Pathfinder 2E Ravenloft: Domains of Dread classes from 2nd edition

Remathilis

Legend
So a couple friends of mine are discussing running a Ravenloft game in 2nd edition (while fans of 3e/PF, we don't feel Ravenloft was done justice in the d20 era. But that is another topic). So I dusted off my old copy of Domains of Dread and re-read some of the Player Stuff in the back of the book.

For those who don't know or remember, DoD introduced four new "Ravenloft" classes: the Avenger, Arcanist, Anchorite, and Gypsy. Three of these "replace" the Paladin, Bard, and Druid's roles while having very flavorful connections to the world.

However, they are weak as all heck compared to their cour-four "general" classes!

We'll take them in Order:

Avengers are very similar to fighters. Extemely similar in fact. They use any weapon/armor, they can specialize in a melee weapon, gain bonus hp when fighting things similar to/are his nemesis (which is vaguely defined, more on that). and can intuitly track them with a wisdom check. All this for the Paladin's XP track.

What?

The problem is they're moderately better than a fighter, but at the cost of a paladin or ranger's XP (and no where near as good as the latter two, lacking powerful abilities from the others). Additionally, its two class powers are dependent on its nemesis, which is not well defined. For example, they gain +10 hp if facing their nemesis: does that kick in when fighting, say, a vampire, or only Count Batty Von Fangsalot? If its the latter, I don't see that +10 hp being overly used. At the end, you're a fighter with a worse XP track.

Arcanists are wizards who study occult lore. Cool! What do they get? Well, they're a bit like necromancer specialists except they don't gain a bonus spell/day or automatic learned spells. Instead, they get turn undead like a cleric (cool!) and "forgotten lore" like a bard. (cool!) Ok, what's the drawbacks. Well; you can't cast spells from Invocation, Illusion, Alteration, or Enchantment to start...

That's FOUR schools! Out of EIGHT! No Fireball, Fly, Teleport, Invisibility, Most of the common "wizard" spells are out of your reach. Additionally, spells that aren't divination or necromancy (so Abjuration and Conjuration) are at a -25% to learn. YIKES! Oh, and did I mention that since this is Ravenloft, your two best schools are nerfed (necromancy often requires powers checks, divination is unreliable).

Oh, and did I mention you make a MANDATORY 5%/level Power Check just for LEVELING!? So even if you are an angel who feeds the sick and clothes the poor, you will end up bumfudged just for leveling. Mind you, you can't multi-class out of this class either, since this ain't 3e. You're stuck with him. And for all this hidden knowledge, you get the EXACT SAME SPELLS your buddy mage gets. But hey, turn undead, right?

I GET its supposed to be a downwards spiral, but Shouldn't you GET something for this?

Anchorite: The only class they almost get right. Clerics of a single faith (Ezra) and really flavorful how they made a pseudo-Christian church which Gothic horror really needs. Its DoDs only Specialty Priest. However, it suffers from the same problem as the others: weak compared to the Cleric.

Granted, they're not nearly as weak as the others: They can weild blunt weapons and wear metal armor (TN ones can use blades as well). They turn undead just like a cleric. Additionally, they get two special abilities (Shield of Ezra and Mistwalking) which are both really cool. The former grants you immunities based on your alignment, the latter lets you teleport via the mists (though you need to be high level to take your party with you...). Their downside is compared to core clerics, they have weak sphere selection. They get 9 spheres, 3 of them minor. No combat, no necromancy (ergo, no Raise Dead). Considering the page before it gives the cleric nearly EVERY domain in the Tome of Magic, you have to decide if shield and mistwalking is worth it...

Gypsy: I... I'm not sure what this class is supposed to BE! It appears to be a bard replacement and its in the rogue group, but its design is very schizophrenic.

In 2e, all classes in a group have similar traits (warriors get extra attacks, wizards use the same spell chart, etc). Additionally, they should have the same base requirements and primes (9 dex, Dex is prime) but Gypsy doesn't. In fact, it doesn't share anything in common with rogues but Thac0 and HD. It doesn't require a dexterity score (but dex is still prime).

More importantly, it doesn't have any thief skills! Not one! Thieves get all 8 (PP, OL, F/RT, etc) bards get four, and gypsies get none. So despite references to being stealthy/tricky, they have no skills to do that. Likewise, they have no abilities related to influencing people like a bard can. (Actually, the opposite, more on that later).

So what DO they get? Well, they can specialize in a weapon like a fighter, as long at its a knife or dagger and doesn't get extra attack. They get some spellcasting abilities (up to 4th level, and only from divination, 30 minute casting time, but hey, they don't need to memorize!) and they get forbidden lore like the arcanist. Additionally, non-gypsies and Vistani both give them penalties to reaction rolls. Thats all.

So, anyone got any ideas on how to FIX these classes to make them playable? I love the idea of Ravenloft-themed classes, but right now your still better off being a fighter, cleric, mage, or thief over an avenger, anchorite, arcanist, and gypsy...
 

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The thing about those classes is they are not really neccessary. Using the core classes and select kits from the complete handbooks is good enough for most 2E campaigns. I do suggest sing NWPs in ravenloft.

here is my advice having run ravenloft with domains of dread recently. Get the black and red boxed set if you have those, consider using some of the ealier material instead of DoD in laces. Mix and match as needed. Allow the DoD classes if players want thebut also keep paladins and the like on the table. I only ever had a player take one of those classes (the anchorite) and Ai have played a ton of Ravenloft.
 

