Saga of the Jasonite

The continuing adventures of that eternal man of mystery…

Wrath of the Righteous Classes, Archetypes and Prestige Classes: Part 3, B’s and C’s

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The last post turned a bit too lengthy to include all of the classes and archetypes starting with B (I’m looking at  you Bard), so I’ll include the final ‘B’ class today and conclude with Cleric. 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. Any new archetypes or bloodlines will be denoted by an asterisk (*). So, to continue:

Bloodrager:  Bloodragers now gain 3 skill points/level. The description for bloodrage is brought more in line with the unchained barb: it’s now a +2 bonus on melee attack, melee damage, thrown weapon damage and Will saving throws. They lose the Blood Casting ability and Eschew Materials. There are no bloodline mutations. There are 10 dragon bloodlines, four elemental bloodlines, Abyssal, Arcane, Fey, Undead, Celestial, Infernal, and Serpentine. No Aberrant, sorry. There are seven archetypes in the video game. Here are the following changes to each bloodline, followed by archetype info:

  • The Arcane bloodline replaces Quick Draw and Spellbreaker with Combat Casting and Arcane Strike
  • The Celestial bloodline has one less bonus feat: instead of Mounted Combat and Ride-By Attack it offers Toughness. The Holy Smite spell is replaced by Crusader’s Edge
  • The Draconic bloodlines replace Skill Focus (Fly) with Intimidating Prowess. The Fly spell is replaced by Heroism
  • The Fey bloodline adds Improved Lightning Reflexes and removes Step Up
  • The Infernal bloodlines replaces Suggestion and Fire Shield with Fireball and Shout
  • *Serpentine is a brand new bloodline. Bonus feats include:  Combat Casting, Combat Reflexes, Deceitful, Lightning Reflexes, Improved Trip, Combat Expertise, Toughness. Spells include: Expeditious Retreat, Cat’s Grace, Hold Person, *Touch of Slime
  • The Undead bloodline replaces the Chill Touch spell with Snowball

Bloodrider:  Bloodbond is gone, otherwise this archetype is unchanged.

Greenrager:  Unfettered Fury now works whether he is bloodraging or not, otherwise this archetype is unchanged.

*Mixed-Blood Rager:  This is not the Crossblooded Rager, it is a brand new archetype. “Once per day, he can choose a bloodline: until the next time he chooses a bloodline, he gains all the advantages of the chosen bloodline.” At 4th level he can choose a second bloodline to invoke at the same time. One significant thing to note is that these Bloodragers cannot cast spells.

Primalist:  Everyone’s favorite Bloodrager archetype. All will be happy to know this archetype is unchanged.

*Reformed Fiend: This is a brand new racial archetype for Tieflings. Must be Good-aligned. “Reformed fiends are demons who have entered on the path of good, although they still look like monsters in the eyes of the most living.” They may only choose from the Abyssal or Infernal bloodlines.

  • 5th level, Hatred Against Evil. He gains +1 to attack and damage rolls against evil creatures while in bloodrage. This bonus increases by +1 for every 5 levels
  • Damage Reduction is altered. At 7th level gains DR 3/evil. At 10th level, and every 3 levels thereafter, this damage reduction increases by 3 point
  • 11th level, Way of Redemption. All his melee attacks become good aligned

Spelleater:  This archetype is essentially unchanged.

Steelblood:  Armor Training now also allows a Steelblood to move at his normal movement speed in medium armor and 7th level in heavy armor. It also stacks with the Fighter’s armor training ability. Otherwise this archetype is unchanged.

Cavalier:  Cavaliers now gain 3 skill points/level. The only animal companions available are Horse or Black Horse regardless of PC size, unless the Beast Rider or Cavalier of the Paw archetypes are chosen. Greater Banner does not include the option to wave the banner. The Master Tactician ability is not listed. The following changes have been made to the orders:

  • Cockatrice:  Does not gain any skills, and Moment of Triumph is gone
  • Lion:  Lion’s Call is gone, as is For the King. What a ripoff
  • Shroud:  Spiritual Shield is no longer 1/day. Nice
  • Star:  Calling is gone, For the Faith is gone
  • Sword:  Mounted Mastery is altered. Now he can’t ignore the armor check penalty and does not receive the +4 to AC. Knight’s Challenge is gone

Beast Rider:  This archetype opens the options for mounts:  bear, boar, dog, elk, giant centipede, leopard, mastodon, monitor lizard, smilodon, triceratops, velociraptor and wolf. The stats for these animals seem very similar to the tabletop, except the natural AC is increased by 3.

