Pathfinder: Wrath of the Righteous - Full Race & Race Specific Classes Breakdown

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greetings everyone hope all of you are having an absolutely fantastic day we're back again with more pathfinder rather righteous and this time i wanted to walk through all the different races that are in the game this is actually something that's been requested of me multiple times just haven't gotten around to it yet there are a lot of different options and each option has more things that you can potentially select so it's definitely worthwhile to go through it and have an understanding of what are the pros and cons of each of the different races and i figured it'd also be nice to go ahead and pair this with a brief description of all of the race specific classes that each of them have access to because some of you might not be aware of some classes that are only available if you are running as a particular race so let's go ahead and just dive right in first and foremost human which is a fantastic choice there are really no drawbacks with selecting a human it's a great boost to any build that you're trying to do first and foremost they get the ability to add plus two to any of the ability scores so there are other races where they have heritages and it'll give you a plus two and a couple of stats but then it might also give you a negative score and another stat and it just doesn't necessarily work the way you want to so having the ability to just place plus two exactly where you want it and move forward is really nice but what really really helps when you're human is that it is the only race that gets an additional feet at level one this is a huge boost for you and some builds that require a lot of feats in order to really get going uh the one that immediately comes to mind is if you're trying to get to the point where you can demoralize an entire room of enemies just by killing one of them you have to go through power attack dazzling display according to smash blah blah blah a whole bunch of feats before you really get to the point that you're able to crowd control large uh groups of people in one room so playing the human really allows you to be able to get through those type of builds very very quickly you also get skilled which is going to allow you to get an additional skill rank at first level and then one additional rank whenever you gain a level so if you're playing the type of build where maybe you're trying to do a skill monkey and you want to have a lot of skills or you're playing a trickster which of course uses a your which of course uses your skills as a way to boost a lot of your overall abilities it's also nice being a human humans for their specific class get imitator so you can only play this class as a human and it's under slayer now as an imitator you're going to lose some of the slayer talents and you're going to lose study target in addition to losing some of your sneak attack damage and then finally slayer's advance which helps you close in on enemies quicker over time in exchange for all of that you get imitation this allows you to take a fighter barbarian rogue or monk stance for one minute a number of times per day equal to your intelligence modifier plus half the slayer level i'll be honest with you i haven't played around with this at all this sounds whack to me i'll be completely honest to me it doesn't sound like exchanging study target and half of your sneak attack damage along with some of your slayer talents and the ability to close in on your enemies exchanging all of that so that you can imitate the stance of another class just doesn't seem like a fair exchange but again i haven't actually played with this class yet so i can't give you a firm decision one way or another if you're interested in being a human this might be a class you want to check out next up is elf they are a fantastic choice if you're trying to play a wizard or some sort of spell claster um they get a plus two and dexterity and intelligence both of which is going to help you to be a better spellcaster they do take a negative two in constitution and honestly i would recommend that you do not move forward a character that has that negative two so you need to go ahead and dump a couple of points there to make up for that but they get keen census which provides a plus two bonus on perception checks this is absolutely fantastic i recommend that you have as many party members as possible that have ranks and perception for a couple of reasons one when you're walking around with your team going through different dungeons even if you have a person with sky-high perception sometimes they're just gonna fail and sometimes it's nice to have another person who can also do a perception check even if their score is not nearly as high there's still a chance that it's going to succeed for them and that you'll go ahead and be able to uncover that secret area that trap or um that uh secret chest that you wouldn't have been able to otherwise and a lot of times they hold very very valuable weapons equipment information things of that nature so it's not stuff that you want to miss and then even more importantly when you're out in the world map and you move your crusader army around it uses your team's perception check skill to determine whether or not it automatically finds secret areas that are around the area that it's traveling in so if you have a team with multiple people that have high perception a lot of times your crusader army basically serves as almost like scouts they go out they'll uncover those secret areas and then that prevents you from having to take your team manually through that same area to just figure out if your perception picks up anything and it also cuts down significantly on any backtracking you might have to do so having a team with multiple people that have really nice scores of perception is definitely advantageous not necessary but very advantageous elf also gets a plus two bonus on caster level checks made to overcome spell resistance along with a plus two on knowledge arcana skill checks the knowledge arcana skill check not really a big deal you get multiple characters that are skilled and knowledge arcana that you could potentially take with you but the plus two in um overcoming spell resistance is really really nice enemy spell resistance can get very very high in this game and especially towards the beginning it can be very difficult to break through some of the resistances that they have so being able to kick things off with that plus two bonus it makes you a much more effective spellcaster so definitely good stuff there they have a plus two saving throw bonus against enchantment spells enemies use a lot of enchantment effects against you but i would argue not really until late act three going into act four so this is great later on but it's not something that at the beginning of the game you're really thinking about they also get elven weapon familiarity um you know most of the time when i pick l's i'm going spell casters so your mileage may vary about how much this actually matters but it does give you proficiency with long bowls long swords rapiers and short bows things of that nature so a little bit more variety as far as the type of builds that you can run when you're an elf and then they get different racial heritages that you could choose from if you so choose so if you choose basic it gives gives you everything that i mentioned before blightborn gives you a plus two uh saving bonus against necromancy spells and abilities i don't