Klaus

First Post
I found them very flavorful back when I bought the book (and I loved the entire character creation appendix for its lore, and its focus on making characters native to the Mists, as opposed to "weekend in hell").

You can correct them mostly by taking the Fighter, Cleric, Magic-User and Bard and adjusting them to include abilities from these classes. The Magic-User can give up two schools (or, if you're keen on keeping a Gothic atmosphere, make them give up Evocation and Transmutation) in exchange for Turn Undead and the Lore. Instead of powers check when they level, give them a greater chance of failing a powers check due to their actions.

The Arcanist can be re-built using the Complete Priest's Handbook.

The Gipsy can be a Bard, but exchange some of that class' powers for the knife-fighting and divination.

The Avenger is a Fighter with a good backstory.
 

Remathilis

Legend
Ok this is what I did.

* I rewrote Avenger, Acanist, and Gypsy as Kits for Fighters, Wizards, and Thieves respectively. In addition, I doctored the Gypsy-bard kit to fit Ravenloft (basically splitting the features of the Gypsy class into two kits).

* I rewrote Anchorite as a Specialty Priest. Basically, I dumped Mistwalking (which was confusing and not overly useful anyway) for access to Necromantic spells. Oh, and I clairified sphere access.

This is my draft. Critiques welcome.
 

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Thanael

Explorer
Ryan Naylor posted an elegant PFRPG conversion/adaption of the Arcanist as a new specialty for the PF wizard recently here: Pathfinder in the Mists.:
New wizard speciality – Arcanist: Arcanists are specialists in both Necromancy and Divination. They must choose 3 opposition schools instead of the normal 2. You can Turn Undead (see Necromancer ability) and have Prescience (see Diviner/Foresight ability). At 8th level, you can choose any of the Necromancy or Divination special abilities normally available at that level. Once the choice is made, it cannot be changed. Your extra spell can come from either Necromancy or Divination.

Check out the rest of that thread, in the end Ryan will publish the whole Ravenloft PF adaption as a free PDF. Maybe you like it...

(while fans of 3e/PF, we don't feel Ravenloft was done justice in the d20 era. But that is another topic).
Really? I find the 3e material to be the best of RL in presentation and fluff-wise. Granted the crunch was often hit and miss.
 
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Really? I find the 3e material to be the best of RL in presentation and fluff-wise. Granted the crunch was often hit and miss.

I suppose it is subjective, but I feel the same as the OP on this. The 3E ravenloft material felt different to me. A bit more white wolf or something. Not quite sure. Maybe I was just older and it didn't have as much appeal. But that was just my impression at the time.
 

Remathilis

Legend
Really? I find the 3e material to be the best of RL in presentation and fluff-wise. Granted the crunch was often hit and miss.

Actually, this is part my problem. Flavor wise, it felt good trying to turn Ravenloft into a world rather than a patchwork of Universal and Hammer Horror films. It built a lot on DoD in that regard, and both by design and necessity (since they couldn't use IP worlds and villains) they turned Ravenloft into its own thing.

And supported it with some of worst designed, hack-eyed rules and design tropes. The 3.0 rules were iffy at best (many of them appearing to just be 2e with the numbers inverted) and the 3.5 rules took every bad idea and cranked it up to 11. Add to the fact that they're attempt to shoehorn the whole PHB into it (Calibans? really?) really sucked a lot of "horror" element that the setting tried so hard to obtain.

I suppose it is subjective, but I feel the same as the OP on this. The 3E ravenloft material felt different to me. A bit more white wolf or something. Not quite sure. Maybe I was just older and it didn't have as much appeal. But that was just my impression at the time.

I fault 3e for it. 3e's rules were far too heroic (a fault of the d20 system, not RL) to run gothic horror. So many ideas baked right into 3e's assumptions (magic item creation/Christmas tree's being top offenders) just focused too hard on the "fantasy" and not enough on the "horror" trope. Ironically, I thought 2e balanced it fairly well (broken specialty priests notwithstanding) but 3e felt very different when we ran it. As much as I love Pathfinder, I can only imagine what the general buffness of those classes would do to ruin the mood.
 

For me, I think Ravenloft worked better as more of a hammer studios old fashioned movie gothic setting. I do realize I am in the minority but I still prefer the black and red boxed sets to DoD.
 

Actually, this is part my problem. Flavor wise, it felt good trying to turn Ravenloft into a world rather than a patchwork of Universal and Hammer Horror films. It built a lot on DoD in that regard, and both by design and necessity (since they couldn't use IP worlds and villains) they turned Ravenloft into its own thing.

I think my biggest issue with the d20 Ravenloft line was the supplements (the gazeteers and monster guidebooks). I always liked the old van richten guides, they were done well these felt like they were too much (too much detail, too flowery, too white wolf in many ways, just not for me). I realize a lot of people liked them. So take my opinion with a grian of salt. But something about the d20 books really put me off.

I do agree the rules system was a complete mismatch (and I like d20). I did years of d20 ravenloft and it never felt like my old campaigns. I figured I was just being nostalgic. But I ran 2E ravenloft again a couple of years ago and that campaign felt exactly like my old ones to me, and it seemed to mainly be the rules (i would say the setting material was also a factor though).
 

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Like any campaign setting, I find the original boxed set/book the best, I also ignore things like The Grand Conjunction, Time of Troubles, Prisms Pentad, Faction War, etc.
 

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