Cavalier of the Paw:  It’s not an order anymore it’s an archetype, and he cannot choose another order. One must be a Halfling to choose this archetype. The additional skill is gone. Canine Ferocity is altered, the only bonus feat available is Mounted Combat

Disciple of the Pike:  This was originally a Hellknight order. Bigger They Are is altered, now it increases to +3 to AC without needing to be more than two sizes larger. Weapon training is altered, and every four levels after 5th gives a flat +1 to to the spears group of weapons

*Fearsome Leader:  This is a brand new archetype.

  • Level 1. Dazzling Display
  • Level 1. Fearsome Inspiration replaces all Tactician abilities. “Each time you use Dazzling Display, you also try to dispel all fear effects on your allies in the same radius, using your cavalier level as caster level. Starting at 9th level, your allies also gain the benefit of Good Hope for a number of rounds equal to your Charisma”
  • Level 3. Fearmonger. +1 to Intimidate checks, scaling up every three levels

Gendarme:  Bonus feats can be any combat or mounted combat feat. Bonus feats are at first, third (instead of fifth) and every three levels. This may be the best version of the cavalier, and is an ideal way to build for those wanting to try the Trickster or Demon mythic path as a martial character. It’s hard to believe, but I’ve seen a build doing 40,000 damage.

Knight of the Wall:  aka Knight of Arnisant. Soul Shield is altered, the bonus now affects Will saving throws. They lose Heart Shield

Standard Bearer:  This archetype is essentially unchanged

Cleric:  Subdomains are mostly gone (some are integrated into the domain) but domains overall are surprisingly comprehensive, the only ones missing are Scalykind and Void! Some of the spells or granted powers have dramatically changed, however. As far as I can tell, Aura is no longer a Cleric ability and variant  channeling is removed.  I will begin with the following available archetypes:

Angelfire Apostle:  Channel Angelfire is removed. Cleansing Flames is altered:  it affects all enemies in a 20-ft radius, and applies when he casts any spell, not just of the healing subschool.

Crusader:  The bonus feats are somewhat restricted, at level 10 the choices are  Greater Weapon Focus, Improved Critical, and Weapon Specialization. At level 20 the only feat is Greater Weapon Specialization. Legion’s Blessing is removed.

*Demonbane Priest:  This is a brand new archetype. They have the following abilities:

  • They choose only one domain from their deity’s list of domains rather than the normal two domains
  • Proficient with Heavy Armor
  • When making Knowledge (Arcana) checks, Demonbane Priests gain a bonus on the check equal to half his class level
  • At 4th level and 8th level, the cleric gains a bonus feat. This must be a teamwork feat, Alignment Channel, Greater Spell Penetration, Leadership, or Spell Penetration. The cleric must meet the prerequisites of the selected bonus feat

Ecclesitheurge:  Bonded Holy Symbol is altered, it now can be used once per day to restore any one Spell that he had prepared for that day.

Herald Caller:  Divine Heralds is no longer a thing, otherwise this archetype is unchanged.

*Priest of Balance:  This is a brand new archetype for the video game. There are restrictions: the PC must be of neutral alignment and serve a neutral god to choose this archetype.

  • Energy Equilibrium:  “When a priest of balance casts positive channel energy or cure wounds spell he strengthens the next negative channel energy or inflict wounds spell. Similarly, if he casts negative channel energy or inflict wounds spell he strengthens his next positive channel energy or cure wounds spell. Cure and inflict wounds strengthened this way has its caster level increased by 2. Channel energy abilities strengthened this way deal or heal 1d6 more damage”
  • Empowered Equilibrium:  “Channel energy abilities affected by Energy Equilibrium deal or heal 2d6 more damage”
  • Quickened Equilibrium:  “Channel energy, Cure and inflict wounds spells affected by Energy Equilibrium become Quickened when cast”

Next I will cover deities. There are 23 to choose from. All of the core deities except Green Faith are included, as well as Gyronna and the new Godclaw (an amalgam for that Hellknight order) and Atheism.

