Pathfinder Roleplaying Game: Advanced Class Guide (OGL)

3.20/5 (based on 51 ratings)
Pathfinder Roleplaying Game: Advanced Class Guide (OGL)
Show Description For:
Non-Mint

Hardcover Unavailable

Add PDF $19.99

Non-Mint Unavailable

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.
  • ... and much, much more!

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

Errata
Last Updated - 7/22/2015

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

Product Availability

Hardcover:

Unavailable

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

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 store@paizo.com.

PZO1129


See Also:

1 to 5 of 52 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Average product rating:

3.20/5 (based on 51 ratings)

Sign in to create or edit a product review.

A Great (if errata-filled) Book for Players

4/5

This book has gotten a lot of flack for two reasons: (1) A number of people were upset by the large amount of errata posted after the book came out. (2) A number of people were upset by the perceived power-creep that this book carried with it, especially in the archetype section.

Both of these are reasonable complaints that I largely agree with.

That said, this book also contains a cornucopia of player options that are great fun. A number of the classes it introduced are now mainstream: it’s hard to imagine playing the game without options like the Brawler, the Investigator, the Slayer, the Bloodrager, the Hunter, or the Warpriest. Or to play without archetypes like the Bolt Ace (Gunslinger), Mutation Warrior or Martial Master (Fighter).

Moreover, the book introduced a number of feats that improve on the available build options available to most players (Extra Hex! Slashing Grace!). Likewise, although the spells in this book seem to have flown under the radar, there are a lot of nice and interesting spells are introduced in this book (Glue Seal, Communal Align Weapon, Wall of Blindness/Deafness, Wall of Nausea, Anti-Incorporeal Shell, Adjustable Disguise, Adjustable Polymorph, Investigative Mind, etc).

Easily 5 stars worth of good material here. Given the unusually large amount of errata, I feel compelled to deduct a star. But all that said, it’s hard to imagine playing Pathfinder without this book -- after the Core Rulebook and Advanced Players Guide, it’s probably the best book for players to pick up.


Unbalanced, uninspired and rushed.

1/5

This book still sticks out as one of Paizo's biggest missteps. It was extremely rushed and it shows.

At least half of the new classes don't even need to exist as anything other than archetypes. Even among the ones that actually work, most feel very uninspired.

There are a few good things in it, but not really enough to justify buying it. It's not worth your money and it's best not to encourage sloppy work.

Hopefully Paizo learns from this and prioritizes quality over quantity and speed from now on.


A continuing disappointment

1/5

The ACG had problems. Many problems. And it continues to have problems.

From concept ("Let's make ten classes as complicated and broken as the magus, or more so!"), to out-of-whack game design, to simply poor editing, the ACG is a mess. The book's philosophy seems to be "create a new utterly unbalanced mechanic, and proliferate it as far as possible." The (quickly issued) errata pulled some of it a bit more into line, but it just doesn't come close to correcting it.

Even something as simple as alchemical items are way out there. Holy Weapon Balm costs 5gp more than holy water, and does 1400% more damage. And that doesn't even include increasing damage to incorporeal creatures.

Even two years after it was released, I continue to be impressed with the complete disregard for balance and sense in this book. If power creep had happened this much every year, we'd be looking at 9999 damage caps by now. The ACG stands out for its insanity.

Perhaps pulping it for the cover error would have been the better move.


The first real dud in my Pathfinder collection

1/5

I am extremely disappointed in this product, and glad I only purchased the PDF version. As other reviewers have pointed out, the new classes are poorly balanced when compared to the preexisting ones, and would be a better fit for a book like Unchained, much like Unearthed Arcana's gestalt characters.

There's far too many feats and toys dedicated to these new classes, which drastically lessens this book's universal appeal, and even though some contrivances are provided to make some of said feats accessible to other classes, it ends up painting the book's title as a misnomer - it isn't an "advanced class guide" any more than it is a guide mostly about ten new classes, that are "advanced" only in the sense that they're more powerful than the others.

