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Awesome / Pathfinder: Wrath of the Righteous

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As a Moments subpage, all spoilers are unmarked as per policy. You Have Been Warned.


  • The secret ending, full stop.
    • You not only kill the Demon Lord Deskari permanently (which is canon), you destroy Baphomet as well (which is not) and use their life force to become a demigod while forcing their realms to become your own and adapt to you.
  • While it's practically required for Azata (and a good idea for Angel), anyone can take down the Fleshmarket, at least for the day.
  • Being an Angel is awesome:
    • You can flash Heavenly Light at Hulrun or Queen Galfry being Lawful Stupid and / or Knight Templar and convince them to stop.
    • You can convince everyone that while yes, your power originally came from demons, you personally are able to be a fantastic Angel with no evil side effects. This include the Goddess Iomedae herself.
    • In Act 4 in the Fleshmarket. You can call down heavenly fire to destroy the Black Mask, normally an immortal Body Surfer who is impervious to anything else. Other Mythic Paths may be able to bind him, but Angels flat out destroy him.
    • Angels kill Baphomet the first time, every other Mythic Class requires you to survive him and then Nocticula actually kills him. (either way he doesn't willingly face you again until his year of mortality is up.)
    • In Act 5 you hunt down Mustafen in his lab after his attack on Pulura, and then you can just swap out his "Mythic Power Cancellation Corruption" that he gave Targona and put it in him instead, thus permanently killing him, Body Backup Drive or no.
    • The normal Angel ending. You can use heavenly fire to just burn your way to the Rasping Rifts to kill Deskari a second (permanent) time, and then just set the entire realm on holy fire. The narration calls into question whether the holy flame comes from Heaven or just straight from you.
    • You get to intimidate Deskari himself before the battle with a Badass Boast that can drive him into utter panic:
    "I silenced your Echo.
    I closed the Worldwound.
    I killed you once in Iz.
    Now I'll kill you again.
    And this time your death will be permanent."
  • Being an Azata is awesome:
    • The Free Crusaders are all composed of various flavors of Bunny-Ears Lawyer, and when they make appearances on the battlefield they tend to combine Awesome and Funny moments. Of particular note are the Valhalflings, a band of cheerfully violent halfling barbarians that will at various points in the campaign suddenly appear out of nowhere, charge in and chop whatever demons were in your way to tiny little bits.
    • Your court starts out as a rough camp near an abyssal lava pit. Using your azata powers and the creativity of the Free Crusaders you turn it first into an oasis of peace and joy in the Worldwound and then into a floating island.
    • The Azata mythic quest in Act IV results in the player launching a massive slave revolt and doing so much damage that the Fleshmarket is forced to shut down for the foreseeable future.
    • Restoring life to the Worldwound. It doesn't really have any tangible effect beyond making some places look a bit nicer, but it does feel great to create a lasting oasis of life in the violent wasteland.
    • One of the more satisfying aspects of the playing an Azata is that no one had any idea what nonsense you're about to pull off.
  • Ember can talk a demon lord into reconsidering her life choices and making an effort to redeem herself.
  • A mostly villainous example: When Areelu Vorlesh reveals herself to the party at Drezen, she manages something that multiple demon lords fail at: Shut Nenio up with a wordless Death Glare.
  • If the Trickster sacrifices themselves to close the Worldwound, then in the ending they'll remark that they don't like it and rewrite the entire ending so that they survive.

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