Pathfinder Roleplaying Game: Advanced Class Guide (OGL)

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Pathfinder Roleplaying Game: Advanced Class Guide (OGL)
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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

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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.


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The Exchange RPG Superstar 2010 Top 16, Contributor

Siren's Mask wrote:

Can anyone explain the Blade Adept Arcanist archetype and the Rageshaper Bloodrager? what exactly do they get, and or lose? Does the rage shaper have some kind of wildshape or polymorph mechanic? Does the arcanist have a mechanic to be a viable martial with 1/2 BAB?

Thank you for you time

Blade Adept gets a Black Blade similar to the Blade Bound Magus and a few exploits which work with the blade. There is an exploit where their blade progresses based on caster level so they can multi-class into EK. They can also deliver touch spells and do a few other magus tricks.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Siren from what I HEARD, the rageshaper gets a lot of 'natural attacks' bonuses. Not sure if true or what that means...

Contributor

Wildmonsters wrote:

I think I saw someone ask about the inquisitor archetype that gets slayer toys, don't think I saw anyone give a response

In a nutshell they drop judgment and all of its improvements for sneak attack studied target and some slayer talents.

That sounds incredible. Does it keep solo tactics?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Just one question.. What is the dex to damage feat called again?

Liberty's Edge

Verzen wrote:
Just one question.. What is the dex to damage feat called again?

Slashing Grace is the one from the ACG. There's also Fencing Grace (a version for Rapiers) previewed in this thread.


How does the inquisitor with Sneak Attack that was mentioned many pages ago work?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

People are telling me that 'Slashing Grace' is the feat to turn a slashing weapon into a piercing weapon...

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

And according to the beta test...

"NEW FEAT
The following feat is tailor made for swashbucklers
who wish to use slashing weapon in place of the typical
piercing weapons used by the class.
Slashing Grace
Choose one type of one-handed slashing weapon.
Prerequisites: Dex 13, Weapon Finesse, proficient with
chosen weapon.
Benefit: When wielding your chosen weapon one
handed, you can treat it as a one-handed piercing weapon
for all feats and class abilities that require such a weapon
(such as swashbuckler’s precise strike). The weapon must
be one for your size."

Scarab Sages

Yes, it changed from the playtest version.


Slashing Grace was changed in the final version. Now it adds dex-to-damage for a single one-handed slashing weapon.

Curiously, it doesn't add dex-to-hit, so you need a level of Swash to really use it...

Liberty's Edge

Verzen wrote:
People are telling me that 'Slashing Grace' is the feat to turn a slashing weapon into a piercing weapon...

It does that, too. The final version does both.

Arachnofiend wrote:
Curiously, it doesn't add dex-to-hit, so you need a level of Swash to really use it...

The Whip and the Aldori Dueling Sword are still viable for non-Swashbucklers. Though they are all that is...


Verzen wrote:
People are telling me that 'Slashing Grace' is the feat to turn a slashing weapon into a piercing weapon...

Slashing Grace allows you to treat any slashing weapon in the 'One-handed weapon' category, such as a battleaxe, longsword, scimitar, etc. as if it were a one-handed piercing weapon for the purpose of class abilities such as Swashbuckler's Finesse or the Duelist's Precise Strike.

In addition, it allows you to use your dexterity in place of your strength score for damage rolls with weapons that fall under the purview of Slashing Grace.

So a Swashbuckler would be able to, with Slashing Grace, apply his dexterity score to attack and damage rolls with weapons that fall under Slashing Graces's limitations.

You could have yourself a graceful, agile axe dancer in the Swashbuckler. Or a swift and deadly swordmaster. Or a a nimble mistress of the whip.

Scarab Sages

Arachnofiend wrote:

Slashing Grace was changed in the final version. Now it adds dex-to-damage for a single one-handed slashing weapon.

Curiously, it doesn't add dex-to-hit, so you need a level of Swash to really use it...