It's my fault for not properly researching the book before buying it, so buyer beware if you're expecting to find a literal advanced class guide, as opposed to a lengthy introduction to ten new ones.


Overall disappointing

2/5

Okay, there's a lot here that's just terribly rushed and it shows, like the editing here is painful at points. The classes themselves range wildly in value, and there's a lot of examples of Paizo's classic retro nerfing of things to help make options here look better. This was an obvious rush to gencon book, and it shows. While not everything in it is bad, and there's some salvageable content, you could easily continue to play the game without this book and miss out on absolutely nohthing.


1 to 5 of 52 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
1,101 to 1,150 of 2,452 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

1 person marked this as a favorite.
Cheapy wrote:

God, I wish it was an awesome robot.

Nah, they get an ability called Luck. Not the same as Archaeologist's Luck. It's closer to Grit in use.

Android Investigator. He's…

Shadow Lodge

Cheapy wrote:
Nah, they get an ability called Luck. Not the same as Archaeologist's Luck. It's closer to Grit in use.

There's also a sidebar about luck (from the sleuth), panache and grit all combining into one super-pool of points.

Many, many classes get access to grit and panache now. If I had to guess, I'd say there were over a dozen archetypes that grant access to it for other classes.

I expect a lot of folks to build multiclass PCs that combine these pools into one resource.

One of the classes/archetypes gets to put a point in the pool when they "crit" a Knowledge or Sense Motive check.

Deadmanwalking wrote:
What does it do? I'm hoping for something spectacular..

At 1st level you can spend a point for evasion. I consider that spectacular.

At 4th level you can spend a point to access any investigator talent with an inspired strike, kind of like ninja's forgotten trick.

And there's much more...


Cheapy wrote:
Gisher wrote:
I'm very curious about the Investigator. Any archetypes strike anyone as particularly cool?

Well, nothing strikes out to me as a more martial focused one, but I didn't check too closely.

The Sleuth seems very interesting. Almost like it should've been an alternative class. He doesn't get the Alchemy ability.

What does he get in place of alchemy? Well he...

Thanks for the info.

So Investigator was a hybrid of rogue and alchemist. This archetype removes the alchemy. Seems like it should be a rogue archetype then.


4 people marked this as a favorite.

....is page 248 a picture of Stephen kicking Squealy Nord?

Dark Archive

4 people marked this as a favorite.
Cheapy wrote:
....is page 248 a picture of Stephen kicking Squealy Nord?

They had to send back the picture of him chucking kittens into a chipper-shredder.

The feet looked weird.


1 person marked this as a favorite.
Liz Courts wrote:
DM Papa.DRB wrote:

Liz Courts,

Favor to ask of you. Before you go home next Wednesday evening (13 Aug), could you preset this PDF to go on sale as soon as it rolls midnight PDT?

My wife will kill me, or at least make me sleep on the couch, but I'll get up at 03:01 EDT and purchase and download if it is available then!

I really want to see the final Shaman and Warpriest.

-- david

Already done—I know how we gamers are. ;)

THANK YOU !!!!!

-- david

ps. I got around sleeping on the couch the old fashioned way. I bribed her by taking her out to dinner tonight for a really good prime rib!


Sorry if this has been asked already, but with the change to Slashing Grace (the adding of a feat as prerequisite) how do I rework my PFS swashbuckler?

Contributor

Cheapy wrote:
....is page 248 a picture of Stephen kicking Squealy Nord?

I wonder if this is what Erik meant when he said that Squealy Nord was the "iconic" pig?

Dark Archive

I just noticed an error in the warpriest's blessings section of the PDF. The one between destruction and evil is missing its header.

Dark Archive

Looks like it should be for the earth blessing.


I am curious about the Arcanist:

Can they take their parent class FCB's, in particular the Human extra spells known.

Have they retained the language where knowing extra spells allows them to prepare extra ones.

Have the elemental exploits been improved at all or are they still terribly weak blasts.

