Pathfinder Player Companion: Advanced Class Origins (PFRPG)

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Pathfinder Player Companion: Advanced Class Origins (PFRPG)
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Unlock your character’s potential and become a master of the hybrid classes with Pathfinder Player Companion: Advanced Class Origins! Featuring never-before-seen rules options for the 10 new classes from the Pathfinder Roleplaying Game: Advanced Class Guide, this volume is the ultimate companion for bringing your hybrid class adventurer into the Pathfinder campaign setting. Whether your character is one of Geb’s enigmatic Twilight Sage arcanists, an investigator trained at Lepidstadt Academy in gothic Ustalav, or a scimitar-wielding swashbuckler dervish from Qadira, Advanced Class Origins makes sure her connection to Golarion is as powerful as her unique new skills and abilities.

Inside this book, you’ll find:

  • New archetypes and character options that integrate each of the 10 classes detailed in the Pathfinder RPG Advanced Class Guide into the world of Golarion.
  • Details on homelands, organizations, and institutions around the Inner Sea region to inform the background of your hybrid class adventurer.
  • New traits to represent skills your adventurer acquired from locales such as the demon-plagued Tanglebriar, war-torn Nirmathas, and the deep vastness of the Mwangi Jungle.
  • Tips and advice on how to use the new hybrid classes to qualify for prestige classes and weave a path of renown through the legends and myths of the Inner Sea.
  • New feats, spells, and items to augment the hexing powers of shamans and witches, empower animal companions with acidic bites, and much more!

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

Written by Dennis Baker, Ross Byers, Tom Phillips, Stephen Radney-MacFarland, Owen Stephens.
Cover Art by Igor Grechanyi.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-689-8

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

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Good Setting Links, Okay Crunch

3/5

Advanced Class Origins is a 32-page, full-color book devoted to the “hybrid classes” introduced in the Advanced Class Guide. A major goal is to integrate these setting-neutral classes into Golarion while simultaneously providing some flavourful additional options.

You can judge the cover art yourself (pretty cool in my opinion!). The inside front-cover is a map of the Inner Sea with little icons depicting where hybrid class characters might originate from. Not a great use of space, as the textual descriptions inside the book are clearer and more specific. The inside back-cover lists all of the archetypes available to hybrid class characters from either the Advanced Class Guide or this book, and which regions (if any) those archetypes are tied to. Again, not especially useful since all it does it provide pointers to the relevant section in the ACG and in this book-—it’s not like it’s compiling information scattered across a dozen books.

The opening pages of the book are a “For Your Character” section (summarising what’s in the book for each of the hybrid classes, an index (which is kinda silly in a 32-page book), a two-page section that offers a one-paragraph summary of where in Golarion the different hybrid classes might be found (unnecessary since the material will be repeated later in the book). We’re not off to a good start, four pages in. There is a useful sidebar summarising which prestige classes from the Core Rulebook or Paths of Prestige that hybrid class PCs might qualify for.

The body of the book essentially consists of a two-page entry for each of the hybrid classes, followed by two-page sections on new feats, magic items, and spells. I’ll move relatively quick through the class entries, embracing the joy of bullet points. I should preface this section of the review by saying that I haven’t played most of these classes except Shaman (though I’ve GM’d for Bloodragers, Swashbucklers, and Warpriests), so my ability to evaluate new mechanics are necessarily limited. The class entries generally introduce one or two new archetypes and a couple of (generally super-weak) traits. The best part of each entry is the discussion of how the classes can be tied into the setting.

• Arcanist: The discussion of arcanists in Golarion is really interesting, showing how the vast majority of people don’t know (or care) about the different between arcanists and wizards. The idea that two of the Arclords of Nex (millenni ago) were arcanists is intriguing. There’s a new archetype introduced here, Twilight Sage, that’s designed for necromantically-oriented arcanists from Geb. One of the archetype’s abilities, Twilight Transfer, is very cool—you bring a creature back to life by draining the life of another! The section contains some new arcane exploits, as well as two regional traits (“pathetic”, according to my notes).

• Bloodrager: There’s an interesting bit about how bloodragers from the Hold of Belkzen most commonly have the undead bloodline, with links to a figure from Curse of the Crimson Throne. The section has two new bloodlines, Black Blood (which looks powerful) and Kyton (which has a very flavourful but mechanically weak ability called Unnerving Gaze).