Or you can use it with the whip or Aldori dueling sword.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Only a single slashing weapon, Archnofiend? So no fluorentine? (Two weapons)


Has anyone figured out what that picture of the guy that had a bunch of daggers flying around him represented?

Liberty's Edge

Verzen wrote:
Only a single slashing weapon, Archnofiend? So no fluorentine? (Two weapons)

A single weapon type, more accurately. So you could use it with TWF and two longswords, but not a sword and battleaxe or anything like that.

Scarab Sages

Verzen wrote:
Only a single slashing weapon, Archnofiend? So no fluorentine? (Two weapons)

One handed weapons only. So you can use it with a single weapon, sawtooth sabers with two weapon fighting, or any two weapon fighting if you accept the penalties for twf with a non light weapon.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Now on to other topics. Is there any way for bloodragers to swift their spells or are spells completely useless except for buffs while out of combat? Due to the limited nature and usefulness of their buffs, I am so tempted to roll the archetype that gets extraordinary SR.


Insain Dragoon wrote:

Brawler questions

-skill points per level
-do any archetypes swap out brawlers flurry?
-do any archetypes/feats change what weapon groups you can flurry?
-I remember a concern being how often one could use martial versatility to grab multiple feats. How many times per day could a level 11 Brawler grab max feats in a usuge?
-capstone?

Brawler?

Shadow Lodge

1 person marked this as a favorite.

LOL, I go away for a few hours and another hundred threads about Slashing Grace pop up. Folks really want that Dex damage. :)

There's like amulets, relatively inexpensive ones, that give access to pretty much all the bloodrager bloodlines. Want a fey bloodline with access to greater invisibility and laughing touch? Grab a fey bloodline amulet.

Want a metamagic rod to boost your hexes. There's rods for that now, including one that appears like it will let your slumber hex affect multiple targets at once.

Now, let me go bottle some more of my tears.

Shadow Lodge

2 people marked this as a favorite.
Verzen wrote:
Now on to other topics. Is there any way for bloodragers to swift their spells or are spells completely useless except for buffs while out of combat? Due to the limited nature and usefulness of their buffs, I am so tempted to roll the archetype that gets extraordinary SR.

There's a bloodrager archetype than can cast touch spells as a swift action if they can get their skin to make contact with their targets by giving them real big hugs, slaps or tickles.

No joke.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:
There's like amulets, relatively inexpensive ones, that give access to pretty much all the bloodrager bloodlines. Want a fey bloodline with access to greater invisibility and laughing touch? Grab a fey bloodline amulet.

I hope you're trolling... That would make bloodragers key ability very trivial. That's like having amulets that allow access to barbarian rage powers..

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:

There's a bloodrager archetype than can cast touch spells as a swift action if they can get their skin to make contact with their targets by giving them real big hugs, slaps or tickles.

No joke.

And this sealed the trolling suspicion. Well played. ;)

Liberty's Edge

Pretty much all of wakedown's stuff has been good thus far. I know of no reason these wouldn't be.

And the amulets might easily be Bloodrager only, which would eliminate the problem you note.

RPG Superstar 2008 Top 32

Tels wrote:
Ross Byers wrote:
Tels, the gift horse. You are looking in its mouth.

I know. It's just, they made multiple promises about the feat, and then it only came to pass by sheer coincidence. So it feels like a promise they didn't intend to keep.

I'm aware it didn't happen, but just imagine the reaction the forums would have had if they hadn't felt Slashing Grace needed a buff? In that event, it seems, based off Jason's post, we never would have gotten a Dex to Damage feat at all!

I suspect there would be a lot more removed posts in this thread if that had happened.

The book probably went to the printer months ago. They may have made those promises knowing Slashing Grace was in the book.


Verzen wrote:
Now on to other topics. Is there any way for bloodragers to swift their spells or are spells completely useless except for buffs while out of combat? Due to the limited nature and usefulness of their buffs, I am so tempted to roll the archetype that gets extraordinary SR.

