Wrath of the Righteous
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Pathfinder: Wrath of the Righteous is a CRPG by Owlcat Games based on the Adventure Path of the same name published by Paizo, and a follow-up to Pathfinder:Kingmaker. The game tells the same general story from the tabletop campaign but done within the confines of it being a one player game. Owlcat also took the chance to add in a bunch of new content and characters which range from fairly good to rather mediocre, and to add more support for playing as an evil character since the original adventure path kind of assumed all the players would be good-aligned.
The Basics
You play a character built using a modified Pathfinder system. You character can be any of the typical fair ranging from Dwarf and Elf and Gnome but also Aasimar, Tiefling, Oread, Dhampir, or Kitsune. From there you pick a class from any of Pathfinder's core classes as well as Alchemist, Arcanist, Bloodrager, Cavalier, Hunter, Inquisitor, Kineticist, Magus, Oracle, Shaman, Skald, Slayer, Warpriest, and Witch. Each of these classes also has six archetypes each. You also pick from a curated selection of feats, design a player avatar and choose or upload a picture of them and start the game.
The Mythic Paths
The game has a modified version of the Mythic Path system used in the adventure path, using new paths with different rules to the tabletop. Only the player character can get a Mythic Path, with your companions only getting the "Mythic Companion" path that is basically them being empowered by your mythic power. You choose your path fairly early on in the game and which choices are available to you depends on whether you have unlocked them through certain character interactions. Each path also has alignment restrictions, and choosing a path with an unsuitable alignment has the game give you a quest that shifts your alignment to something acceptable. Once chosen, the path gives you a spellbook that goes up to level 6 spells as you increase in Mythic Rank (except the Angel and Lich, which go up to ninth-level spells) and a grab-bag of powers. All of them also give you the power to summon some thematically-appropriate minions.
Six paths are available when you choose a Mythic Path.
- The Angel is unlocked early on in the main quest and requires you to not be evil. It offers some powerful divine spells and players with levels in a divine caster class can merge their Angel and class spellbooks. Their main abilities are Sword of Heaven, which makes their weapon attacks deal holy damage as well as making their healing and damaging spells more effective and can later be upgraded to grant various other bonuses, and Angelic Aura, which buffs allies within 50 feet and can be upgraded to grant various other bonuses. It also shows up a lot in speech checks, since taking on the aspect of goodness personified tends to be a good way to convince people you're trustworthy.
- The Aeon is unlocked when you are contacted by an Aeon and later use its power, and requires that you be lawful in some way, or True Neutral. Its main abilities are Enforcing Gaze, which allows you to buff allies and debuff enemies in an area around you, and Aeon's Banes, which are pretty much just an Inquisitor's Banes but much stronger and they stack with an Inquisitor's Banes. They also become immune to many different status effects as they increase in rank.
- The Azata is unlocked by helping some people and then singing with them, and requires you to not be Lawful or Evil. They get Azata Perfomances, which are pretty much just Bardic Performances but much stronger (and their uses per day stacks with that of Bard Performances), and Superpowers, which are a variety of powerful passive buffs the player can choose between. Some of the Superpowers include Some of the Superpowers include All-Skilled, which grants a bonus to all skill checks and proficient in all equipment; Supersonic Speed, which grants a permanent Haste effect and 20% chance to dodge all melee and ranged attacks; and Zippy Magic, which makes all single-target spells also hit another valid target within 30 feet of the original target, and damaging single-target spells deal bonus damage. They also get a free animal companion in the form of a Havoc Dragon named Aivu, who will interject in conversations and interact with NPCs much like your humanoid companions.
- The Demon is unlocked early on in the main quest and requires you to not be good or lawful. Its main mechanic is the Demonic Rage, which is like a Barbarian or Bloodrager rage but it also improves spellcasting, and Demonic Aspects, which let you pick between various aspects that give you a bonus both in-combat and out of it. Generally agreed to be the worst of the paths in terms of both gameplay and story.