• Brawler: The entry for brawlers links them heavily to gladiatorial combat in the Inner Sea. There are two new archetypes, Ulfen Beast-Wrestler and Winding Path Renegade, but the latter is incoherent in its flavour. Of the two new combat traits, Absalom Bouncer is almost laughably weak (a +1 damage bonus with unarmed strikes to do non-lethal damage), while another called Failed Aspirant is okay (1/day you can do a combat maneuver without provoking an attack of opportunity).

• Hunter: I still don’t really get the concept of a Hunter as distinct from a Ranger, but I guess that’s a problem with the class and not this book. However, the book doesn’t help, as the archetypes it introduces are bland and forgettable.

• Investigator: There’s a new archetype called Lepidstadt Inspector that has a good concept, even if it’s mechanically inferior to the basic class. There’s also a few new investigator talents.

• Shaman: Introduces the Mammoth spirit, which I have to give some love since my “caveman shaman” Gurkagh is from the Realm of the Mammoth Lords and sometimes invokes it.

• Skald: The Bekyar Demon Dancer archetype is pretty rad (if you don’t mind some demon-worshippers in the party), and there’s also a Belkzen War Drummer (they use the drum-beating clubs to break heads!) and a Dragon Skald.

• Slayer: The entry does a good job giving some examples of how Slayers fit into the setting. I like the niche the Pureblade archetype fills—they focus on slaying aberrations that arise due to the strange alien technology in Numeria. There’s also a Sczarni Executioner archetype and two new Slayer talents.

• Swashbuckler: I’m not a fan of the class, but the Shackles Corsair archetype has some fun abilities while the Whirling Dervish archetype fits in well with Sarenrae’s focus on redemption. I like the cinematic possibilities of the Lion’s Audacity trait—your PC yells “Charge!” and all of your allies get a bonus to attack and damage if they charge with you.

• Warpriest: Two archetypes. Liberty’s Blade for PCs from Andoran and Mantis Zealot for worshippers of Achaekek, that, according to my incredibly descriptive notes, “aren’t very good.” I hope no one reviews this review! Also, a couple of new blessings for the Scalykind and Void domains.

The two pages of feats are an odd mix of the super minor (a feat that lets bards get a +1 to attack and damage for 1 round if they identify a creature) to the super good (a feat that allows Dex to damage for rapier-wielders). I’m guessing that if we could somehow run the numbers, Know Weakness isn’t as popular among players as Fencing Grace. Some better editorial control would have been good here.

The two pages of new magic items have a good mix of flavourful items. I like how well everything is tied into Golarion setting lore, even if in practice most players don’t pay attention to those bits.

There are nine new spells in the magic entry, though, surprisingly, only a couple of specifically-restricted to the hybrid spellcasting classes. One spell, Arcane Disruption, could be a game-changer during certain encounters if it lands—if the target fails a save, they have to make Concentration checks every time they cast a spell.

That’s the book! On the whole, I think the “fluff” or “flavour” is really good. I have a better sense of how the hybrid classes “fit” into Golarion after reading it, and I imagine a lot of players could craft better backstories if they use it. The mechanical options aren’t as balanced as they should be, though admittedly it’s a hard goal to achieve in a game as large and sprawling as Pathfinder. In the end, if you like the hybrid classes and play them regularly, this is a good purchase.


Mechanical Options for the ACG classes


The bulk of Advanced Class Origins is made up of two page spreads for each of the ten new hybrid classes found in the Advanced Class Guide. Roughly one page is devoted to a discussion of common locations from where each hybrid class typically comes from, and the second page goes to mechanical options. The book then goes into new magic items, spells, and feats.

The flavor information is pretty much what a fan of Golarion would expect. Arcanists are from high magic societies, such as Absalom, Nex, and Geb; while skalds are from the Lands of the Linnorn Kings. I personally would have preferred more details on the less obvious choices. For example, skalds are apparently popular in the Taldor’s army, which is strange for the “empire in decline” to encourage raging warriors, and I would have liked to learn more about.

The meat of this book is the mechanical character options, which are to taste. For example, I like both the mechanics and flavor of the black blood bloodrager bloodline, and the seafaring dragon skald. However, some of the archetypes are for evil characters only, or are for very circumstantial builds. I do appreciate the callbacks to prior options, such as giving swashbucklers a whirling dervish archetype, and including scalykind and void blessings for warpriests. Each class spread has regional traits listed, some which are outrageously specific. For example, Lichblood can only be taken by characters from Belkzen with the undead bloodrager bloodline, and gives a +2 on Diplomacy and Intimidate checks only against orcs from Belkzen.