On the Shaman:

Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?


andreww wrote:

I am curious about the Arcanist:

1. Can they take their parent class FCB's, in particular the Human extra spells known.

2. Have they retained the language where knowing extra spells allows them to prepare extra ones.

3. Have the elemental exploits been improved at all or are they still terribly weak blasts.

Added numbering to your questions to make what I'm answering to more clear:

1. The ACG has FCB's for all the new classes with most of the core races, and I haven't found any language that allows them to take FCB options from their parent class. There is no FCB in the ACG for the Arcanist that grants extra spells known.

2. Yes.

3. The elemental exploits have been improved quite a bit both directly and indirecty - they scale much better with level, and the arcanist starts off with more reservoir points so spending points on them is less "expensive".

RPG Superstar 2008 Top 32

The book contains new racial FCBs, so I don't think you can take the 'parent class' FCB.

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.
andreww wrote:

On the Shaman:

Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?

Yessss.. But I think *Full Access* is a bit misleading. They can add a sorc/wiz spell to their spell list for every point of their CHA modifier (minimum 1). Every level after they take the hex, they can replace out one of those spells for a new one. They cast them as Divine Spells and use WIS as the casting modifier for DCs.

So yes, but only for a small handful of spells.

EDIT: Punctuation improvement to add clarity. And I guess a couple Wizard spells would spruce up your selection.


New FCBs? What do half orc or tengu get for hunters?

Liberty's Edge

Kudaku wrote:
andreww wrote:

I am curious about the Arcanist:

1. Can they take their parent class FCB's, in particular the Human extra spells known.

2. Have they retained the language where knowing extra spells allows them to prepare extra ones.

3. Have the elemental exploits been improved at all or are they still terribly weak blasts.

Added numbering to your questions to make what I'm answering to more clear:

1. The ACG has FCB's for all the new classes with most of the core races, and I haven't found any language that allows them to take FCB options from their parent class. There is no FCB in the ACG for the Arcanist that grants extra spells known.

2. Yes.

3. The elemental exploits have been improved quite a bit both directly and indirecty - they scale much better with level, and the arcanist starts off with more reservoir points so spending points on them is less "expensive".

Umm, on number one the FCB for Arcanist humans is: Add one spell from the arcanist spell list to the arcanist’s spellbook.


It contains only core races, so no tengus. Half orc hunters have hardier animal companions than most others do.


Alceste008 wrote:
Umm, on number one the FCB for Arcanist humans is: Add one spell from the arcanist spell list to the arcanist’s spellbook.

Exactly - he is treated as a wizard rather than a sorcerer. Adding a spell to his spellbook is a minor benefit, while gaining spells known (being able to prepare more spells at a time) is a massive advantage.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

1 person marked this as a favorite.
Jim Groves wrote:
andreww wrote:

On the Shaman:

Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?

Yessss.. But I think *Full Access* is a bit misleading. They can add a sorc/wiz spell to their spell list for every point of their CHA modifier (minimum 1). Every level after they take the hex, they can replace out one of those spells for a new one. They cast them as Divine Spells and use WIS as the casting modifier for DCs.

So yes, but only for a small handful of spells.

EDIT: Punctuation improvement to add clarity. And I guess a couple Wizard spells would spruce up your selection.

They also need to have an Int modifier high enough to cast the spells, which makes this option pretty MAD.

Grand Lodge

Paizo manages to kill hopes and dreams in new and unusual ways again with this release.

well, I'm glad I didn't get too attached to my playtest character because he's flat out unworkable.


9mm wrote:

Paizo manages to kill hopes and dreams in new and unusual ways again with this release.

well, I'm glad I didn't get too attached to my playtest character because he's flat out unworkable.

If you don't mind my asking, what was your character?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

What does the Cult Leader Warpriest Archetype do?


Jim Groves wrote:
andreww wrote:

On the Shaman:

Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?

Yessss.. But I think *Full Access* is a bit misleading. They can add a sorc/wiz spell to their spell list for every point of their CHA modifier (minimum 1). Every level after they take the hex, they can replace out one of those spells for a new one. They cast them as Divine Spells and use WIS as the casting modifier for DCs.