- The Lich is unlocked when you find an evil wand and keep it with you until you get to a basement in a particular chapel. It offers some powerful arcane spells (mostly necromancy, of course) and players with levels in an arcane caster class can merge their Lich and class spellbooks. Its main mechanics are the Skeletal Champion, a permanent undead minion that can be upgraded in various ways as you increase your rank, and Lich Powers, which are similar to the Azata's Superpowers in that they let you pick between various powerful bonuses. Some of the Lich Powers include Decaying Touch, which lets your natural weapon attacks deal bonus unholy damage and reduce the target's Strength; Withering Life, which makes all of your spells deal ability damage; and Indestructible Bones, which grants DR10/- and make it so enemies that hit you get a penalty to attack rolls until the end of combat. They also get a few passive abilities that buff spellcasting in general and Necromancy in particular, and there's at least one boss whose corpse they can raise as a party member who is unavailable to the other paths.
- The Trickster is unlocked by playing a trick on some enemies early on in the game, and requires that you be True Neutral or some kind of Chaotic. It grants sneak attack dice and lets you sneak attack with healing spells, as well as Mythic Tricks which let you use skill checks to do things like automatically demoralize every enemy at the start of combat or identify magic items so well that they inexplicably become more powerful.
On top of these six options, there's another four that the player can switch over to later in the game, though at time of writing not much information has been revealed about these paths.
- The Devil.
- The Gold Dragon.
- The Swarm-That-Walks.
- The Legend.
The Companions
- Arueshalae the Succubus Ranger is a Chaotic Neutral succubus who got her empathy switched back on by a goddess and has since been working to redeem herself. The player can help her in this goal, causing her to turn Chaotic Good, or they can cause her to fall back into Chaotic Evil. She's extremely useful in this game due to having evil outsiders as her favored enemy in a game full to bursting of the things, as well as the ability to share her favored enemy bonuses with the rest of your party. She can be romanced regardless of gender (which is actually one of the ways to redeem her), but if she's turned evil she can only be romanced by a player going down the Demon Mythic Path.
- Camellia Gwerm the Half-Elf Shaman is the True Neutral bastard daughter of a nobleman. She can be romanced by male characters.
- Daeran Arendae the Aasimar Oracle is a Neutral Evil sociopathic nobleman who joins your party mostly just because he thinks fighting the demons would be entertaining. He can be romanced regardless of gender.
- Ember the Elf Witch is a young girl (young by elf standards anyway, she's at least a few decades old) who came to the Worldwound with her parents, who were accused of treason and burned at the stake. She's so compassionate and forgiving that she doesn't hold it against the guy responsible even though he's completely unrepentant. She's got a special Witch archetype created just for her that turns her into an Oracle/Witch hybrid, replacing her patron with an Oracle's Curse and making her a Charisma-caster.
- Greybor the Dwarf Slayer is a True Neutral mercenary who really only follows you because you pay him to. If you stop paying him, he leaves.
- Lann the Mongrelfolk Monk is a Lawful Neutral archer. He's also Wenduag's ex-boyfriend who shares a mutual hatred with her, and picking one to join your party will mean you'll need to wait a while before you can recruit the other. He can be romanced by female characters.
- Nenio the Kitsune Wizard is a True Neutral Scroll Savant Wizard who is generally regarded by players as being very annoying.
- Regill Derenge the Gnome Hellknigh subverts the general gnomish stereotypes by being a joyless, stoic, brutally pragmatic, and Lawful Evil.
- Seelah the Human Paladin of Iomedae is Pathfinder's iconic paladin.
- Sosiel the Human Cleric of Sheyln is a friendly man who is very good at killing things with a glaive. In the adventure path he had a boyfriend, but here he's single and available to be romanced by male players.
- 'Wenduag the Mongrelfolk Fighter is a Neutral Evil cat-spider-woman who only cares about getting stronger, and joins the player because they've proven themselves very strong indeed. She's also Lann's ex-girlfriend who shares a mutual hatred with him, and picking one to join your party will mean you'll need to wait a while before you can recruit the other. This big difference compares to the original adventure path, where she was just a minor antagonist who fought the players and then died. She can be romanced by players regardless of gender.
- Woljif Jefto the Tiefling Rogue is a Chaotic Neutral Eldritch Scoundrel who is a member of a group of tiefling thieves, and joins the player if they choose to have him released from jail. In gameplay terms, he's absolutely terrible.
- Trickster-Exclusive companion: Nurah Dendiwhar the Halfling Bard