  • Atheism:  As one might expect this does nothing for anyone, though it is required for the Rahadoum Faithless background
  • Godclaw:  A lawful alignment is required. Domains include Law, Protection, Strength, War. Favored weapon is flail

The last section for Clerics regards domains. Almost all of them have been changed, some significantly and a few completely:

  • Air domain spells are altered, only Chain Lightning, Elemental Body IV and Elemental Swarm remain. New spells are Shocking Grasp, Protection from Arrows, Lightning Bolt, Shout, Cloudkill, Greater Shout
  • Animal domain spells are altered. Hold Animal, Dominate Animal, SNA IV, Beast Shape III, SNA VIII remain. New spells are Magic Fang, SNA VI, SNA VII, SNA XI
  • Artifice domain powers are both replaced. Spells are completely replaced also. New spells are Lead Blades, Effortless Armor, Magical Vestment, Restoration, Waves of Fatigue, Disintegrate, Waves of Exhaustion, Protection from Spells, Clashing Rocks
    • Aura of Efficiency(from Industry subdomain): “You can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict the fatigued or exhausted condition. You can use this aura for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive”
    • Aura of Efficiency: Damage Resistance: “At 8th level, your Aura of Efficiency grants allies DR1/-. This DR increases +1/- for every three levels you possess in your class beyond 8th”
  • Chaos domain spells are altered. Protection from Law, Word of Chaos, Cloak of Chaos and Summon Monster IX remain. New spells are Communal Protection from Law, Dispel Magic, Freedom of Movement, Acidic Spray, Banshee Blast
  • Charm domain spells are almost completely replaced, only Insanity and Dominate Monster remain. New spells are Hypnotism, Hideous Laughter, Deep Slumber, Rainbow Pattern, Dominate Person, Mass Eagle’s Splendor, Euphoric Tranquility
  • Community domain power Unity is replaced with Guarded Hearth, one of the most powerful buffs in the game. Most spells are replaced, only Bless and Prayer remain. New spells are Communal Protection from Alignment, Burst of Glory, Communal Stoneskin, Greater Restoration, Legendary Proportions, Mass Heal
    • Guarded Hearth(Home subdomain):  “At 8th level, you can create a ward that protects a specified area. Creating this ward is a full-round action. All friendly creatures in the area receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. The ward lasts for 1 hour per level in your class”
  • Darkness domain power Eyes of Darkness is replaced with Moonfire. The spells Blindness, Shadow Conjuration, Power Word Blind, Greater Shadow Conjuration remain. The new spells are Sleep, Vampiric Touch, Mind Fog, Umbral Strike, Polar Midnight
    • Moonfire(Moon subdomain):  “At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes as a ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2 levels in your class, and the target is dazzled for 1 round/level in that class. Moonfire deals 1d10 points of damage/level in that class against lycanthropes. You can use this ability once per day at 8th level, and one additional time per day for every 4 levels beyond 8th”
  • Death domain spells are altered: Cause Fear, Slay Living, Destruction and Wail of the Banshee remain. New spells are Boneshaker, Bestow Curse, Enervation, Circle of Death, Horrid Wilting
  • Destruction domain spells are altered: True Strike, Rage, Harm and Disintegrate remain. New spells are Boneshaker, Fear, Boneshatter, Horrid Wilting, Tsunami
  • Earth domain spells are altered:  Spike Stones, Stoneskin, Elemental Body VI (earth) and Elemental Swarm (earth) remain. New spells are Stone Fist, Acid Arrow, Soothing Mud, Acidic Spray, Horrid Wilting
  • Evil domain spells are altered:  Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (evil) remain. New spells are Ray of Sickening, Boneshaker, Contagion, Fear, Slay Living
  • Fire domain spells are altered, only Burning Hands, Fireball and Elemental Body VI (fire) remain. The new spells are Scorching Ray, Controlled Fireball, Flame Strike, *Summon Huge Fire Elemental, *Summon Elder Fire Elemental, Fiery Body
  • Glory domain spells are altered, only Holy Aura remains. New spells are Shield of Faith, Bless Weapon, Searing Light, Divine Power, Burst of Glory, Inspiring Recovery, Holy Sword, Overwhelming Presence
  • Healing domain spells are altered, you retain Cure Serious Wounds, Breath of Life, Heal, Mass Heal. New spells are Remove Sickness, Lesser Restoration, Neutralize Poison, Greater Restoration, Protection from Spells
  • Knowledge domain powers are completely changed. Spells are altered, only True Seeing remains. New spells are True Strike, Fox’s Cunning, Communal See Invisibility, Death Ward, Mass Fox’s Cunning, Power Word Blind, Stun, Kill
    • *Void Form(Aeon ability): “You can become semi-tangible as a standard action. While in this form, you are immune to critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th level and every 4 levels thereafter. You can use this power a number of rounds per day equal to your level”