think this is worth it because you lose the elven immunities and elven magic and then lord master gives you a bonus on some of the different skill checks again you're losing elven magic and your bones to perception i don't think either of these things are worth it but if you're going for a particular type of playthrough like maybe you want to be an elf lich and so being blightborn kind of you know falls in line with that you know for role-playing purposes it might make sense if you're curious about what class goes with elf it's actually under magus and it's called spell dancer so as a spell dancer you're going to lose your arcane pool and you're also going to lose some of the bonus magus feats that you would usually get you also lose arcane medium armor and arcane heavy armor but in exchange for all that you're going to get spell dance which allows you to use one point from your armpit pool as a swift action to gain a plus 10 enhancement bonus to your movement rate and a plus two dodge bonus to ac against attacks of opportunity for one minute and this increases over time you're also going to get arcane movements so whenever a spell dancer casts a magus spell he gains a competence bonus on mobility and stealth checks so basically going to stealth run around the area messing people up completely dance of avoidance means as long as you're wearing light armor or no armor you gain a plus two inside bonus to ac most things that you get as far as items and buffs do not provide an insight bonus they provide another type of bonus so this should stack with most of the other things that you have and then you also get greater dance of avoidance which is going to increase that ac bonus to plus four so basically you get someone who's fast dances around the battlefield and can usually avoid enemy attacks this looks actually kind of cool fun i wouldn't call it it doesn't look especially powerful to me but it can be nice for role-playing purposes depending upon the type of character you want to play if you're going to be an elf you might want to go ahead and check this out okay so next up is dwarf dwarves get a plus two in constitution and a plus two in wisdom while taking a negative two in charisma charisma is only important if you're attempting to persuade people or if you're someone who can channel positive or negative energy that does use your persuade your your charisma score in order to boost that up so you can kind of make a decision based upon the playthrough that you're doing whether or not that actually matters to you now your party members charisma score and persuasion score can help your main uh character so if you're in a conversation with someone and you have a bottom level persuasion score but you have somebody else who has a sky-high one the game will take that sky-high persuasion score and use it and conversations that you're having with other people however that only works when you're all in a team together and i haven't played act five or act six so i don't know if there are major moments in the story where you're completely by yourself and you can only depend upon your own persuasion score to determine whether or not you can persuade a person so right now with the information that i have i would say for your main character usually you want to have at least a 12 or even a 14 in charisma and go ahead and increase persuasion just in case there are those really really pivotal moments where you only have yourself to depend upon and being able to persuade someone would really really be beneficial but if you don't care about any of that none of that matters to you then taking a negative score on charisma doesn't really matter dwarves are clearly meant to be tanks the brutes the right upfront fighters so that plus do constitution and wisdom helps a lot constitution obviously helps your health and then wisdom is going to help a lot of your saving throws so when people try to confuse him or put really really bad statuses on them it'll this plus two is going to help him resist that he gets slow and steady which reduces your base speed but it means your speed is not modified by armor or encumbrance this is actually um uh kind of bad kinda unfortunate all right um encumbrance to in my opinion is not a big deal at all in this game you get bags of holding that are going to allow you to carry a lot more and the if you have pets on your team they're going to increase the amount that you're able to carry as well but armor um it weighs you down but i don't think it weighs you down to the point that you get that base speed of 20. so i feel like that 20 is a little bit less than what i experienced with sila so your mileage may vary the problem with this is you kind of want that frontline fighter to just be running out charging into the group of enemies before you if he's slower that means that the enemies are able to get closer before he engages with them creating a situation where there's a greater chance they might go around him or that maybe one of your off tanks gets to the enemies before your real tank gets there things of that nature so if at all possible you're probably going to want to put something on your door that helps him really really just charge out there and get into the fight or just flat out use charge which is going to help with this as well he also gets stability which is plus four racial bonus to cmd when resisting a bull rush or trip attempt there are a bunch of enemies in the game that trip i've never seen an enemy try to uh use bull rush and regardless i've never been in a situation where i really really felt like i needed more cmd but of course that's all based upon the beta in the full game maybe there are more enemies that try to bull rush your trip and so this could be very good regardless it's obviously something good to have in your tank hardy is really really nice it gives you a plus two racial bonus on saving throws against poison spells and spell-like abilities all of which are going to happen plenty plenty plenty to you and all of your characters so having a tank out front with a plus two bonus against these type of effects really really helpful they get defensive training uh for giants so they got a plus four dodge bonus to ac this is also absolutely fantastic plenty of giants in the game this is gonna help you they get a plus one bonus on attack roles against orcs and goblins this is all right most of the enemies you face in this game are demons at least the ones you really really need to worry about but there are some orcs and goblin noise in there so you know it's nice to just throw that in there i've already mentioned how great perception is dwarven weapon familiarity so they automatically treat uh dwarven weaponry battle axes heavy picks and warhammers as martial weapons this is cool there's a lot of great dwarven weapons in the game just note that this feat allows you to treat them as martial weapons which does not mean that dwarf that dwarves will automatically be able to use them it still means that you need to choose a class that gives you martial weapon proficiency so if you don't choose a fighter or something else that gives you that proficiency you still will not be able to use dwarf weapons wanna make sure that's clear to everybody but if that's something that you're interested in doing again there's plenty of them out there a lot of really really nice dwarf weapons uh in the game to pick up so it's well worth having that uh martial weapon proficiency so that you can go ahead and do that and then they do get a couple of other heritages so the basic one is