentially unchanged, except for one additional ability:
- Level 10, Mystic Wisdom: At 10th level, a sensei may spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 14th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or provide improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 minute
Sohei: This archetype is probably my favorite. Devoted Guardian is altered, as a sohei may no longer always act in a surprise round. Monastic Mount is now gained at level 1, however it no longer gains any of the abilities the sohei possesses. Again, having a pet is pretty OP in WotR.
Student of Stone: This interesting Oread-exclusive archetype is now available. The only alteration is that the Stone Self ability no longer grants burrow.
*Traditional Monk: This is technically a new archetype, but it’s really a chained monk. The description says: “Traditional monks walk the strict path of discipline which thousands of predecessors trod before them. They sacrifice the freedom to choose their power in exchange for steeled willpower and the trusted set of traditional abilities.” TM’s only gain the specific ki powers in the following order:
- Level 6, Wholeness of Body
- Level 8, Abundant Step
- Level 10, Diamond Body
- Level 12, Diamond Soul
- Level 14, Quivering Palm
Zen Archer: Yep, the famous Zen Archer is here. Very minor spoiler: you will gain a companion with this archetype right away at level one. There are some changes:
- Perfect Strike is slightly altered: he may no longer roll to attack three times at level 10, and “A monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk”
- Bonus feats include the following changes: Far Shot does not exist in WotR; at 6th level only Improved Precise Shot, Manyshot and Mobility are added; at 10th level only Improved Critical and Clustered Shot are added
- He can’t use his ki pool to increase the range increment for his bow, not that this matters in the game
- Reflexive shot is changed to getting Snap Shot for free
- Trick Shot and Ki Focus Bow are removed
Okay, that wraps up another post. Magus and Monk both took up a lot of room, so I won’t go on to the Oracle class until next time, probably including the Paladin as well.