    • Teaching Moment(Education subdomain): “At 8th level as a swift action you can grant all allies within 30 feet special insights. Once during the next minute, each affected creature can choose to roll twice and take the better result before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once per day at 8th level, and one additional time per day for every 4 levels”
  • Law domain spells are altered, only Protection from Chaos, Dictum and Shield of Law remain. New spells are Communal Protection from Chaos, Prayer, Communal Protection from Energy, Dominate Person, Blade Barrier, Dominate Monster
  • Liberation domain escapes largely unscathed. The only spells lost are Refuge and Freedom, replaced by Elemental Body IV and Communal Mind Blank
  • Luck domain power is altered. Good Fortune is now Divine Fortune. The difference is for a number of rounds equal to half your level you get to roll twice and take the better roll. You are still using it once per day and an additional time every 6 levels. Spells are altered as well, True Strike, Aid, Protection from Energy and Break Enchantment remain. The new spells are Communal Protection from Energy, Mass Cat’s Grace, Greater Restoration, Euphoric Tranquility, Mass Heal
  • Madness domain spells are altered. Rage, Confusion, Phantasmal Killer, Insanity and Weird remain. The new spells are Cause Fear, Cacophonous Call, Feeblemind, Frightful Aspect
  • Magic domain spells are altered, only Dispel Magic, Spell Resistance and Protection from Spells remain. The new spells are Color Spray, Resist Energy, Communal Protection from Energy, Greater Dispel Magic, Power Word Blind, Clashing Rocks
  • Nobility domain power is altered. Leadership has been replaced by Inspiring Command. Spells are altered as well, only Divine Favor and Magical Vestment remain. The new spells are Grace, Heroism, Dominate Person, Brilliant Inspiration, Greater Heroism, Frightful Aspect, Overwhelming Presence
    • Inspiring Command(Leadership subdomain):  “At the 8th level, you can issue an inspiring command to your allies, who must be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, CMD, and skill checks for a number of rounds equal to 1/2 your cleric level”
  • Plant domain powers are altered. Wooden Fist has been replaced by Enlarge, which allows you to enlarge yourself as a swift action. Spells are altered as well, only Entangle and Barkskin remain. The new spells are Contagion, Thorn Body, Vinetrap, Beast Shape IV (shambling mound), Changestaff, Mind Blank, Communal Mind Blank
  • Protection domain spells are altered, only Protection from Energy and Spell Resistance remain. The new spells are Protection from Alignment, Barkskin, Communal Protection from Energy, Communal Stoneskin, Greater Restoration, Protection from Spells and Seamantle
  • Repose domain spells are altered: Deathwatch, Gentle Repose and Speak with Dead are replaced by Doom, Scare and Vampiric Touch
  • Rune domain powers are altered, Spell Rune is replaced by Warding Rune. Domain spells are completely replaced by the following spells:  Protection from Alignment, Protection from Arrows, Communal Protection from Arrows, Communal Protection from Energy, Spell Resistance, Greater Dispel Magic, Power Word Blind, Stun, Kill
    • Warding Rune(Ward subdomain): “Any creature entering a 5-foot area around the rune must make a Will save or be unable to attack for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. The rune lasts a number of rounds equal to your class level. You can use this ability once per day at 8th level and one additional time per day for every four class levels”
  • Strength domain has some alterations. Strength Surge now only applies to melee attacks and Athletics checks. Some domain spells are altered: Spell Immunity, Grasping Hand, Clenched Fist, Crushing Hand are replaced by Mass Enlarge Person, Legendary Proportions, Frightful Aspect and Transformation
  • Sun domain spells are altered: Searing Light, Flame Strike, Sunbeam and Sunburst remain. Replacement spells are Faerie Fire, See Invisibility, *Shield of Dawn, Chains of Light and Elemental Swarm (fire)
  • Travel domain spells are massively altered, only Longstrider remains. Replacement spells are Break Enchantment, Grace, Elemental Body III (Air), Elemental Swarm (Air), Mass Feather Step, Mass Dimension Door, Protection from Spells and *Summon Greater Air Elemental
  • Trickery domain spells are significantly altered, Invisibility, Confusion, Mass Invisibility remain. Replacement spells are Cloak of Dreams, Dispel Magic, Insanity, Mind Fog, Sleep, Weird
  • War domain has a couple of alterations. The Weapon Master power is gone. Only a couple of spells are altered:  Magic Weapon and Spiritual Weapon are replaced by Aid and Bless
  • Water domain spells are significantly altered, Ice Storm, Cone of Cold, Elemental Body IV (water), Horrid Wilting remain. Replacement spells are Acid Arrow, Freedom of Movement, Ray of Sickening, Stinking Cloud, Tsunami
  • Weather domain spells are almost completely altered: only Call Lightning and Ice Storm remain. Replacement spells are Fire Storm, Sirocco, Slowing Mud, Snowball, *Summon Small Elemental, Sunburst, Tsunami

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