the choices you've already selected barrel dwarf gives you a plus one attack rules and dodge bonus ac against undead along with a bonus on law religion checks i personally don't feel that that's worth uh losing the perception if you're gonna specialize in that and the defensive training and hatred but uh your mileage may vary and then you also have unstoppable unstoppable dwarf which gives you endurance and a plus one racial bonus on for fortitude saving throws again i would say this is not worth it as long as you're playing on normal if you're playing on some of the harder difficulties you have to put a lot more effort into what you do for your tank and from what i've heard on unfair it might not even be worth having a tank you have to completely change your mindset about what it means to be defensive so this might be make more sense on those higher levels but on normal i would say that no you should just go ahead and stick with the basic setup now as far as the um class that's specific to dwarf it is a doozy you get stone lord which is under paladin so let's go through this there's actually a lot to it as you can see you're going to lose the level 20 level 20 paladin option holy champion which would have increased your damage resistance considerably and whenever you channel positive energy or use to lay on hands to heal the creature you would have healed the maximum amount possible which of course is nice you completely lose smite evil don't get any of those you lose the mercy so all those lay on hand options that you get you lose that as a stone lord you also lose divine grace would you would have taken your charisma bonus and applied it to saving throws you also lose divine health which makes a paladin immuno diseases supernatural magical diseases and mummy rot how so that all sounds horrible i'm sure but in exchange for that you get stone strike once per day per piling and level a stone lord can drop on the power of the living rock as a swift action you treat your melee attacks at the beginning of your next turn as magical and adamantine with plus one bonus on attack uh and damage rolls and this increases over time then you also get heart stone stone lord's flesh becomes progressively rockier a plus one natural armor bonus to ac and damage resistance the natural armor bonus increases over time you get stone blood a stone lord's vitals begin to calcify and her blood transforms into liquid stone you gain a 25 chance to ignore a critical hit or precision damage this does not stack with fortification armor or similar effects but it doesn't need to it becomes 50 at night level and you become immune to petrification and then at 15th level it becomes 75 and you become immune to bleed bananas defensive stance which is actually something that's available at other classes as well but you can maintain this stance number of rounds per day equal to four plus your constitution definitely want to have a high constitution with this while in the stands you gain a plus two bonus on melee attacks rolls melee damage rolls throwing weapon damage rolls and will saving throws and in addition you gain a plus two dodge bonus to armor class and two temporary hit points poor hit dice [Music] you also get stone bane when using stone strike what you got from here you now gain the construct bane special weapon ability you gain heart stone so oh this is just the increase to uh natural armor bonus that we mentioned before you also get defensive powers so you get specific defensive options that you can go ahead and select as you love love craziness and then finally at 20th lord level a stone lord's body transforms into living stone she no longer needs to eat drink breathe or sleep and she becomes immune to paralysis poison and stunning she also becomes immune to critical hits and precision damage holy smokes holy holy smokes and all of that defensive proficiency is paired with a class that has a high base attack bonus so if you give this character the right type of weapon you've basically got a stone slab you can throw in the midst of the fight and they will be able to stand their ground while doing very very solid damage to wherever they're going up against stone lord is crazy moving right along next up is gnome so they get a plus to the constitution they take a negative two to strength and they get a plus two to charisma so this makes gnomes great options if you want to roll a sorcerer or some other type of spell caster this plus two to strength completely irrelevant you can dump strength when you're playing caster characters you know of course as long as they're not supposed to be using melee weapons there's no defensive disadvantage of that the only thing to keep in mind is you can die if your ability score is reduced to zero so you already take a negative two here if you dump strength further i think you can get it down to five which you know kinda can put you at risk a little bit but i feel like the easy way to do it is by the time you get to spell level six one of the people on your team should have the option to give a strength buff to everybody on your top party for plus four and so by doing that you're going to give a nice buff to the gnome to ensure that he or she is not going to be susceptible to those type of abilities but that doesn't really come up until again late act three act four that's when you get a lot more enemies that are targeting your attribute scores so to start off with a character that's completely dumped in strength no problem whatsoever you're all good they get that plus two to perception i've already talked about they also get a plus one bonus on attack roles against reptilian and goblin noise subtypes again like i said the vast majority of who you face is demons but you do face other creatures every so often so it's nice doing having that against them plus four dodge bonus the same as dwarves against giants that's cool but you're not it's really supposed to be in melee range of those type of creature types of creatures anyway so hopefully if you're playing right this will not come into play all that often illusion resistance is cool plus two um racial bonus against illusion spells and effects so you definitely have some enemies that are gonna use illusion spells against you it's nice to have um some defense against it but the real claim to fame for gnomes is that they have that plus one to the dc of any saving throws against illusion spells that they cast that means gnomes are better than any other class at successfully getting illusion spells to apply against your targets you get nanios a party member who specializes in illusion magic she's absolutely fantastic at it you can make a better illusion mage than she is they gave they start out with a feat she doesn't really need um and a couple of other things that you could do differently not to mention that she's not a gnome so you but she is fantastic at it so you can make your own decision about whether or not it's really worth your time for your party to make an illusion mage based upon maybe you don't even want to have daniel in your party or you just love the um the spell type and you want to play around with it they also get obsessive which gives them a plus two ratio bonus on knowledge world checks all the skills are important so it's nice um being able to specialize in a particular one but you know not nothing to write home about slow movement but it doesn't matter because they're in the back so who cares and then they also get a couple of different racial heritages traveler i would say is worthless it increases your base speed