These posts are coming fast and furious I know. This is a continuation of my last post, 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. So, to continue:
Barbarian: The game uses the unchained version of Barbarian. There are 31 rage powers in the game. Tireless Rage no longer has the limitation of not gaining temp HP’s if done within 1 minute of ending a rage.
Armored Hulk: This archetype is essentially unchanged.
Beastkin Berserker: Savage Rapport is altered, and now adds half his level on Lore (Nature) and Persuasion (Intimidation) skill checks; it has no connection with any animals. Feral Transformation is altered as well: at level 4 you become a medium wolf, at level 8 you become a medium leopard, and level 12 you become a large bear.
*Instinctual Warrior: This is a brand new archetype. IW abilities are Wisdom-based. The IW has no armor proficiencies. He also has the following new abilities:
- Focused Rage: “At 1st level, an instinctual warrior can rage for a number of rounds per day equal to 4 + his Wisdom modifier… While in a rage, an instinctual warrior gains a +2 bonus on attack rolls and Wisdom. In addition, she gains 2 temporary hit points per Hit Die.”
- Fervent Reflexes: “An instinctual warrior adds his Wisdom bonus to his initiative checks”
- Cunning Elusion (in pace of rage power) at level 2: “When unarmored, the instinctual warrior adds his Wisdom bonus to his AC and CMD. An instinctual warrior gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four barbarian levels thereafter, up to a maximum of +5”
- Rage Power (Instinctual Warrior): In addition to normal rage powers they can also poach Monk abilities which work when an instinctual warrior rages, including: Diamond Soul, Diamond Body, Deflect Arrows, Perfect Self and Purity of Body
- At level 6 (in place of rage power) you gain Blind-Fight, and immunity to gaze attacks
- At level 10 (in place of rage power) you gain Improved Blind-Fight
- At level 14 (in place of rage power) you gain Greater Blind-Fight
- Unparalleled Senses at level 18. You gain blindsense to a range of 30 feet and blindsight to a range of 15 feet
Invulnerable Rager: Extreme Endurance is altered: Endure Elements is gone (probably unneeded), but you gain +1 to fire and cold resistance, both of which scale
Mad Dog: Ferocious Fetch is now Ferocious Trip, gaining Trip as a bonus feat. You can attempt to trip your opponent in place of a melee attack. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.
Pack Rager: Raging Tactician now grants her teamwork feat to all allies within 50 feet instead of 30. Otherwise this archetype is unchanged.
Bard: Bards are more heavily altered for the video game than other classes. They are no longer proficient with the sap or whip. Bards no longer have the Countersong, Distraction, Suggestion, Versatile Performance abilities. I detail further changes below:
- Bards now have *Bard Talents, which are identical to Rogue Talents. A bard can select these at level 2 and ever four levels thereafter. They can’t select talents that modify sneak attack, but with 22 to choose from you’ve got some good options
- The Fascinate ability is now available at level 6 instead of 1, its range is now 30 feet instead of 90, but it starts out affecting multiple enemies
- Lore Master is altered a bit, as a Bard cannot choose to take 20
- Jack-of-all-Trades now offers a flat +1 bonus on all skill checks
Archaeologist: Archaeologist’s Luck can now be used for 2 additional rounds for each level after 1st. Clever Explorer grants the skill bonus to Trickery and Perception. Archaeologists begin gaining rogue/bard talents at level 2 and can start taking advanced talents at level 10. Nice upgrade!
*Beast Tamer: This is a brand new archetype. In short these are “bards that can greatly enhance the abilities of their beastly allies through inspiring performances.” Beast Tamers lose some of their performances (they retain Inspire Greatness, Soothing Performance, Inspire Heroics and Deadly Performance) and Well-Versed. In exchange they gain the following abilities:
- 1st level: Spontaneous Summoning. They can spend a prepared spell in order to cast any summon nature’s ally spell of the same level or lower
- 1st level: Inspire Ferocity. This performance enhances ferocity in their summoned and pet allies, and the bard. It’s a +1 morale bonus against charm/fear effects, and a +1 competence bonus on attack and weapon damage rolls. These bonuses increase by 1 at levels 5, 11, 17. At 10th level it grants affected allies the effect of Magic Fang, and natural attacks count as silver and cold iron (at the cost of a bard talent). At 14th level their attacks are adamantine. At 18th level they get Greater Magic Fang
- 1st level: Beast Call. A beast tamer can cast Summon Nature’s Ally I as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. It’s cast as a standard action, and the creatures remain for 1 minute/level (instead of 1 round/level). At 3rd level and every 2 bard levels after, the power of this ability increases by 1 spell level (up to SNA IX at lvl 17). Only one summon active at a time, sorry
- 2nd level: Augment Summoning feat (in place of a bard talent)
Dirge Bard: For Haunting Refrain he gets the normal scaling bonus to his intimidate checks that is not limited to keyboard or percussion. Otherwise it is unchanged.
Flame Dancer: The game version of Fire Dance begins at 3rd level now, not 1st, and it functions exactly like Fire Break. At third level allies gain Fire Resist 10, at 6th it becomes 20, and at 11th it becomes 30. All this comes at the cost of Inspire Competence, Dirge of Doom and Frightening Tune.
Thundercaller: Incite Rage now affects all creatures, not just one. The user can select it so affect allies, enemies, or all. Storm Call is slightly altered, with a bolt of lightning hitting a random enemy within 50 feet. Otherwise this archetype is unchanged.
*Tranquil Whisperer: This is a brand new archetype for the video game. According to their description thees Bards “… play their soothing compositions to alleviate any emotional pressure on their comrades and improve their concentration.” In addition to the trade-offs below they lose Well-Versed. Their abilities are as follows:
- 1st level: Inspire Tranquility (in place of Inspire Courage). “An affected ally receives a +1 morale bonus on saving throws against mind-affecting effects and suppresses the effects of all kinds of rage. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level”
- 7th level: Saving Tranquility (in place of Inspire Competence). “Inspire Tranquility also grants a moral bonus to saving throws against mind-affecting effects equal to the AC bonus”
- 13th level: Tranquil Senses. “Inspire Tranquility also grants blindsense with 10 feet range”
- 20th level: Tranquil Apotheosis (in place of Deadly Performance): “He gains immunity to confusion and mind-affecting effects, and counts as an outsider”
Whew. My original intention was to cover all the classes that begin with the letter B, but Bloodrager will have to wait. This post has already gone on a bit too long. Next post it will be the B’s and C’s!