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Pathfinder: Wrath of the Righteous - Enhanced Edition News

New archetypes in The Lord of Nothing DLC. Part 2

Greetings, Pathfinders!
We’re back with the second part of the article about the new archetypes in The Lord of Nothing DLC, which will be available on November 21st.
You can read the first part here: New arсhetypes, part 1
Please note that the localization of The Lord of Nothing DLC is not yet finished, and some archetype names and abilities may change in the final version.

[h3]Hunter: Tandem Executioner[/h3]
Many hunters rely on spells, but there are those who avoid the help of divine forces for their own reasons. Through rigorous training with their animal companions, they hone their skills at stalking and destroying their prey. For these unscrupulous and cruel hunters, it doesn't matter who their target is: beast, human, or demon. Thanks to their bond with their pet, the Tandem Executioner possesses many unique battle tactics unavailable to other archetypes.
Defeat your enemies through hard training and the aid of a loyal friend!


[h3]Sorcerer: Geomancer[/h3]
This is a unique archetype by our game designer Valeriy Kormanovskiy. He was inspired by a similar class in Final Fantasy Tactics whose abilities changed depending on the terrain where it was located. By adapting this concept to the mechanics of Pathfinder: Wrath of the Righteous, we developed the archetype Geomancer, who can use their blood to give their spells terrain-dependent enhancements. Utilizing terrain allows the Geomancer to not only deal extra damage and weaken enemies but also to heal and protect allies.
Sacrifice a drop of blood to summon the power of nature and unleash it upon your enemies!


[h3]Oracle: Dual-Cursed Oracle[/h3]
Many oracles suffer from curses, but some bear a doubly heavy burden. Though the Dual-Cursed Oracle is doubly beset with difficulties, they have a deeper understanding of their nature and are thus able to manipulate fate.
This archetype’s curses also extend to their enemies: once per day, they can turn a critical success into a critical failure. For allies, this ability turns into a blessing: 1 on the die turns into 20 at the will of the Oracle.
When our developers played the tabletop version of Pathfinder, this skill often saved lives and decided the outcome of combat. Because of this, the Dual-Cursed Oracle was so beloved by the team that we decided to add it to Pathfinder: Wrath of the Righteous.
Control your fate and manipulate your opponents’ luck — change the course of any battle!


[h3]Alchemist: Reanimator[/h3]
The Reanimator is an alchemist who has discovered a way to give corpses a semblance of life.
The undead they raise receive bonuses to their stats as well as additional attacks, increasing their power many times over. Thanks to these features, this archetype is the perfect fit for the Mythic Path Lich!
Build an indomitable army of the undead on your path to greatness!


[h3]Bloodrager: Hag-Riven[/h3]
While not fully transformed into a hag, these maimed and scarred Bloodragers bear a deep hatred for evil witches. The Hag-Riven gain access to powerful magic fueled by even more powerful emotions.
This archetype is capable of growing magic claws and endowing them with the properties of indestructible magical weapons.
Let your hatred guide you and tear apart anyone who dares stand in your way!


[h3]Rogue: Dark Lurker[/h3]
The Dark Lurker uses shadows as their allies: shadows shelter them from their enemies and present no hindrance to them. By using their enemy's shadow to their advantage, this thief gains a bonus to their attack roll. At high levels, the Dark Lurker gains blindsight, and their strikes always find their target.
Since the game does not have a light-shadow mechanic, we've implemented this archetype’s bonuses through the "shadow" cast by a large creature standing nearby.
Slip between the shadows and hit your opponents with unexpected and precise attacks!


[h3]Barbarian: Flesheater[/h3]
This archetype devours the flesh of its enemies, forming a spiritual bond with them. If the victim was a supernatural being (Fey, Dragon, Undead, Outsider, or Magical Beast), the Flesheater absorbs its special abilities and can use its essence to restore health. When enraged, this barbarian falls into an insane fury and takes large penalties - but if they are hungry and have not tasted the flesh of a supernatural creature for a day, they gain a bonus to attack and damage against them.
Crush their bones, cleave their muscles, consume their flesh – you'll go to any length to achieve your goals!