and gives you a plus two ratio bonus on lower nature it's worth it i guess if you for whatever reason you're using a gnome in melee combat maybe you want to bring that speed up i don't know why you would do that but you know you got the option but otherwise i would say this is not worthwhile pyromaniac can be worth it if instead of using illusion magic you would prefer to have a fire mate someone who could do some uh fire damage is they're gonna get uh resistance towards fire and then a plus one bonus on dc's of spells with the fire descriptor which means that fire spells that have a reflex saving throw are going to do much better against enemies so things like fireball for instance are going to be more successful if you're curious about the specific class that's available only for gnomes it's actually under arcanist and it's called the phantasmal mage i'm not gonna go through all the mechanics here because i actually already did a bill video for it so i'll leave a link to that build video if you're interested in how it works i would definitely recommend checking it out i think the class is absolutely fantastic and is also another reason why you're able to make a better um illusion mage than nanio is you get some things here that nanio doesn't automatically get she would have to take some additional feats and do some additional things in order to be able to get some of the things you have naturally available just within the class so really really good stuff next up is halfling like gnomes they take a negative two on strength and works a little differently within with gnomes you're probably going to be a spell caster but with half links more than likely you're going to be someone who's maybe using daggers or maybe an archer archers most especially can take advantage of strength if you're using composite bows but i would venture to say if you're using a halfling you're probably not going to be bothered with anything that helps you as far as strength so again you can dump strength in this situation without really worrying about anything as long as you're okay with the loss and damage that you could potentially get from having a higher strength score even if your main attribute is dexterity so it kind of depends upon your build what kind of weapons you're using etc etc so just make sure you're reading carefully or just ask a question on my page on one of my videos if there's some information i can give to help you figure out your bill they also get a plus two to charisma so it doesn't help you um well i guess if you are playing as a cleric with this class it would help you channel energy but more most especially if you want to specialize in persuasion having that additional charisma is going to help you halflings claim to fame they are fearless so they get a plus two uh saving throws against fear from fearless but then in addition they have halfling luck which gives you additional plus one on all saving throws that does stack with the plus two that you get here so they start out with a plus three overall uh saving throw against fear that's actually really really great in the first two acts um and really the beginning of the third act fear is the main way enemies use to try to disrupt you it's in the latter half of act three and beyond where they get much more into the enchantment spells using insanity song of discord and things of that nature to try to disrupt you so being able to start out the game fearless against these enemies really really great slow movement but uh whether or not that actually matters depends upon the build you could be using archer it wouldn't matter then they get a plus two ratio bonus on athletics and mobility checks the athletic part doesn't really uh matter more than likely because that's paired with strength and more than likely your strength score is not going to be nothing to write home about but the mobility part is very nice you're probably going to be increasing dexterity which of course is paired with mobility and is going to increase it so you can get some really really nice high mobility scores with halflings which actually um helps a lot with the specific class that they get as well we'll dive into that in just a minute they get plus two to perception and they get a couple of racial heritage options so they get hasty which is going to cause them to lose sure-footed and fearless but their base speed increases by to 30 feet and they gain a plus two bonus on the initiative rolls if you are playing in turn base for most of your time during your playthrough getting a plus two bonus on initiative rolls is huge huge and turn based the name of the game is you want as many of your party members to have a turn before the enemy and i'm talking about the very very first turn what happens in that first turn can can oftentimes determine the course of the entire battle if three or four of you of your party members are able to go before the enemy goes you can wipe out a ton of them you can crowd control a ton of them you can do a bunch of really really nasty things to them and they'll just be standing around not being able to do anything about it so that plus two bonus on initiative especially if you combine it with a background selection like um pickpocket i think which is gonna then stack an additional plus two bonus on initiative rolls you could create a character that's gonna get the jump on everybody especially when you stack that with the high initiative you're going to get from your high dexterity score anyway in real time with pause it doesn't work out quite as cleanly it's still nice to be able to get the jump on enemies but you don't feel it as much the enemies are kind of going the same time as you it doesn't work out quite the same way but initiative is nice either way then you also have the craving option so you're going to lose your halfling luck the fearless bonus and you gain a negative two penalty to save and throws against fear but you gain a plus two ratio bonus on reflex saving throws and if your character will become frightened you become shaken instead my personal opinion this is garbage hot hot hot garbage uh the only way i could see you taking this if maybe you wanted to role play as a craven cowardly halfling which honestly could be really really funny but um other than that i don't think this would be worth it at all to try to create a competent character if you're curious about which class is specific to the halfling race it is actually under chevalier and is a chevalier of the paul so chevaliers of the paul they lose the ability to choose their order because obviously you're of the order of the paul um but in exchange for that they gain oh and i'm sorry you lose the ability to have an animal companion as a horse because of course a halfling is not going to fit on the horse so instead you have to take a dog or a wolf i don't think this is really a downgrade at all i prefer the wolf or the horse anyway because the wolf is automatically going to do trip every time they attempt to bite you can absolutely create builds specifically that revolve around making that trip as effective as possible and keeping all of your enemies that you're going up against on the ground um in addition whenever an order of the paul chevalier issues a challenge his mount gains a plus one dodge bonus to ac as long as it is threatening the target of the chevaliers challenge and the chevalier is righting the mount and this increases by plus one over time you also get danger ward the chevalier can ready as allies for impending danger so all allies within 30 feet gain a