The book includes feats, magic items, and spells, of which the feats especially should have been in the Advanced Class Guide itself. Not just the infamous Fencing Grace (Dexterity to damage with the rapier), but Expanded Spell Kenning (allowing skalds to access the druid and witch spell list) and Pack Tactics (treating animal companions has fellow possessors of a teamwork feat).

Advanced Class Origins is recommended for players interested in the hybrid classes found in the Advanced Class Guide who are looking for a few additional mechanical options.


Good world-specific flavour

3/5

Read my full review on Of Dice and Pen.

On the whole, there is quite a bit of useful material in Advanced Class Origins for people who use the hybrid classes from Advanced Class Guide. Even though there are a lot of classes to cover and not a lot of space in the book, it manages to provide a good variety of options for each of those classes. It also does a good job of adding a lot of Golarion-specific flavour to the classes, with archetypes and abilities that are tied to specific locations in the campaign setting. Overall, it's a pretty decent book.


Where did your character come from?

4/5

I feel that Paizo's staff really hit the mark with this book. I like Golarion and I want to anchor my character into the setting. Advanced Class Origins does an excellent job of providing that opportunity for the hybrid classes recently introduced to the campaign. The options aren't superior, but they are immersive.


Minimal

1/5

It does basically what the description says. Nothing more. Add in how disappointing the actual ACG was as a whole, this one basically does the minimum to fix or empower what is needed, but instead focuses on holding your hand to fit a great deal of the newer classes into the more obvious flavor themes of the setting.

But in a lot of ways it fails to actually bridge the gaps even on that front. It was pretty clear in the ACG that the writers loved some classes and well, had to do something for the others. Thats basically repeated here, where some classes get cool stuff and others get a whatever scraps are left just so they have a new option in the book.

Lack of Favored Class material for the common non-core races is a huge let down. There is a section about Prestige Classes, but is kind of worthless as it basically traslates to ask your DM, (well, duh). There is just nowhere near enough in this book. What is there is writen well and enjoyable, but tends to be not terribly useful in favor of being niche. It partially feels like some of the almost finished material that they just couldnt fit into the ACG but not enough for its own book, so they added some filling in the form of setting flavor.

If you thought the ACG was perfect, you will probably like this one. If you wanted some fixes for that same book, its probably not for you. Its possible that when they get around to redoing the ACG that this book might get an indidect boost. Its probably not fair that the issues with the ACG directly affect this book as much as they do, but hopefully (if) when that changes, the reverse might be true as well.


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Webstore Gninja Minion

3 people marked this as a favorite.

Announced! Cover image is a mockup and subject to change.

Contributor

6 people marked this as a favorite.

Calling an Aldori Swordlord archetype for Swashbucklers now.


Ahwwww....crap....(swoons)


1 person marked this as a favorite.

A Shieldmaiden Warpriest, able to enhance her shield rather than her armor. Shield bonus feats and reduced blessings/spellcasting.
A Witchdoctor Shaman, with better access to necromancy divine spells and command over undead/negative channeling.
A Flying Duelist Shwashbuckler, expert in mid-air fencing duels.
A Wildblooded/crossblooded Bloodrager.
A savant arcanist able to gain more school/bloodline powers.
An option for CG/LG Hunters.

Please, mommy?


More support for the ACG. I like it. :)


1 person marked this as a favorite.

Nice- especially since, as a Player Companion- this is bound to be more specifically Golarion focused.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Aldrich duelling swashbuckler?

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Owen Stephens ... this name sounds familiar.

Contributor

1 person marked this as a favorite.
Gorbacz wrote:
Owen Stephens ... this name sounds familiar.

He might be kind of a big deal. Or something.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

4 people marked this as a favorite.

I suppose a rondelero duelist archetype for the swashbuckler is too much to ask for?


2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

Neat concept. With all these new classes coming out, a Golarion book like this to anchor them to the setting and talk about how they fit in is probably a sound idea...and new archetypes, feats, traits, and spells that are unique to their Golarion editions to really make them feel like an integrated part of the setting, instead of just kind of tacked on. Be interesting to see the results!

Shadow Lodge

2 people marked this as a favorite.
Bardess wrote:
A ShieldmaidenCpt America Warpriest, able to enhance her their shield rather than her in addition to their armor. Shield bonus feats and reduced blessings/spellcasting.