Based on playtest stuff and things posted here, there are options:

• Metamagic Rager can burn rounds of rage to fuel metamagic. Dunno if that'll allow quickening, though.

For buffs:
• Arcane bloodline applies a fantastic selection of buffs for free (not even touching your spells!) whenever you rage. Hasted wall-crawling rage-unicorn.
• Bloodragers can eventually cast buffs on themselves to themselves at no extra action when they rage, but the duration ends when the rage does. (So Bloodrager actively /avoids/ rage cycling.)

Shadow Lodge

1 person marked this as a favorite.
Verzen wrote:
And this sealed the trolling suspicion. Well played. ;)

Shockingly, neither were jokes or trolling efforts. I haven't made anything up yet this thread.

The bloodrager is the Blood Conduit bloodrager.

And the amulets all exist, between 10,000gp-12,000gp a pop.

There's even a feat to get lay on hands.

Basically, if you want a specific class ability that you don't normally have, there's pretty much a way to get it on another class with the right archetype/feat/magic item.


Gisher wrote:
Sure thing. Any good news for bludgeoning weapons?

Doing a quick search for bludgeoning didnt turn up anything relevant though i may have overlooked it


Tels wrote:
Has anyone figured out what that picture of the guy that had a bunch of daggers flying around him represented?

I figured it was someone who had cast the "wreath of blades" spell.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Verzen wrote:
Quote:

There's a bloodrager archetype than can cast touch spells as a swift action if they can get their skin to make contact with their targets by giving them real big hugs, slaps or tickles.

No joke.

And this sealed the trolling suspicion. Well played. ;)

No, but really: Blood Conduit. 5th level "Spell Conduit (Su).

Amulet of the Blooded:
Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers.

I will say though that it doesn't give all of the abilities/the full version. More like a watered down sample.


Alexander Augunas wrote:

That sounds incredible. Does it keep solo tactics?

yep,yep just drops judgement and all of its improvements, it'll probably end up being my go to for most of my inquisitors going forward.


wakedown wrote:

And the amulets all exist, between 10,000gp-12,000gp a pop.

There's even a feat to get lay on hands.

Okay, the amulet thing is cool. But since many abilities only trigger on raging, how do other classes use them? Limited time per day or does it grant raging?

Lay on Hands… with the swift action self-healing and everything?

Man. SO MANY CHARACTER CONCEPTS.


Wildmonsters wrote:
Gisher wrote:
Sure thing. Any good news for bludgeoning weapons?
Doing a quick search for bludgeoning didnt turn up anything relevant though i may have overlooked it

Thanks for looking. I was hoping for a spell or enchantment that is the equivalent of keen.


wakedown wrote:


Basically, if you want a specific class ability that you don't normally have, there's pretty much a way to get it on another class with the right archetype/feat/magic item.

which is probably my favoret thing about the book, lot of chocolate in my various peanutbutters

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

So blood conduit.. If I make a melee natural attacks blood rager, he can punch a target and launch a MAGIC MISSILE TO THE FACE! ?


Gisher wrote:
Wildmonsters wrote:
Gisher wrote:
Sure thing. Any good news for bludgeoning weapons?
Doing a quick search for bludgeoning didnt turn up anything relevant though i may have overlooked it
Thanks for looking. I was hoping for a spell or enchantment that is the equivalent of keen.

On second look Theres the Brawling weapon enchant that lets you add its enhancement to combat maneuver checks, that only works of 'fist' weapons and light bludgeoning weapons but that about it as far as I can see


Verzen wrote:
So blood conduit.. If I make a melee natural attacks blood rager, he can punch a target and launch a MAGIC MISSILE TO THE FACE! ?

Magic Missile isn't a touch spell, so if Blood Conduit only triggers off touch spells, it wouldn't work.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Oh right..


