Saga of the Jasonite

The continuing adventures of that eternal man of mystery…

Wrath of the Righteous Classes, Archetypes and Prestige Classes: Part 4, D – F

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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 with the D’s:

Druid:  Druids now have 3 skill points/level. Druids no longer have Wild Empathy, Woodland Stride, Trackless Step, A Thousand Faces or Timeless Body. Wild Shape is altered in the following way: at 4th level you may only choose the Wolf form; at 6th a leopard or small elemental; at 8th a bear, medium elemental or a Small or Medium plant creature; at 10th a smilodon, a shambling mound, or a large elemental; at 12th a huge elemental. For an extended discussion of domains, see my previous page. Druids have access to the following archetypes:

Blight Druid:  Vermin Empathy is removed, otherwise this archetype is unchanged.

Defender of the True World:  Fey Empathy and First World Deceiver are removed. Fey Bane is expanded to include a +4 to all saves from spell-like and supernatural abilities of fey.

Drovier:  Nature’s Bond now only gives the option of an animal companion. Otherwise this archetype is unchanged.

*Elemental Rampager:  This is a brand new archetype for the video game. Per the description, “Some druids embrace the destructive aspect of nature and its elements, using this power to fuel their prowess in melee combat. An ER loses Nature’s Bond, Resist Nature’s Lure and Venom Immunity for the following benefits:

  • Claw:  “At 1st level, elemental rampager gains a claw attack, that deals 1d6 damage (for medium creatures). At 9th level damage of his claw increases to 1d8, and to 1d10 at 15th level”
  • Rampage:  “A Druid can call upon nature’s Strength, granting him additional combat prowess. At 1st level, a Druid can rampage for a number of rounds per day equal to 4 + his Constitution modifier. For each level after 1st he possesses, the Druid can rampage for 2 additional rounds per day. While rampaging, he gains a +2 bonus attack roll and damage rolls made with natural weapons. In addition, he takes a -2 penalty to Armor Class. These bonuses are increased by 1 at 6th level and every 5 levels after”
  • Elemental Rampage:  “At 4th level, an Elemental Rampager selects one element. He gains a bonus to damage with natural attacks while rampaging, energy resistance to the chosen element and other bonuses, depending on the selected element”

Feyspeaker:  This archetype loses Fey Speech and Wild Mischief, but retains proficiency in medium armor

*Primal Druid:  This is a brand new archetype for the video game. Per the description, “Primal druids hone their spiritual and magical connections to nature’s largest creatures, especially dinosaurs and megafauna, revering these massive creatures as living relics of a primeval time when all creatures were more in harmony with nature.” This can be an awesome archetype for those wanting to shapeshift, and has very good synergy with the Angel mythic path. Primals may only choose an animal companion, lose Nature Sense and Resist Nature’s Lure for the following benefit:

  • Primal Size:  “A Primal Druid adds Enlarge Person to his list of class Spells. He can also channel stored spell energy to cast this spell without preparing it—he can lose a prepared spell of 1st level or higher to cast Enlarge Person. At 8th level, if a Primal Druid casts Enlarge Person on himself, he gains +4 size bonus to Strength and Constitution instead of the usual bonuses. At 16th level, if a Primal Druid casts Enlarge Person on himself, he increases by two size categories and gains +6 size bonus to Strength and Constitution instead of the usual bonuses”
  • Animal Companions: Options are limited and include Smilodon, Triceratops, Mastodon and Velociraptor

Fighter:  Fighters are essentially unchanged! That’s the first time I’ve been able to say that so far. This is the only class for which there are no new archetypes. Here is how the archetypes fared:

Aldori Defender:  AD’s now gain proficiency with a dueling sword at first level. The counterattack ability no longer has the ‘once per round’ limitation. Otherwise this archetype is unchanged.

Armiger:  The bonus feats feature is removed. Studious Squire now only gains 1 additional skill rank, but there is no restriction as to where it may be placed. Ardent is slightly improved: “the first time per day armiger fails a saving throw against a charm or compulsion effect, he rerolls the saving throw with the same DC.”

Dragonheir Scion:  Fearful Might is delayed until level 2. Draconic Strike is delayed until level 4. The Wings ability no longer grants flight (since flight doesn’t exist in the video game), instead granting a +3 dodge bonus to AC against melee attacks and immunity to ground-based effects (e.g. difficult terrain). Draconic Presence is delayed until level 6.

Mutation Warrior:  The only differences are the available mutagens. Feral mutagen, feral wings, grand mutagen, greater mutagen and nauseating flesh are included in the game. This is an ideal candidate for those seeking to build a martial Demon mythic path character.

Tower Shield Specialist:  Immediate repositioning is altered and is now Total Cover, otherwise this archetype is unchanged.

  • Total Cover:  At 13th level, as an immediate action, a tower shield specialist cannot be flanked

Two-Handed Fighter:  Shattering Strike is renamed Strong Grip for some reason. Weapon training altered, now whenever a fighter gains two-handed weapon training, it simply gives an additional +1 to attack/damage.

 

That’s it for this post. I’ll be posting again soon with more class and archetype changes.

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