1 person marked this as a favorite.
Bardess wrote:
A Witchdoctor Shaman, with better access to necromancy divine spells and command over undead/negative channeling.

I would really, really love it if the term "witch doctor" were restored to its original meaning: not some kind of stereotypical "primitive tribal" witch, but someone who specializes in countering evil magic and curses. A doctor who undoes the work of evil witches.

...now I'm thinking an alchemist archetype.

Shadow Lodge

One of the Cleeic Archtypes in Undead Hunters might be what you want.


1 person marked this as a favorite.

feels kind of soon since we haven't even seen what options they get in the hardcover book they appear in.


Pathfinder Starfinder Roleplaying Game Subscriber
Dragon78 wrote:
feels kind of soon since we haven't even seen what options they get in the hardcover book they appear in.

Well, Advanced Class Guide is coming out in August, right? So there's at least two months between the two if you want to see what's there to decide to preorder it...and plenty longer if you're fine with buying one or both after they're already out.


Neat! Really looking forward to this :)

Liberty's Edge

Evil Midnight Lurker wrote:

I would really, really love it if the term "witch doctor" were restored to its original meaning: not some kind of stereotypical "primitive tribal" witch, but someone who specializes in countering evil magic and curses. A doctor who undoes the work of evil witches.

...now I'm thinking an alchemist archetype.

Cool, didn't know that.

How about an Arcanist archetype, building off their dispel at a touch abilities? Add some Break Enchantment and you are good to go.


Please, a mounted Swashbuckler, sir?


A swashbuckler who focuses on natural attacks would be cool.

Contributor

1 person marked this as a favorite.

I feel like a lot of the hopes people have been expressing here are generic enough that they could be in the hardcover book.

I'm surprised that we're not seeing requests for things like:

– A Taldor Falcata/Buckler Swashbuckler
– An Aldori Swordlord Swashbuckler
– An Archlord of Nex arcanist (Members of that order are the ONLY spellcasters in Golarion that are specifically called out as being arcanists before being an arcanist meant something in the rules.)

And so forth.


Yes a lot of those ideas could be, but that doesn't mean they will be in the hardcover book. Also this book has longer for release wich means more time for some these ideas to be included.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Alexander Augunas wrote:

I feel like a lot of the hopes people have been expressing here are generic enough that they could be in the hardcover book.

I'm surprised that we're not seeing requests for things like:

– A Taldor Falcata/Buckler Swashbuckler
An Aldori Swordlord Swashbuckler
– An Archlord of Nex arcanist (Members of that order are the ONLY spellcasters in Golarion that are specifically called out as being arcanists before being an arcanist meant something in the rules.)

And so forth.

I asked for that but misspelled the name.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

zergtitan wrote:
Alexander Augunas wrote:

I feel like a lot of the hopes people have been expressing here are generic enough that they could be in the hardcover book.

I'm surprised that we're not seeing requests for things like:

– A Taldor Falcata/Buckler Swashbuckler
An Aldori Swordlord Swashbuckler
– An Archlord of Nex arcanist (Members of that order are the ONLY spellcasters in Golarion that are specifically called out as being arcanists before being an arcanist meant something in the rules.)

And so forth.

I asked for that but misspelled the name.

Same with me and the rondelro duelist (Falcata and Buckler)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Alexander Augunas wrote:

I feel like a lot of the hopes people have been expressing here are generic enough that they could be in the hardcover book.

I'm surprised that we're not seeing requests for things like:

– A Taldor Falcata/Buckler Swashbuckler
– An Aldori Swordlord Swashbuckler
– An Archlord of Nex arcanist (Members of that order are the ONLY spellcasters in Golarion that are specifically called out as being arcanists before being an arcanist meant something in the rules.)

And so forth.

.

Pretty sure the Iron Mount guys in Numeria have always been called Arcanists as well, even back before the Inner Sea World Guide.

Contributor

1 person marked this as a favorite.
Irnk, Dead-Eye's Prodigal wrote:


Pretty sure the Iron Mount guys in Numeria have always been called Arcanists as well, even back before the Inner Sea World Guide.

Wow!

Now, if only there was a big reason for Paizo to give players more Numeria content .....


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Alexander Augunas wrote:
Irnk, Dead-Eye's Prodigal wrote:


Pretty sure the Iron Mount guys in Numeria have always been called Arcanists as well, even back before the Inner Sea World Guide.