bonus on a saving throw and if they happen to fail that saving throw they can re-roll it with a plus four competence bonus as an immediate action very very nice again as you get later into the game you're i mean even at the beginning of the game enemies are going to try to put fear on you but later in the game you're going to experience them trying to put some really really nasty spells on your party members and so being able to re-roll a saving throw that you failed is very nice um they also get canine ferocity so whenever the chevalier uses his wolf or dog mount to perform a bull rush or overrun maneuver the mount gains a plus 4 bonus on the combat maneuver and then you also have a selection of some different feats that you can take now the mount feets just about all of them are great i don't see why you would use bull rush or overrun if you're riding a wolf to be completely frank but your mileage might vary and then finally you also get giant slayer when the chevalier hits the target of his challenge with a melee attack and that target is at least large size he gains a bonus on damage rolls equal to half his chevalier level this damage is multiplied on a critical hit this is huge huge because it when you get to act 4 and from everything i've heard act 5 and act 6 a lot of the major bosses you face are a very very large size some of them are are even larger than anything else you've ever faced in the game so being able to get an automatic damage bonus that's multiplied on a critical hit against some of the hardest enemies in the game is a big big advantage for you so with all that together i would say that this is a very strong cap class and something that you should seriously consider if mounted combat is something that interests you uh a couple of things that aren't clear from here when you are doing mounted combat your mobility score is very very important so the fact that the halfling starts out with that buff and then can increase it to very high levels from there helps a lot with mounted combat and then second thing i haven't experienced this myself because i haven't played through the whole game but from what i've heard looking at some of the reviews there are a lot of sections even past act 4 where you're kind of in cramped quarters and um you know uh corridors high hallways things of that nature that make mounted combat very difficult to do it's the the mechanics are clean it's implemented properly but there are a lot of sections in the game where it's just difficult to do mounted combat properly and so that's something to consider if you're going to choose a class that specifically revolves around modern combat there may be some times where it's just more effective for you to jump off the mount and handle things yourself that doesn't bother me i still want to just try mountain combat because it just sounds like so much fun but your mileage may vary let's move on next up is half off so like humans they can add a plus two to one ability score and they get the same um options that l's get as far as a plus two bonus to perception and a plus two to racial saving throw bonus against chapman spells nice stuff and then they get an option of a couple of different racial heritages they have kindred rays which causes them to lose their perception bonus and wait a minute huh oh okay weird so used to be in the beta that adaptability was listed here so that everybody knew half else had it but apparently they took that out so you have kindred raise which causes you to lose keen senses your perception um score and then your elven immunities and then also adaptability which is going to help you to increase your um skill ranking and one particular skill it gives you a skill focus bonus but in exchange for all that they gain a plus two ratio bonus to charisma i only see this as worth it if you play you're playing as a sorcerer and you want to combine it there then of course charisma is a big deal but otherwise i don't think this is worth it and then you also have dual heritage so you lose the ability to increase that skill and you lose your plus two to perception but you gain that plus two racial bonus on will saving throws and elven magic that the elves have that give them a bonus on caster level checks made to overcome spell resistance so obviously this is really nice if you want to be a spell caster a wizard or a sorcerer or a magus of some sort um but if you go the basic route you get adaptability which is going to allow you to choose a skill focus as a bonus feed for your first level and you can put it in any skill that you like um so what which one of these works the best for you of course depends upon what type of build you want to run i personally think basic is the best one to go with if you're going to go with the only class that is specific to half elf which is under rogue and it's called master of all so with master of all you lose some of the sneak attack damage that you get as a rogue but in exchange for that you get bardic knowledge which allows you to add half your class level to all knowledge and lower skill checks and you may make all knowledge and score and lower skill checks untrained and then in addition to that you're going to get skill focused at third level and every six levels afterwards as a fee to be able to apply to a particular skill now that all probably sounds kind of weak you may be like this is just skill monkey you're not be gonna be able to do particularly good damage is it really worth it i think this class is absolutely perfect to pair with trickster which of course depends a lot upon how many skills that you have but also trickster automatically gives you more sneak attack damage so it's going to make up for the lack of damage that you're experiencing here while taking full advantage of the wide repertoire of skills that you have available you can create a really really powerful class powerful build combining this with trickster if that's something that you're interested in so i would definitely recommend you go ahead and check this out don't overlook it just because it's something that focuses on skills okay next up are half orcs like humans and i think half elves they get to take a plus two bonus to one of their abilities and they get skilled just like humans and then the claim to fame intimidating plus two racial bonus on persuasion checks when used to intimidate due to their fearsome nature this is huge when you're playing as strength-based warriors who are trying to use intimidation and demoralizing their enemies as a way to crowd control entire rooms have forks get a natural bonus on these type of buffs along with of course being set up to just take full advantage of everything that was protect those particular builds provide it's just this is absolutely fantastic and then you also get orc weapon familiarity so they're proficient with great axes and faucions and then treat any weapon with the word orc in its name as a martial weapon so there are orc double uh swords in the game just keep in mind that unlike a great axe that you can basically just pick up and use and it's all good with those orc double swords they're treated as two weapons so you need to take two weapon proficiency or you're gonna take i think like a negative four penalty to attack when you're using them and i don't know how it works in the full game but in the beta that wasn't really clearly spelled out when you were using those type of weapons so you would have had to actually look in the log at your attacks after missing a bunch to figure out oh this is why i'm having so much trouble