We can't wait to see your new builds and the ways you implement these archetypes. And we hope you're just as eager to try them out. See you in the Worldwound!

New archetypes in The Lord of Nothing DLC. Part 1

Hello, Pathfinders!
Today we want to tell you about the new archetypes in The Lord of Nothing DLC. There is a great deal of information, so we’ve divided this article into two parts. The second part will be out soon, but in the meantime, sit back and enjoy the details, because we’ve added 15 new archetypes in The Lord of Nothing DLC!
The team carefully selected and thought over the archetypes to fit the DLC’s atmosphere: cold and gloomy. We’ve changed some slightly compared to the Pathfinder tabletop version, others have undergone global changes, and some we've developed ourselves. We hope you’ll like them and that every player will find an archetype that suits their style and gameplay.
Please note that the localization of The Lord of Nothing DLC is not yet finished, and some archetype names and abilities may change in the final version.

Shall we start?

[h2]Shaman: Prophet of Pestilence[/h2]
This is a shaman who has bound their soul to Apollyon, one of the Horsemen of the Apocalypse, the semi-divine entities that rule in Abaddon. Their area of influence is plague, decay, and rot, and they lavish their gifts upon their follower. This archetype’s main ability is the uniquely customizable Plague of Abaddon hex. The shaman can enhance it by weakening their victims so that their suffering feeds the spirit contained within the shaman’s body. Over time, enemies who attack or draw too near the shaman may find their bodies and minds infected – only to fall to the merciless spells of the Prophet, who revels in their torment. This archetype also gains several new spells related to its essence. The most significant of these is Living Plague. The shaman summons a sea of insects that devours everything in its path, and which infects and destroys all living things. Enemies who fall under the influence of this ability disgorge new parts of the swarm from their own bodies, which pounce on their prey. Devour your enemies on your path to greatness!


[h2]Paladin: Tortured Crusader[/h2]
This is a favorite archetype of our lead game designer, Andrey Sverkunov. And no wonder, as the Tortured Crusader is able to endure every hardship and setback without buckling under the onslaught. We've slightly reworked its abilities, and this archetype now gets bonus fighter feats and is strengthened when allies lose all their health points in battle. And the new All Is Darkness ability allows the Tortured Crusader to use Smite Evil on all enemies, regardless of alignment. Anyone who stands in your way stands against your principles and must be brought to justice! Eradicate evil in every corner of Golarion, for nothing can stop you now!


[h2]Cleric: Separatist[/h2]
The Separatist is a cleric of an unorthodox faith; other believers likely consider them heretics. Nevertheless, they receive divine support, including for their unconventional beliefs.
This archetype’s main ability is to take a domain that your deity does not have in exchange for weakening the abilities of that domain. We’ve added a small expansion to the game specifically for these occasions, the Ice and Undead subdomains.
We spent a great deal of time and effort to create this archetype, as we had to make a copy of all the files of the cleric domains (more than 450 files and 70 abilities), modify them, and test them several times. Thank you to the QA department for all the hard work!


[h2]Druid: Winter Child[/h2]
Winter Child is an archetype based on the concept of "the leader of a pack of hungry predators with an affinity for blizzards." Their unique ability is a bond with a blizzard elemental that accompanies them on their travels and protects its master. As the Winter Child’s level increases, the bond strengthens, which allows the elemental to grow stronger and develop its abilities. By using the blizzard to slow enemies, for instance, it can strengthen its allies' weapons, allowing them to deal additional cold damage. At the pinnacle of development, the druid becomes an otherworldly being, a master of frost and blizzard. Turn Sithhud's frozen realm to your advantage and unleash the fury of cold on your enemies!