So yes, but only for a small handful of spells.

EDIT: Punctuation improvement to add clarity. And I guess a couple Wizard spells would spruce up your selection.

If you take it as your wandering spirit option doee it specifg that you make the same choices the next day? If not you could swap each day gettinv access to the entire list.


Also does the arcanist entry specify how it interacts with the expanded arcana feat?


andreww wrote:
Also does the arcanist entry specify how it interacts with the expanded arcana feat?

There is a new feat (Expanded Preparation) that's functionally identical to expanded arcana, but arcanist-specific.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Kudaku. What does the cult leader warpriest archetype do?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

andreww wrote:
Jim Groves wrote:
andreww wrote:

On the Shaman:

Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?

Yessss.. But I think *Full Access* is a bit misleading. They can add a sorc/wiz spell to their spell list for every point of their CHA modifier (minimum 1). Every level after they take the hex, they can replace out one of those spells for a new one. They cast them as Divine Spells and use WIS as the casting modifier for DCs.

So yes, but only for a small handful of spells.

EDIT: Punctuation improvement to add clarity. And I guess a couple Wizard spells would spruce up your selection.

If you take it as your wandering spirit option doee it specifg that you make the same choices the next day? If not you could swap each day gettinv access to the entire list.

No, but since you're gaining access to the entire list one or two (probably low level) spells at a time, it doesn't seem to powerful to me.


Thanks


Kudaku wrote:
Alceste008 wrote:
Umm, on number one the FCB for Arcanist humans is: Add one spell from the arcanist spell list to the arcanist’s spellbook.
Exactly - he is treated as a wizard rather than a sorcerer. Adding a spell to his spellbook is a minor benefit, while gaining spells known (being able to prepare more spells at a time) is a massive advantage.

Which is an area where a sorcerer might still stay ahead of an Arcanist.

I won't have the book for another week so I'm not sure it's enough that the arcanist won't be preferred to sorcerers most of the time but it is something at least.


1 person marked this as a favorite.
Verzen wrote:
Kudaku. What does the cult leader warpriest archetype do?

Imagine something called the "Divine trickster", and you have the basic idea.


The arcanist might take over from a purely blasting elemental damage point of view, since the exploits for that are really quite nice now.


Ok, so are their any Brawler archetypes that change what weapons you can flurry?

Ex: Flurry of stabs: acts as brawlers flurry, but requires a piercing weapon

Sczarni

4 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

"Imagine something called the "Divine trickster", and you have the basic idea."

You mean I can roll up Joel Osteen?


1 person marked this as a favorite.

Is there a mistake in Improved/Greater Dirge of Doom?

I can't imagine that it's meant to automatically make enemies within 60' frightened once you hit level 9 or 11, but that's what it reads like.


Are ALL Shaman Hexes Wisdom-based now, or not? I've seen some conflicting information in this thread. I'm interested in the Channel hex from the Life mystery, specifically.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:
Imagine something called the "Divine trickster", and you have the basic idea.

Anything more concrete to give me a better general idea? Trying to prepare for PFS and I want to roll a warpriest. ;)


JBurz wrote:
Are ALL Shaman Hexes Wisdom-based now, or not? I've seen some conflicting information in this thread. I'm interested in the Channel hex from the Life mystery, specifically.

They aren't all, and channel isn't a hex.


2 people marked this as a favorite.
Verzen wrote:
Quote:
Imagine something called the "Divine trickster", and you have the basic idea.
Anything more concrete to give me a better general idea? Trying to prepare for PFS and I want to roll a warpriest. ;)

You're a rogue who found Jesus.

Grand Lodge

Insain Dragoon wrote:
9mm wrote:

Paizo manages to kill hopes and dreams in new and unusual ways again with this release.

well, I'm glad I didn't get too attached to my playtest character because he's flat out unworkable.

If you don't mind my asking, what was your character?