Wow!

Now, if only there was a big reason for Paizo to give players more Numeria content .....

I know right!?


1 person marked this as a favorite.

I feel like 32 pages is lacking to cover new material for 10 new classes. Why wasn't this given an exception and pumped to 64 pages?

Liberty's Edge

Barachiel Shina wrote:
I feel like 32 pages is lacking to cover new material for 10 new classes. Why wasn't this given an exception and pumped to 64 pages?

Because then it wouldn't be a Player Companion.

It would jump the price for one issue of a line that has had a steady reliable price for most of its existence.

Maybe they could have done it in 2 installments, but they did not. We have the 32 page book, which I have no doubt will be good.


2 people marked this as a favorite.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I just hope it's filled to the brim with crunch and very little fluff.

Webstore Gninja Minion

1 person marked this as a favorite.

I think this line:

Product Description wrote:


with specific attention to fitting the classes into the Pathfinder Campaign Setting

is most relevant. As we did with the Advanced Player's Guide, additional content for these classes will be added as appropriate where it makes the most sense in our campaign setting.


I like!

Contributor

2 people marked this as a favorite.
zergtitan wrote:
I just hope it's filled to the brim with crunch and very little fluff.

I don't know, man.

I for one would love to see how the team manages to fit bloodragers into the campaign setting. In my opinion, they're the most exotic of the new classes.


Pathfinder Roleplaying Game Charter Superscriber

I love this idea!!


graywulfe wrote:
Barachiel Shina wrote:
I feel like 32 pages is lacking to cover new material for 10 new classes. Why wasn't this given an exception and pumped to 64 pages?

Because then it wouldn't be a Player Companion.

It would jump the price for one issue of a line that has had a steady reliable price for most of its existence.

Maybe they could have done it in 2 installments, but they did not. We have the 32 page book, which I have no doubt will be good.

Then a 2 parter it should be. I really am trying to figure out, outside of the fluff content going in, how much crunch each class will really get in this?

Ideally, my hope is 4 feats per class, 4 spells per class, 2 archetypes per class, 3 magic items per class. Which would amount to 40 feats, 30 magic items, and 20 archetypes and I dunno how many spells, I know a few of them have their own spell list...of which I highly doubt could ever fit in 32 pages unless you took all the fluff out.

Liberty's Edge

Barachiel Shina wrote:
graywulfe wrote:
Barachiel Shina wrote:
I feel like 32 pages is lacking to cover new material for 10 new classes. Why wasn't this given an exception and pumped to 64 pages?

Because then it wouldn't be a Player Companion.

It would jump the price for one issue of a line that has had a steady reliable price for most of its existence.

Maybe they could have done it in 2 installments, but they did not. We have the 32 page book, which I have no doubt will be good.

Then a 2 parter it should be. I really am trying to figure out, outside of the fluff content going in, how much crunch each class will really get in this?

Ideally, my hope is 4 feats per class, 4 spells per class, 2 archetypes per class, 3 magic items per class. Which would amount to 40 feats, 30 magic items, and 20 archetypes and I dunno how many spells, I know a few of them have their own spell list...of which I highly doubt could ever fit in 32 pages unless you took all the fluff out.

With those expectations in mind I think you should be prepared for disappointment. This book will likely focus of the Flavor of where these classes (best) fit into the world of Golarion. There will no doubt be Crunch options that help illustrate how these classes fit into Golarion, but by no means will those be an exhaustive list of every place and option appropriate for these classes in Golarion. That has never been the way Paizo does things.

Note I am not being mean here, just pointing out what I think we can expect.


But it's a Player Companion, a book solely meant for providing players with more options for the Pathfinder material newly introduced in the game. What you speak of sounds more like the Campaign line which is more for the GMs.

Liberty's Edge

Point 1: Flavor is for PCs too.

Point 2: What I describe is what we generally have gotten with the Companion line.


I wish we'd had this for the APG. I still don't feel as comfortable dropping those six into a campaign as I do the older classes (especially the Summoner, whose mechanics, while well done, clash with a decade or more of established outsider lore). I look forward to the crunch, but for once I may actually be more interested in the fluff.


Azazyll wrote:
I wish we'd had this for the APG. I still don't feel as comfortable dropping those six into a campaign as I do the older classes (especially the Summoner, whose mechanics, while well done, clash with a decade or more of established outsider lore). I look forward to the crunch, but for once I may actually be more interested in the fluff.