attacking enemies so something to keep in mind then they also get or ferocity so if a half orc is brought below zero hit points but not killed they can fight on for one more round as if disabled and then if at the end of the next turn they're not brought above zero hit points they'll fall unconscious so this is absolutely great again for someone who's right up front fighting in the midst of the danger and potentially tanking for your party it's going to give you a buffer for your tanks to step in and keep him or her upright so really nice stuff and then they get a plus two bonus on procession checks very nice um you have a couple of different options as far as heritage tribal causes you to lose the ability to stay up after being reduced to zero and you lose your perception bonus but you gain a plus one luck bonus on all saving throws and a plus two ratio bonus on lord nature checks i would say this isn't really worth it your mileage may vary and then there's human race which is going to give you an additional skill point why are you focusing on skills as an org so of course there are bills that might make use of it but i certainly wouldn't recommend it if you're curious about the skill the class that is specific to have fork it's actually under shaman and it's the wildland shaman so as a wildland shaman you lose the ability to choose your own spirit and therefore you also lose the ability to choose uh your own spirit animal and you lose the ability to form a temporary bond with another spirit besides the one that you've selected so they lock you into taking the battle spirit which is going to give you some um some specific uh busts or things that you can use as you're leveling up and then they also give you access to an animal companion and you have doesn't look like the full list of animal companions available but it's a very very nice list and a lot of variety here and what you can select so you could decide if this works for you uh me personally i don't like this i don't like that this is the class that they have chosen to tie in with orc to me when with an orc you're this big massive person you should be picking up a weapon and absolutely shattering your enemies why are you paired with a class that has an average base attack bonus and gets max level spells like orcs aren't known as spell casters you know correct me if i'm wrong low fortitude come like come on now this is this is not an orc this is not what an orc stands for to me their main race class should be somewhere else in this list and they should have created a class that really allows you to throw on some heavy armor pick up the biggest blade you can carry and absolutely go to town against enemies and that's not this but your mileage may vary i know a lot of you love shamans and of course pets are absolutely fat taxes fantastic in this game so if this seems like something that will appeal to you by all means go ahead dive in asmrs they get light halo which is a plus two circumstance bonus on saving throws against becoming blinded or dazzled i can't ever remember a time where my party members were dazzled but blinded happens all the time in acts one and uh a little bit in acts two acts three through four the um yeah three through four since those the only ones i've been able to play um they find much more harmful statuses than uh blinded to put onto your characters and then you also get celestial resistance so for acid cold and electricity you have resistance five now the way this class works is you've got several different heritages that you can choose from and all of them are different combination of buffs to your attributes to your skills and then you get an additional spell that you can use once per day so i'm not going to go through all of them because honestly it completely depends upon what type of class you want to play and what you're trying to do but as you can see there's a lot of variety here a lot of different options that you can play with choose for yourself what's actually going to work for you if you're curious about what class is specific to the asamars um it's purifier which is under oracle now as a purifier you lose some of the oracle's revelations which basically add a different different abilities that you get from your mystery and you also lose some of the additional spells that oracle's gain as they go through levels but in exchange for that you get sacred scourge which allows you to channel holy power as a cleric of your level to harm evil outsiders you may use this ability a number of times per day equal to one plus your charisma modifier your charisma as an oracle should absolutely be sky high and you're going to face a lot of evil outsiders in this game so this is definitely worthwhile and then at 11th level a purifier can consume a curse enchantment or emotion effect by touch as a full round action she can do this a number of times per day equal to her charisma modifier and must make a dispel check with a bonus equal to your charisma modifier against the effect if the check succeeds the effect is negated however the purifier is sicken for 1d4 rounds this is actually really really nice um i'm thinking specifically there's a spell called song of discord that enemies can use against you trying to dispel that is maddening absolutely maddening i had an item on amber you know you know i take that back the item was supposed to add a plus 20 to any um the spell attempt that she made but i think it was broken in the beta but trying to dispel that effect and some of the other major enchantment effects that enemies use against you was maddening for me so having a character like this that could just step up do a full round action and basically dissolve the problem really really nice this is definitely a strong ability and then you also get celestial armor so a purifier's armor takes on a golden or silvery sheen and becomes light as a feather she also gains armor training as a fighter four levels lower than her oracle level and eleventh level of purifier gains heavy armor proficiency so this is someone who's built for problems hey who's built to handle the serious issues um armor proficiency from armor training from fighter i believe increases the um amount of your dexterity modifier that will be taken to account for your ac when you're wearing heavier armor so increasing dexterity having celestial armor and then increasing charisma she's going to be uh she or he is going to be someone who can stand right in the middle of things heal up your enemies and just flat out dissolve major issues that they're dealing with great great stuff this is absolutely a solid choice if you're trying to create a healer someone that you can easily pair with angel really nice next up is teefling they do not get um the ability to just add a plus two to their attribute points they get phoenix resistance so for cold electricity and fire they get resistance five and then they get different heritages that you could potentially take advantage of so it for the most part works just like asmr where it's a combination of different um attribute buffs and buffs to specific skills that you get along with a power that you can use once per day the main difference is that teeth leans often come with a penalty in addition to the bonuses so with asimars it's all just bonuses whereas you'll see here um the tiefling who takes this would take a negative two penalty to wisdom things of that nature recognize that on some of them they have a penalty to uh charisma for example with hellspawn so you get a plus two racial bonus to constitution and wisdom