[h2]Cavalier: Ghost Rider[/h2]
The Ghost Rider possesses the fastest, most unstoppable mount: a phantom horse! Despite the contradictory nature of Ghost Riders using the undead to fight evil, you can always be certain of their victory. The use of phantom animals allows them to ignore the complexities of rough terrain, and the spiritual bond between rider and phantom strengthens both.
Set off on your adventure without worrying about the difficulties of the path – your mount can withstand any hardship!


[h2]Shifter: Weretouched[/h2]
When we released The Last Sarkorians DLC, many players in the comments section requested the addition of this archetype. Our Weretouched is different from the tabletop version, and it has three forms. The different forms imply different play styles and have unique abilities that improve at higher levels.
Unlike traditional lycanthropes, who are forcibly turned into a beast, the Weretouched chooses whether they will embrace their animal nature and if they will use it for good or evil. Tune in to your inner beast and put your claws to work!


[h2]Wizard: Shadowcaster[/h2]
When we started to develop the archetypes, we knew there would be the Shadow Plane location in The Lord of Nothing DLC. Therefore, the Shadowcaster was a fitting addition. After all, Shadowcasters wield the powers of the Shadow Plane, control the shadows, and summon powerful shadow creatures. Mysterious and enigmatic wizards and masters of illusion, they have dedicated their lives to the study and manipulation of dark magic. They are able to bend reality to their will and deceive the most astute of enemies.
We have also added the ability to transform into the Shadowform itself, thus gaining many bonuses and without losing the ability to cast sorcery.
No longer will you have to fear the shadows, for they serve only you!


[h2]Witch: Hag of Gyronna[/h2]
This witch gains their powers by making an alliance with a night hag. Not only are they able to do evil deeds for the glory of their patroness, they can even summon her as an ally and full witch companion at high levels.
Developing Hag of Gyronna wasn't easy, as we really liked the narrative of the archetype’s tabletop version, but the abilities seemed rather weak for our game's setting. Therefore, Valeriy Kormanovskiy, the game designer developing this archetype, almost completely redesigned it, adding a unique summoned companion in the form of a night hag at level 12. The summoned night hag has no access to high-level spells, but the available spells can be used an unlimited number of times.
Explore every corner of Golarion with the help of your loyal and very wicked grandmother!


And here we reach the end of the first part of this article, but we will soon bring you the second part, where we will tell you about seven more archetypes. In the meantime, please share in the comments which archetypes interest you the most!

Assassin changes

Hello, Pathfinders!
Over the two years since Pathfinder: Wrath of the Righteous was released, we have identified the least popular class and the one that you, our favorite players, have been asking us to improve. We have listened and are delighted to announce that the Assassin class has been redesigned and upgraded in update 2.2, which will be available on November 21 with The Lord of Nothing DLC! We understand that the main problem with the old Assassin was using poisons in a world where most enemies are immune to poisons. So, we've added new mythic feats that allow you to ignore this immunity. We'll cover the new mythic feats in a separate article, but for now, let's focus on the changes to the Assassin:

Instead of Death Attack, we added a new ability called Mark of Death. This is a standard action that requires you to make a knowledge check appropriate to the creature type. If the check is successful, you point to a target with a mark. As long as the creature is marked, your attacks against it ignore its DR and resistance. You can only have one victim marked at a time.
At the 7th level, the Assassin can use Mark of Death as a swift action.

Also, we added a new mechanic: Assassinate Target. The Assassin can make a full-round action that instantly kills a target marked with Mark of Death. A target unaware of the Assassin (you must sneak up to the target) must make a Fortitude saving throw with DC 10 + the Assassin's level + Intelligence modifier, and dies on a failure. On a success, this Assassin attack is treated as a critical hit (it still needs to be confirmed) and the target gains the Shaken condition for 1d4 rounds. After that, Assassinate Target cannot be reapplied to the target for one day.

