Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder® Society™ Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

RPG Superstar 2015

Pathfinder Roleplaying Game: Advanced Class Guide (OGL)

***½( ) (based on 40 ratings)
Pathfinder Roleplaying Game: Advanced Class Guide (OGL)
Show Description For:

Add Hardcover: $39.99

Add PDF: $9.99

Add Non-Mint: $39.99 $29.99

Facebook Twitter Email

A New Breed of Hero

Adventure like never before with the Pathfinder Roleplaying Game Advanced Class Guide! Explore new heights of heroism with 10 new base classes, each with 20 levels of amazing abilities. Incredible powers also await existing characters, with more than a hundred new archetypes and class options. Prepare characters for their most legendary adventure ever with massive selections of never-before-seen spells, magic items, and more!

The Pathfinder Roleplaying Game Advanced Class Guide is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

Pathfinder Roleplaying Game Advanced Class Guide includes:

  • Ten new base classes—the magic-twisting arcanist, the ferocious bloodrager, the cunning investigator, the daring swashbuckler, the formidable warpriest, and others.
  • Variant class abilities and thematic archetypes for all 29 base classes, such as the counterfeit mage and the mutagenic mauler.
  • Nearly a hundred new feats for characters of all classes, including style feats, teamwork feats like Coordinated Shot, and more.
  • Hundreds of new spells and magic items, such as feast on fear and skullcrusher gauntlets.
  • An entire armory of amazing equipment, from vital new adventuring gear to deadly alchemical weapons.

ISBN-13: 978-1-60125-671-3
Pages: 256

Note: This product is part of the Pathfinder Roleplaying Game Subscription.

Product Availability

Hardcover: Ships from our warehouse in 1 to 7 business days.

PDF: Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

Product Reviews (41)
1 to 5 of 41 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Average product rating:

***½( ) (based on 40 ratings)

Sign in to create or edit a product review.

Great ideas, unnecessary power creep and poor execution

**( )( )( )

There's a lot to be said about what the devs set out to do with this book, and they definitely hit the mark in some areas. I'm personally not the biggest fan of some of the classes, while thoroughly enjoying others, but the killer is the execution. The product is rushed and at release suffered from a serious lack of editorial attention.

i love this book

***( )( )

I would give this book 5 stars if they had bothered to give us offical rules to create our own classes- not just a design summary. A very useful book but feels incomplete.

Okay, but not very useful

**( )( )( )

Read my full review on Of Dice and Pen.

The Advanced Class Guide introduces ten new “hybrid” classes for the Pathfinder Roleplaying Game. As hybrid classes, they combine two existing classes together, offering a selection of abilities from both classes as well as new abilities that fit their combined flavour. These classes essentially provide a way of multiclassing without multiclassing. This is the fundamental reason why these classes mostly don't appeal to me. While they do have some new abilities, they don't offer any new flavour. In all cases, it's possible to create characters in the same style with the existing multiclass rules. Now, I should probably also confess that I like the multiclassing rules. Yes, there are problems with them (particularly with multiclass spellcasters), but as long as you can get away from the idea that “class” is synonymous with “profession”, you can create a huge variety of character types with them—and yes, they can even be effective characters. As there is already a way to combine the abilities of different classes, there really doesn't seem to be a place for hybrid classes. New classes should be exactly that — new. I have the same problem with the magus from Ultimate Magic, to be honest.

Totally misses the point

*( )( )( )( )

For the first time I’m extremely disappointed with one of Paizo's rulebooks. I was expecting a good mix of innovative base and prestige classes, and most of all, a comprehensive guide to designing these classes. But I found this book sloppy technically and uninspired.

The classes are nothing new and most of them already exist in one form or another in ... Paizo’s previous books. They could be easily replicated as archetypes, as well as prestige classes like in the core rulebook. I see no interest whatsoever in adding new classes if they don’t bring anything new to the game.

Now the part I was expecting the most and I’m the most disappointed with is the last chapter “Designing Classes”. This short chapter gives only rough guidelines to create classes, but there is nothing really helpful. All experienced d20 game masters could have written something similar. By comparison, the Advanced Race Guide did a much better job on the topic it was covering with an excellent Race Builder. But here, no mechanics are provided to actually build the classes in a balanced way, in other words there is no "Class Builder" in the Advanced Class Guide.

To add insult to injury, even though the new base classes in the book are described as hybrid classes built on top of 2 core classes, no explanation is actually provided concerning the creation of gestalt classes. This would have been the very minimum and it would have been much more helpful for GMs than the 10 examples provided.

I had been so far positively impressed by the quality of Paizo work and I’m truly gutted with this book.

Not so hung up on editing


This was worth it simply for the Arcanist and the Investigator. Ended up liking the Bloodrager and Slayer a lot, too. With a bit of house ruling, the Swashbuckler work just fine.

1 to 5 of 41 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.