and take a negative two penalty to charisma however they do not suffer a penalty to their charisma if they have levels in sorcerer or eldritch scion of an infernal bloodline and i think there's at least one other one that has similar verbiage about the yeah here we go if you're just a regular teeth link same deal negative two penalty to charisma um the only difference is to take off that penalty you have the option of being a sorcerer or elder scion of an abyssal or infernal bloodline so uh really really cool stuff really leans into hey um you're supposed to be evil as this particular individual um also just one quick note for those of you who like playing with characters who have uh natural weapons if you choose motherless you gain a secondary bite attack that deals 1d6 damage and bite attacks can be stacked so you can get bite attacks from you know two three four five different classes and they'll all stack together to give you five attacks when you're attacking with your natural weapons so definitely something to consider when you're trying to put together your natural weapon builds as far as the class that is specific for tiefling from a role-playing standpoint i really really like this it's a reform fiend it's under blood rager the teachings of light god say that everyone deserves a right to redemption everyone except the demons reformed fiends are demons who have entered on the path of good so i feel like you could play a reform theme who's basically going on the same path as someone else another party member that you get who you know is trying to seek redemption and reform and you could potentially have a ball with this as an asada i'm not gonna go through all the mechanics as i actually already created a build for a form fiend so i'll leave a link for it down below in case you're interested in checking this out but i definitely recommend it i think the mechanics are really really powerful and you can create a really cool character going through this next up is orient they have slow movement just like dwarves they get a plus two to perception they have energy resistance five against acid and then they also get um uh an increase to saving throw dc against acid spells by one so you could potentially use orients as spell casters and specialize in using acid spells i gave serious thought to combining this with the elemental specialist that you get under wizard to make all spells that i cast acid and then have the orient throw on the mount definitely an option really really cool stuff available here and then as far as heritage is i'll be honest with you i feel like they should really add more if it feels weird that there's only this these three especially since they prevent you from just adding a plus two to a particular attribute on your own so they get a plus two bonus to strength and wisdom and a negative two penalty to charisma and they can use a stone fist spell uh every day so obviously this is the um heritage they expect you to use if you're playing as a monk and it definitely folds in nicely with it you could decide for yourself that this negative two penalty is something you need to make up for when you get to ability scores then you also have iron soul plus two bonus to constitution and wisdom and a negative two penalty to dexterity while being able to use lead blades every day and then finally gem soul a plus two bonus to strength and charisma and a negative two penalty to wisdom being able to use color spray every day the problem that i have with this is i feel like there's no heritage that really sets you up for success as far as being a uh spell caster and i don't feel that way with any of the other builds now mind you i don't know much about or yet so maybe they're not meant to be spell caches maybe like obviously they're made of rocks so obviously they focus really on physical attacks but i feel like i mean heck going back to half fork the the main class that they chose for that has nothing to do with picking up a heavy weapon so it seems weird to me that they don't give you a heritage that at least allows the flexibility to create a competent um spellcaster if that's what you really wanted to do but i digress in case you're interested in what is the class that is specific to orient is actually student of stone and it's right here under monk i'll be honest with you i'm not impressed with the class but i read through it and maybe you all can tell me down in the comments what i'm not seeing about this so you're gonna lose some of your key powers which are powers um monks can use on themselves to kind of boost themselves up give them more defensive capabilities or a little bit of offense as well and then you also lose some of the bonus feats that monks get and you lose all of the evasion that monks get as well in exchange for all this the monk the students of stone get a bunch of things spread out around here so you get harder on whenever an opponent rolls to confirm a critical hit against a student of stone treat the students of stone's ac as plus four higher than normal that is definitely very very nice i forgot i'm sorry they also lose fast movement so you would have gained a plus 10 enhancement bonus to your base speed you lose access to that um you gain a stoner student bonus feed so this makes up for some of the fees that you lack and then um bones of stone as a swift action the student of stone can spend one key point to gain damage resistance a two against everything except magic into the getting of his next turn and just increases and changes also to uh chaotic over time and then body is stolen student stone gains the benefits of the light fortification armor property i don't know specifically what life fortification armor property means um but it's there um you get um it adds one additional monk bonus fee you get solasone as a swift action a student of stone can spin one key point to game tremor sense 15 feet until his next turn trim is basically gives you the ability to see invisible and concealed enemies that are in front of you it gives you blind sight of a particular range and then you get strength of stone a student of stone learns to draw strength from the earth so long as he is touching the ground the student of stone gains a plus one bonus on attack rolls damage rules bull rush and trip combat maneuver rolls and to see him dave when resisting a board rusher trip attempt and then finally this another bonus feed all the way at the end stone stealth a student of stone becomes an outsider with the earth's everything except subtit enemies and tremor sends 20 feet the idea of becoming an earth uh earth outsider really really cool so i like the fact that this is the end but i'll be honest with you when i read through what you're really getting for this it does not impress me it doesn't really impress me as a at all if you all disagree or you've tried it and you understand what the real appeal is by all means let me know but i'm not impressed with it at all alright moving on kitsune have kitsune magic which gives you a plus one to the dc of any saving throws against enchantment spells that they cast also if you have a charisma score of 11 or higher you'll gain the light spell like ability uh the light ability is irrelevant the plus one dc the enchantment spells obviously kitsune are the ones you're probably going to want to choose if you plan to focus on enchantment they get a plus two two in perception they get a plus two to one mobility checks and they get the ability to change between fox and human but you just have to keep it the same sex so whatever sex