At the 2nd level, the Assassin gains the Use Poison ability, and we've also improved this progression, including how it interacts with other class mechanics. Now, if you apply poison to a target marked with Mark of Death, the target must make two Fortitude saves and choose the worst result.
The ability progresses with every level:
At the 2nd level, the Assassin has access to poisons that deal 1d4 stat damage to Strength or Dexterity for 4 rounds;
At the 3rd level, poison duration increases by 1 round;
At the 4th level, the Assassin gains access to a poison that deals Constitution damage;
At the 5th level, the number of successful saving throws needed to remove the poison increases to 2;
At the 6th level, poison duration increases by 1 round;
At the 7th level, the Assassin can apply poisons as a move or a swift action;
At the 8th level, poison duration increases by 1 round;
At the 9th level, the number of successful saving throws needed to remove the poison increases to 3;
At the 10th level, the Assassin's poison target takes poison damage even with a successful Fortitude check.

Additionally, the redesigned Assassin gains the Cold Minded ability at the 2nd level, which grants a +2 bonus to saving throws against mind-affecting, compulsion, fear, and emotion effects. This ability increases every 3 levels, reaching a +4 bonus at the 8th level.

A new ability at the 3rd level is Alter Ego. The Assassin can create copies of themselves to distract the enemy. As long as at least one copy is present on the battlefield, all creatures attacked by the Assassin take damage from a sneak attack. This ability works like Mirror Image.

At the 4th level, the Assassin now has the Public Execution ability. Each time the Assassin kills a target, they make a Persuasion check to demoralize all enemies within 30 feet. If the target is under the influence of Mark of Death, the Assassin gains a +2 bonus on this check.

Finally, at the 10th level, the Assassin becomes a Master Assassin. You have mastered the art of assassination to the point you can deliver a killing blow before the target can react. The Assassinate Target ability can now be used as a standard action. You also add sneak attack damage to all attack rolls on a target marked with Mark of Death, even if you don't have an advantage.

We hope that players will now achieve Mastery at slaying demons and be able to diversify their Crusade style! Good luck in the Worldwound!

Tell me a Story festival

Tell me a Story Steam festival starts today! It is a festival of games with a deep narrative that plays such a significant role in the atmospheric gameplay. The festival features discounts, unique bundles, and new products you may not have even realized were available!

Pathfinder: Wrath of the Righteous will be presented in two bundles!

Epic Bundle:
1. Baldur's Gate: Enhanced Edition
Baldur's Gate II: Enhanced Edition
Pathfinder: Kingmaker - Enhanced Plus Edition
Pathfinder: Wrath of the Righteous - Enhanced Edition



RPG Bundle:
2. Solasta: Crown of the Magister
Pathfinder: Kingmaker - Enhanced Plus Edition
Pathfinder: Wrath of the Righteous - Enhanced Edition
Baldur's Gate II: Enhanced Edition



Immerse yourself in elaborate fantasy worlds while enjoying classic RPGs!

The Lord of Nothing DLC

Hello, Pathfinders!
A long-awaited The Lord of Nothing DLC will be released on November 21! Wishlist the DLC to be the first to go on this new adventure. And if you have Season Pass 2, the DLC will automatically become available on release day.

The Lord of Nothing is the fifth premium DLC for Pathfinder: Wrath of the Righteous, wrapping up the story of the second Through the Ashes DLC. Explore new and unique locations, make new friends, and face a powerful demon lord to bring Sendri and Rekarth's story to its long-awaited finale. And only you will determine how this adventure will turn out for the characters.

In The Lord of Nothing DLC you will have to survive in the frozen lands, uncover the secrets of the mysterious wizard's tower, help the Kellids in the blooming caves, and even look into the Shadow Plane! But you won't be alone: an angel of Sarenrae with a tragic background and an enchanting new android companion will join you in confronting the evil flourishing in the remote corners of Golarion. And even the commander won't be left behind — a new quest and dungeon will be available to complete in the fifth chapter.

Take a look at the teaser trailer: [previewyoutube][/previewyoutube]

Continue your journey with a character from Through the Ashes DLC or create a new one: 15 new archetypes, new spells and feats await you. All of these will be available in the main campaign when creating a new character or retraining one.