Wildmonsters wrote:
Gisher wrote:
Wildmonsters wrote:
Gisher wrote:
Sure thing. Any good news for bludgeoning weapons?
Doing a quick search for bludgeoning didnt turn up anything relevant though i may have overlooked it
Thanks for looking. I was hoping for a spell or enchantment that is the equivalent of keen.
On second look Theres the Brawling weapon enchant that lets you add its enhancement to combat maneuver checks, that only works of 'fist' weapons and light bludgeoning weapons but that about it as far as I can see

That's interesting. Not sure that I would use a light mace to trip. :)

But this may have have some possibilities.

Liberty's Edge

Liz Courts wrote:
Manuelexar wrote:
I saw the end shipping date is the 22nd, that means that we'll get the PDF after the 14th?
Subscribers will get their PDF when their order ships (as normal). Normally, our retail release date for products (which is also the release date for PDFs) is the last Wednesday of the month, but since GenCon is our retail release this month, the release date is the 14th. While we hope to have subscription shipments done before the 14th (because our warehouse rocks), the 22nd is the listed end shipping date as a margin in case there are any issues.

How does this work for us lucky few subscribers picking up the book at GenCon?

Since our books aren't technically shipping. Is it the 14th? When we pick up the book?


QuidEst wrote:
Druid and Oracle: what kinda archetypes are they rockin' these days?

both mostly get archtypes that give them other classes new toys, such as insperation, and studied combat

Imbicatus wrote:
Wildmonsters wrote:

I think I saw someone ask about the inquisitor archetype that gets slayer toys, don't think I saw anyone give a response

In a nutshell they drop judgment and all of its improvements for sneak attack studied target and some slayer talents.

Thank you, I was curious about this. Do they get access to a combat style at 2?

sorry missed your post earlier, they don't start getting slayer talents till lvl 8, so no they don't get access to combat style for a while.


Pathfinder Rulebook Subscriber

Here's a question: does wandering spirit affect your spirit animal?


Shadows_Of_Fall wrote:
Here's a question: does wandering spirit affect your spirit animal?

far as I can tell no it only grants the spells and spirit abilities of the wandering spirit


Wildmonsters wrote:
Shadows_Of_Fall wrote:
Here's a question: does wandering spirit affect your spirit animal?
far as I can tell no it only grants the spells and spirit abilities of the wandering spirit

… and that will be houserule number one for me.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

How strong is the SR for untouchable ragers?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

And can Untouchable rager and Rageshaper or crossblooded rager, stack?


Cheapy wrote:

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.

Finally some bard love? :D

Have you seen anything else related to Bards?
I had hoped for:


  • Some new Bardic Archetypes
  • Feats like the one above that increase bardic performances
  • Feat that let you use two performances at the same time (yes I know of the spell)
  • new Bardic Performances
  • New Bard spells
  • New magic/mundane toys. Kudaku found “Poet's cloak” and “Tome of Epics”. Sounds cool but I have no idea what they do. Kudaku also found a magic item that gives skalds Inspire Courage and bards Raging Song.

Skald:
With the items that give Skalds Inspire Courage and Bards Raging Song I’m kind of flip-flopping on the Skald. If they weren’t going to make a Marshal kind of a Skald (less or no spells, but a lot of Performances type of abilities) they probably made the right choice not giving it Inspire Courage. Although from what archmagi1 posted the Skald is still not more useful in a non-melee focused group, which if true, is kind of sad. I had hoped for some archetype with less or no spells to take care of that problem.

So what kind of Skald archetypes are there in the book? Anyone you like?

Sczarni

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

>Skald
Totemic Skald, Herald of the Horn, Fated Champion, Spell Warrior

>Bard
Flame Dancer, Voice of the Wild


Verzen wrote:
How strong is the SR for untouchable ragers?

8+lvl plus an extra 1 At 7th,10th,13th,and 16th

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

When does that ability come into effect? Level 4, I presume? So at lvl 4, I would have 12 SR?

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