Wrath of the Righteous Prestige Classes: Part 1

After my last post, which finished up the classes and archetypes, I am now on to covering changes to the video game versions of the Prestige Classes. I will only be documenting changes to the PrC’s. If some feature or ability is not listed, assume that it is included and is unchanged. Please note some skills have changed, so see my post for a complete rundown. So, to begin:

Aldori Swordlord:  The feats required are unchanged from the tabletop, the skills are slightly different due to the different skill names in the video game. They are:  Mobility 3, Persuasion 5, Knowledge (World) 3, Perception 3. Quick Draw is removed. The dueling part of Display Weapon Prowess is removed. Greater Saving Slash removes the chance of deflecting ranged critical hits. Confounding Duelist gets a bit of an upgrade as it also reduces the penalty for shatter confidence to -2.

Arcane Trickster:  The alignment restriction is gone. The skills required are essentially the same, but there is no requirement for casting Mage Hand. Impromptu Sneak Attack gets a bit stronger:  every two levels above 3rd an AT can maintain this stance for one additional round, up to a maximum of 4 rounds at 9th level. Tricky Spells is removed.

Assassin:  Assassins have been altered. The disguise requirement is removed. Alignment can be neutral. Death Attack is called Target Assassination and is now a full-round action and it’s a standard action at level 10. True Death, Hidden Weapons, Improved Uncanny Dodge, Quiet Death, Swift Death and Angel of Death are removed. There are new abilities:

  • 1st level:  Mark of Death. Mark an enemy as a standard action. The assassin’s attacks ignore all DR and resistances. At 7th level it becomes a swift action
  • 2nd level:  Poison Use. Every day they create special combat poisons, the number of their doses equal to 3 + Assassin level, which can be used to coat melee weapons. As a Move Action apply one of their poisons to their melee weapon. Save DC of all poisons is 10 + Assassin level + Int mod. If the attack was a sneak attack the DC is increased by 2. At 3rd, 6th, 8th levels duration increases by 1 round. If you take the new Corruptor mythic ability your poison is now unstoppable
    • 1st level:  1d4 stat damage to Str or Dex for 4 rounds. At 5th level, poison can deal Con damage. At 9th level, the number of successful saves needed to remove the poison increases to 2. At 10th level, an Assassin can apply the poisons as a move or a swift action
    • At 3rd and 7th level, the duration of the poisons increases by 1 round
    • 7th level, Poison Use is a swift action
    • 10th level, on a successful save the target takes ability damage
  • 2nd level:  Cold-Minded. +2 to saves vs mind-affecting, c ompulsion, fear and emotion effects. It scales +1 at 5th and 8th level
  • 3rd level:  Alter Ego. Create a copy of yourself, + 1 copy every 3 levels. As long as at least one is present you can deal sneak attack dmg to anyone. Lasts 1 min/level, can use it 1+Int mod times/day
  • 4th level:  Public Execution. When an A kills an enemy, a Persuade (intimidate) check is made to demoralize all enemies within 30′. If he was assassinated, +2 to DC

Dragon Disciple:  Requirements are the same. The Wings power is granted, but instead of flight you get a +3 to AC vs melee attacks and immunity to things like rough terrain.

Duelist:  The only skill required is Mobility 2. Gains 3 skills/level. Acrobatic Charge is now Acrobatic Movement: “A duelist’s movement speed is no longer reduced on difficult terrain. Depending on the circumstance, she may still need to make appropriate checks to move over the terrain.” Crippling Critical is slightly altered, as now you can elect to cut the enemy’s movement in half.

Eldritch Knight:  Spell Critical is slightly improved, as now “the next spell he casts within 2 rounds will be cast as swift action, as if quickened.” Otherwise this PrC is unchanged.

Hellknight:  The requirement to kill a devil is removed. Aura of Law, Detect Chaos and Discern Lies are removed. Infernal Armor gives a flat +2 to all Persuasion checks. Replacing the Hellknight armor feature is the Armor Training feature, identical to the Fighter’s. All the major orders of Hellknight are included, none of the minor. All of the reckonings are altered somewhat. Disciplines include Censor, Command, Fearsomeness, Onslaught, Shackle, Tracker (summon a wolf at lvl 1, hell hound at lvl 9), Wrack. Minor spoiler:  depending on your choices, you may find a companion (or two) with this Prestige Class. Changes to the Orders are as follows:

  • Order of the Chain:  Reckoning is altered:  Now they gain a +2 to all CMB and CMD checks, which increases by 1 at 5th and 9th levels
  • Order of the Gate:  Reckoning is completely altered, and is similar to the Armored Spellcaster boon:  while a Hellknight of the Gate wears armor, he reduces the arcane spell failure chance by 5% at 1st level, 10% at 5th and 20% at 9th level
  • Order of the Godclaw:  Reckoning is completely altered:  At 1st level you gain an aura which you can use 3 times per day. It lasts 1 minute and grants all allies in a 30 feet radius a +1 morale bonus to AC, attack and damage rolls against chaotic enemies. This bonus increases by +1 at 5th and 9th level
  • Order of the Nail:  Reckoning is completely altered, and is now similar to the Domination boon:  At 1st level, the Hellknight selects a creature type from the ranger favored enemies list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and 9th level this bonus increases by additional +2
  • Order of the Pyre:  Reckoning is altered:  At 1st level, whenever you receive fire damage, you gain fast healing 5 for the number of rounds equal to your level in this prestige class. At 5th level you gain fast healing 10 and at 9th level you gain fast healing 15 instead
  • Order of the Rack:  Reckoning is altered, and is essentially the Mute boon
  • Order of the Scourge:  Reckoning is completely altered:  Whenever you land a killing blow, all enemies in a 15 feet radius suffer a -2 penalty on Will saving throws for 3 rounds. This penalty increases to -3 at 5th and -4 at 9th level

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