Wrath of the Righteous Classes, Archetypes and Prestige Classes: Part 8, P – R

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 will be denoted by an asterisk (*). So, to begin with the P’s:

Paladin:  Paladins do not have the detect evil ability. The only mounts available are a heavy horse or a pony. Aura of Justice is renamed Mark of Justice. The holy champion feature does not have a banishment effect. There are 15 mercies available, which is quite a few. Most builds are best off with the base paladin, the archetypes tend to trade away smites or spells, neither of which is a great deal. Minor spoiler:  you will gain a companion with this class right away at level 1, and depending on your choices late in the game as well.

Divine Guardian:  This archetype is essentially unchanged.

Divine Hunter:  Divine Bond is altered, DH’s cannot add distance, returning or seeking to their weapon. Aura of Care is replaced by Aura of Clear Sight, which is that a paladin is immune to blindness and each ally within 10 feet of her gains a +4 morale bonus on saving throws against blindness effects. This can be a nice one-level dip for ranged characters, as you gain Precise Shot for free right away.

*Divine Scion:  This is a new archetype. DS’s lose Smite Evil, Divine Bond and Mark of Justice for the Slayer ability studied target at level 1, and sneak attack at level 5. They also gain Divine Insight, which grants an insight bonus equal to her charisma modifier on all Lore and Knowledge skill checks.

Hospitaler:  Aura of Healing is changed to Aura of Life, which means he is immune to death effects, and allies within 10 feet get a +4 to saves against death effects.

Martyr:  Martyr’s Mercy is altered. Now if he uses a mercy he didn’t select, he loses his Aura of Health or See No Evil, Hear No Evil aura (depending on the mercy) for one round. As long as martyr’s aura is disabled, he cannot apply corresponding mercies.

Stonelord:  Stonestrike does not apply the bonus to CMB or CMD as far as I can tell. Defensive Stance bonuses are now untyped. Instead of bonuses to the individual stats the equivalent bonus are applied to the melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws, similar to the unchained barbarian. Earth channel is removed, channel energy is unmodified. Stone Servant is removed. Phase Strike is removed.

Tortured Crusader *DLC only*:  This archetype is largely intact, but there some changes that I should mention for those familiar with the tabletop version:

  • Self-Sufficient now adds 4 bonus combat feats in addition to skills
  • All is Darkness is mostly intact, but you can Smite any alignment
  • Alone in the Dark has an additional effect: at level 2 when a party member drops to 0 HP’s, the TC gets a +2 to atk/dmg and a +1 to AC for 1 minute
  • 2nd level:  Second Chance is altered, it’s Lay on Hands but only for yourself
  • 3rd level:  Aura of Courage only works for the Paladin
  • 8th level:  Aura of Resolve only works for the Paladin
  • 11th level:  Last Stand is now renamed Final Justice. Major downside is the TC loses Mark (Aura) of Justice, which is their best ability
  • 14th level:  Aura of Faith only works for the Paladin
  • 17th level:  Aura of Righteousness only works for–you guessed it–the Paladin
  • 20th level capstone:  Unbroken Paragon. TC’s get 3 more Smites, and if the enemy fails its save they are stunned. TC’s also get 1 more attack per round

Warrior of the Holy Light:  Power of Faith’s Holy Nimbus ability gets a bit of an upgrade: at 12th level it grants area resistance 30 to fire, acid, cold, electricity and sonic.

Ranger:  Rangers now get 4 skill points/level. Favored Enemy does not result in an increase in skill checks, but is otherwise unchanged. The Track, Wild Empathy, Woodland Stride, Swift Tracker, Hide in Plain Sight features are removed. Camouflage can be used during combat. Combat Style feats seem to work if the character gains heavy armor proficiency. CS feats include:  archery, menacing, two-handed weapon, two-weapon combat and weapon and shield. The Quarry feature is upgraded, as it no longer needs to pertain to one of his favored enemy types. Master Hunter may be used a flat five times per day. Endurance is altered:

  • Endurance:  You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. You may sleep in light or medium armor without becoming fatigued

Demonslayer:  This is the Tanglebriar Demonslayer archetype from the tabletop. The expanded spell list changes include 2nd—protection from evil communal only, and nothing available after 2nd. Favored Enemy automatically includes demons of magic, demons of slaughter, demons of strength–for you and your pet. Awesome archetype, the strongest in the class for sure. It’s even great for a 1-level dip.

*Espionage Expert:  This is a new archetype for the game. The description says, “These rangers’ favorite hunting grounds aren’t woods or mountains. but city streets and enemy headquarters. These masterful spies hunt for secrets, rather than meat, using lies and stealthiness as effectively as blades and arrows.” Minor spoiler:  depending on your choices, later in the game you may gain a companion with this archetype. In exchange for fewer favored terrains, and removal of Endurance and Camouflage, an EE gains the following abilities:

  • 1st level, Trapfinding:  An EE gets a bonus equal to 1/2 her level on Perception checks
  • 3rd level, Undercover:  An espionage expert gets a bonus equal to 1/2 her level on Persuasion(Bluff) and Stealth checks
  • 4th level, Ranger’s Bond:  This essentially removes the option to have an animal companion
  • 4th level, Espionage Expert Magic:  The main casting ability for the EE is now Charisma
  • 20th level, Espionage Master:  This is essentially Master Hunter, except Charisma is used instead of Wisdom for the DC

Flamewarden:  Spellcasting is slightly altered. The druid spells a flamewarden has access to are firebelly, summon small fire elemental, scorching ray, summon medium fire elemental, flamestrike, volcanic storm, and summon large fire elemental. Burning Renewal is altered, does nothing until taking 10 points of damage, but heals all the listed conditions. Phoenix Rising is now renamed Phoenix Blast, but does the same thing. The 20th level Phoenix Rising can now be used once per day

Freebooter:  This archetype is essentially unchanged

*Nomad:  This is a new archetype. The description says, “For some rangers living in vast plains, their horses are an irreplaceable parts of their lives, and their bows are a natural extension of their arms.” Their combat style is locked into archery, and they lose hunter’s bond for the following abilities:

  • 1st level is when a Nomad can gain an animal companion
  • 5th level, gain Point-Blank Master feat, ignoring prerequisites

Sable Company Marine *DLC only*:  with a couple of boosts compared to the tabletop, this is a great archetype and can be very fun to play. Also works great as a 1-level dip before going Cavalier or Sohei Monk. The following abilities have been changed or added from the tabletop version:

  • The hippogriff mount is now equal to your Ranger level, and you get it at level 1 and it’s already Large, so it can be ridden
    • In addition, a SCM attacks the same target as his mount as a full round action, and the target is flat-footed. It even gets pounce later on
  • Level 3:  The Strongest Wings. The hippogriff  can perform a bull rush twice with a bonus = to 1/2 its level in a 30 ft cone. If successful, targets become flat-footed
  • Level 12:  Feathered Confusion. Both mount and SCM gain a +3 dodge bonus to AC vs melee attacks
  • Level 20 capstone:  Sable Strike. If the target is a favored enemy both SCM and hippogriff score critical hits on their first attacks, and the critical multiplier is increased by 1. Very nice

Stormwalker:  Thundershot is called Wind Treader, actual Wind Treader is removed. Control Weather is replaced with One with the Storm, which grants immunity to lightning. Flash Shot is slightly altered, now both attacks occur after movement

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