you choose here that's the sex of human and fox that you will change back and forth between they also get the opportunity to choose between a couple of different heritages so you can either have a plus two dexterity and charisma while taking a negative strength which is great for spellcaster it's all good or you can take a plus two to dexterity and intelligence and a negative two to strength so basically they just ask you are you gonna be a wizard or are you going to be a uh sorcerer and you'll be fantastic in either role um if you're curious about the class that is specific to this race it's actually under sorcerer and it's called the nine-tailed air any naruto fans out here i am certainly one i can't wait to play all the way through this so you lose the ability to choose your own bloodline which doesn't matter because it just automatically chooses the nine-tailed air bloodline for you and then over time your tails are going to give you additional usage usages of specific powers all within the enchantment um spell spell class so you're going to be able to cast more versions of you're going to have more castings of sleep or insanity or you know all these uh various powers and i think they actually might mix a couple of illusion powers in there as well but basically if you're planning to play as an enchantment sorcerer nine-tailed air is really where it's at and it's also really nice that this class does go all the way up to nine so you're gonna get the most powerful versions of enchantment you can possibly have now quick note about that i personally find early game enchantment to be a little underwhelming outside of sleep because i'm sorry not early game but really more so mid game early game enchantment is powerful because of sleep but when you get to that mid game levels and you start having to use some of the higher level enchantment spells a lot of them are single target so when you're looking at like insanity and some of the other piles like that you can only target one person with it as opposed to the illusion um uh spell category which a lot of the best spells you get from there target the entire room allowing you to really shut down four or five enemies all at one time now there are some things you can take that are going to uh make that easier for you you can get sorceress reflex which is a mythic feat that allows you as a swift action to cast any spells that's i think two levels below the maximum spell level that you can cast so that's going to allow you to basically use two enchantment spells per turn as opposed to just one and then there's also an enchantment ability that specifically applies to hideous laughter which usually only allows you to target one person but if you take that ability if it if you target a person and then it hits hideous laughter will just continue to every enemy that's in the room until one of those enemies is able to actually resist the spell so it gives you the ability to basically shut down a room as long as your your own uh stats as a spell caster are high enough to overcome the defenses of the enemies you're going up against so those a couple of ways you can try to make enchantment more powerful again i definitely recommend that you check this out i think it's really really nice as long as you go into it understanding the limitations of enchantment all right and then we skip damn here because of course it's just it's just the best you know i you know how i feel about litch so i want to save this for last you get negative energy affinity which means even though you are a living creature you react to positive and negative energy as if you were undead positive energy harms you while negative energy heals you keep in mind you can take a feat called i think a light soul drinker something like that that allows you to be healed by half when um someone channels positive energy which helps a lot for your clerics and healers to be able to actually heal you now keep in mind that uh cure light wounds cure moderate wounds spells of that nature will still harm you so it's only channeled positive energy that will actually heal you if you take that feat definitely worth taking in the early game but of course if you're trying to take this into a lich being a lich is going to allow you to channel negative energy so you're probably gonna want to respect yourself at some point and then go ahead and choose a feat that's better for you by the time you get to the point that you'll no longer need to channel positive energy for any reason you also get resist level uh drain so you take no penalties from energy drain effects awesome absolutely awesome there's a ton of enemies in this game uh starting really in act four that will try to take down really late yeah late act three going into act four that will try to reduce your levels level drain you and keep in mind they do not just focus on your front line they will they are absolutely not above skipping because a lot of them could do it as a ranged attack so they'll skip over your front line and say hey you caster that all the way in the back who keeps blowing us up take four four less levels and let's see if that's going to help out this situation so this is actually great stuff and then undead resistance you get a plus two ratio bonus against disease and mind affecting effects both of which happen a ton throughout your playthrough mind affecting effects more so towards again late act three and going through act four but this is a great resistance to have and then when you look at the heritage options that you have of course it works the same way that you're probably used to you get a couple of bonuses to specific attributes and then you have to take a penalty to another attribute but unlike um tiefling there's no way to take off these penalties so you definitely want to read through it carefully and figure out what kind of character am i trying to create and what's a mix that i am comfortable with and then in case you were curious about what is the class that is specific to dampier it's actually under wizard and it's a cruel romancer i'm not going to go through all of the mechanics for this because i've actually already created a build for it so i'll leave a link down below that goes to my build you can just leave a comment there or on this video if you have any questions or need further clarification about anything and that is the video that goes through all the different races all the different backgrounds you can choose and i figured it'd be nice to just throw in here are the classes that are specific to each race so hopefully that gives you all the information you need to be able to make an educated decision about what type of race you want to play hope you all enjoyed this video if you did please leave me a like down below share this content and subscribe to the channel if you haven't already i will see you all in the next video take care
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Channel: Slandered Gaming
Views: 44,101
Rating: undefined out of 5
Keywords: cruoromancer, dhampir pathfinder, lich pathfinder build, pathfinder, pathfinder wrath of the righteous, wotr, wotr playthrough, wrath of the righteous mythic path, kitsune, oread, dwarf, elf, human, halfling, tiefling, reformed fiend, phantasmal mage, student of stone, master of all, stone lord, imitator, half orc, wildland shaman, spell dancer, cavalier of the paw, purifier, nine tialed orc, Cruoromancer
Id: ULqWasKNE70
Channel Id: undefined
Length: 64min 4sec (3844 seconds)
Published: Sat Sep 04 2021
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