I thought about this too, but then I remembered James Jacob's saying that, with the exception of the Summoner, all the APG classes have been kicking around in Golarion from I believe the beginning, or not much longer after.

Least, I'm pretty sure that's what I recall.


Monkeygod wrote:
Azazyll wrote:
I wish we'd had this for the APG. I still don't feel as comfortable dropping those six into a campaign as I do the older classes (especially the Summoner, whose mechanics, while well done, clash with a decade or more of established outsider lore). I look forward to the crunch, but for once I may actually be more interested in the fluff.

I thought about this too, but then I remembered James Jacob's saying that, with the exception of the Summoner, all the APG classes have been kicking around in Golarion from I believe the beginning, or not much longer after.

Least, I'm pretty sure that's what I recall.

Yes, for what I recall, they have been hinted at since the 3.5 days.


While I am looking forward to this book I am kinda of disappointed. I was hoping for a Blood of Hags or Blood of Witches (IE a book for Changelings) this Oct.


Pathfinder Adventure, Rulebook Subscriber

This will be helpful for the flavor, maybe even changing the class of some NPCs to better fit their concept. However, to the "casual" observer, there is little obvious difference between a Fighter, Swashbuckler or Brawler, except their choise of weapons or armor. Even a Cavalier just looks like a Fighter with a nice horse. Same goes for Clerics and Warpriests or Wizard/Sorcerer/Arcanist.


Alexander Augunas wrote:
Calling an Aldori Swordlord archetype for Swashbucklers now.
Matthew Morris wrote:
I suppose a rondelero duelist archetype for the swashbuckler is too much to ask for?

These two things are what I want most out of this book.


1 person marked this as a favorite.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I want a slayer archetype for the red mantis assassin.

Liberty's Edge

Adam B. 135 wrote:
Alexander Augunas wrote:
Calling an Aldori Swordlord archetype for Swashbucklers now.
Matthew Morris wrote:
I suppose a rondelero duelist archetype for the swashbuckler is too much to ask for?
These two things are what I want most out of this book.

A 4th level human playtest swashbuckler could qualify for (and use effectively) the Taldan Duelist feat as written.


Shisumo wrote:
Adam B. 135 wrote:
Alexander Augunas wrote:
Calling an Aldori Swordlord archetype for Swashbucklers now.
Matthew Morris wrote:
I suppose a rondelero duelist archetype for the swashbuckler is too much to ask for?
These two things are what I want most out of this book.
A 4th level human playtest swashbuckler could qualify for (and use effectively) the Taldan Duelist feat as written.

I know, but I would still like an archetype. There is a fighter archetype for both of these fighting styles, so I figure there is design space to give the Swashbuckler (and maybe even the Slayer) these archetypes as well.

Though as zergtitan said, Slayer should get a Red Mantis Assassin archetype for maximum cool.


Shisumo wrote:
Adam B. 135 wrote:
Alexander Augunas wrote:
Calling an Aldori Swordlord archetype for Swashbucklers now.
Matthew Morris wrote:
I suppose a rondelero duelist archetype for the swashbuckler is too much to ask for?
These two things are what I want most out of this book.
A 4th level human playtest swashbuckler could qualify for (and use effectively) the Taldan Duelist feat as written.

They have to take exotic weapon prof with the sword, then take a feat to allow it to work with precise strikes. An archetype would probably reduce the feat burden at the cost of restricting class features to Dueling Sword only.


3 people marked this as a favorite.
Alexander Augunas wrote:
zergtitan wrote:
I just hope it's filled to the brim with crunch and very little fluff.

I don't know, man.

I for one would love to see how the team manages to fit bloodragers into the campaign setting. In my opinion, they're the most exotic of the new classes.

Definitely getting this for flavor alone.

mind explodes with possibilities

- sin magic tainted bloodragers, specialties for each type
- Numerian bloodrager develops from alien substance exposure
- fleshforged Nexian bloodrager (resists transformation, manifests in offspring); possible drow fleshwarp variant
- Worldwound bloodrager...possibilities squared
- Kaer Maga bloatrager
- obligatory primal magic bloodrager

All I see is dozens of empty little bloodrager-shaped slots all over Golarion...

Paizo Employee

My exact words when I saw this: "Wow, this is the best idea for a book ever. I wonder if it'll be a GenCon... nope, October. Drat."

Now "best idea" is certainly an exaggeration, but this sounds awesome.

Cheers!
Landon

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