Basically one of these

There are couple ways of building it, but the big problem is it just takes so damn long to come to the basic feel that there isn't much point to play him unless I build him with just GM credits.

Thats probably the biggest kick in the nads, that I can ALMOST make it work, but the strongest path requires a 3 class multiclass monstrosity that forcibly gimps you for the rest of the game.

Contributor

Cheapy wrote:
Verzen wrote:
Quote:
Imagine something called the "Divine trickster", and you have the basic idea.
Anything more concrete to give me a better general idea? Trying to prepare for PFS and I want to roll a warpriest. ;)
You're a rogue who found Jesus.

Aaaand sold!

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

............

RPG Superstar 2008 Top 32

3 people marked this as a favorite.
Cheapy wrote:
Verzen wrote:
Quote:
Imagine something called the "Divine trickster", and you have the basic idea.
Anything more concrete to give me a better general idea? Trying to prepare for PFS and I want to roll a warpriest. ;)
You're a rogue who found Jesus.

Or Satan. Cults aren't always so picky.

Contributor

Ross Byers wrote:
Cheapy wrote:
Verzen wrote:
Quote:
Imagine something called the "Divine trickster", and you have the basic idea.
Anything more concrete to give me a better general idea? Trying to prepare for PFS and I want to roll a warpriest. ;)
You're a rogue who found Jesus.
Or Satan. Cults aren't always so picky.

But wait! What if I've found Azathoth?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

I was thinking a warpriest cult leader of Cthulhu... Is Cthulhu a legal god to worship in pathfinder society?????? As long as I am CN? ;) ;)


9mm wrote:
Insain Dragoon wrote:
9mm wrote:

Paizo manages to kill hopes and dreams in new and unusual ways again with this release.

well, I'm glad I didn't get too attached to my playtest character because he's flat out unworkable.

If you don't mind my asking, what was your character?

Basically one of these

There are couple ways of building it, but the big problem is it just takes so damn long to come to the basic feel that there isn't much point to play him unless I build him with just GM credits.

That's probably the biggest kick in the nads, that I can ALMOST make it work, but the strongest path requires a 3 class multiclass monstrosity that forcibly gimps you for the rest of the game.

What other Classes do you need, I see you only need The Brawler, provided you are going for Original Skills only.

Adding the new skills I can see other classes added.


Alexander Augunas wrote:
Ross Byers wrote:
Cheapy wrote:
Verzen wrote:
Quote:
Imagine something called the "Divine trickster", and you have the basic idea.
Anything more concrete to give me a better general idea? Trying to prepare for PFS and I want to roll a warpriest. ;)
You're a rogue who found Jesus.
Or Satan. Cults aren't always so picky.
But wait! What if I've found Azathoth?

I would run.

RPG Superstar 2008 Top 32

4 people marked this as a favorite.

You'll be fine as long as Azathoth hasn't found you.

Grand Lodge

Azure_Zero wrote:


What other Classes do you need, I see you only need The Brawler, provided you are going for Original Skills only.
Adding the new skills I can see other classes added.

Fastest to baseline is probably Brawler 1/Bounty Hunter Slayer 1/poisoner rogue 1/bounty hunter slayer 2.

after that it probably is just flat brawler with 2 more levels of poisoner to satisfy PFS poison crafting requirements.


Could I get some information on the Bounty Hunter? How does her CMB boosts stack up next to the Lore Warden?


9mm wrote:
Azure_Zero wrote:


What other Classes do you need, I see you only need The Brawler, provided you are going for Original Skills only.
Adding the new skills I can see other classes added.

Fastest to baseline is probably Brawler 1/Bounty Hunter Slayer 1/poisoner rogue 1/bounty hunter slayer 2.

after that it probably is just flat brawler with 2 more levels of poisoner to satisfy PFS poison crafting requirements.

I see you are putting effort into poison, but I think your putting to much into Poison.

What would happen, if you removed the poison stick from the build?

1 to 50 of 2,452 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Advanced Class Guide (OGL) All Messageboards

Want to post a reply? Sign in.