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.
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.
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.
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.
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.
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.
The more I read, the more this becomes my favorate book from Paizo ever.
The number of options in the book is staggering. I especially love the options that let you create a character with abilities from other classes. There are a number of characters concepts that I was unable to build effectively a year or two ago that I am now able to build because of this book.
Is there anything in here to help out folks using improvised weapons? Archetypes or feats or anything?
Is there anyone in here that gets access to Wild Shape? I think I recall seeing a Hunter Archetype upthread (Feral Hunter). Would anyone mind spoiling when they get access to the ability?
Never got word on whether feral hunter qualifies for feats with wild shape prerequisites. And on a similar note, how are the new teamwork feats? Anything nice for Solo Tactics inquisitors?
Steadfast personality is a nice feat. It's not as good as divine protection though.
Tease
I believe it's a way to use Cha for saves against fear, and maybe some other emotion stuff. It was mentioned earlier in passing.
From the posts I've seen, Divine Protection is flat CHA to saves but with some divine-ish-ness prereqs.
No idea about Steadfast Personality, though.
The Charisma to saves pre-reqs were posted earlier. 5 ranks in knowledge religion, level 2 divine spells and the domain/mystery class feature. So basically auto met by any cleric or oracle or by anyone else taking a single level dip of either and using the SLA's count as spells FAQ.
Oh, earlier, I said that the Lore Warden had a total of +3 over the Bounty Hunter. That was incorrect. With a single feat, the Lore Warden gets a total of -3 over the Bounty Hunter.
There's a feat, Believer's Hands, part of the "Believer" chain of feats that give you access to cleric domains for your deity. It's the second feat in the chain, requiring Wisdom 13 and lawful good alignment. It could easily be taken by a 1st level human cleric, oracle, warpriest, etc.
It gives you one lay on hands a day, just like a paladin's, at half your character level. It also states you can use feats like Extra Lay On Hands to get more.
So, perhaps folks can make an "oradin" by making a straight oracle now, grabbing feats to get lay on hands, extra lay on hands and divine grace. :)
There's a feat, Believer's Hands, part of the "Believer" chain of feats that give you access to cleric domains for your deity. It's the second feat in the chain, requiring Wisdom 13 and lawful good alignment. It could easily be taken by a 1st level human cleric, oracle, warpriest, etc.
It gives you one lay on hands a day, just like a paladin's, at half your character level. It also states you can use feats like Extra Lay On Hands to get more.
So, perhaps folks can make an "oradin" by making a straight oracle now, grabbing feats to get lay on hands, extra lay on hands and divine grace. :)
Do they give full domain access? Wondering how viable it is to gain the domain class feature on a non cleric to qualify for the divine protection feat as, say, a sorcerer. You can do it with a 1 level dip but if you can avoid that it may well be worth it.
There's a feat, Believer's Hands, part of the "Believer" chain of feats that give you access to cleric domains for your deity. It's the second feat in the chain, requiring Wisdom 13 and lawful good alignment. It could easily be taken by a 1st level human cleric, oracle, warpriest, etc.
It gives you one lay on hands a day, just like a paladin's, at half your character level. It also states you can use feats like Extra Lay On Hands to get more.
So, perhaps folks can make an "oradin" by making a straight oracle now, grabbing feats to get lay on hands, extra lay on hands and divine grace. :)
There is officially never a reason to take wholeness of body on a monk now. Believer entry feat>Domain Strike>Believers hands.
There's a feat, Believer's Hands, part of the "Believer" chain of feats that give you access to cleric domains for your deity. It's the second feat in the chain, requiring Wisdom 13 and lawful good alignment. It could easily be taken by a 1st level human cleric, oracle, warpriest, etc.
It gives you one lay on hands a day, just like a paladin's, at half your character level. It also states you can use feats like Extra Lay On Hands to get more.
So, perhaps folks can make an "oradin" by making a straight oracle now, grabbing feats to get lay on hands, extra lay on hands and divine grace. :)
...Are there any good options like this that /aren't/ specifically awesome for divine casters?
...Are there any good options like this that /aren't/ specifically awesome for divine casters?
You want martials to have nice things?
You mean like DEX to damage ?
The dex-to-damage feat was one of the primary ways I advertised this book to my friends. As such I'm pretty pissy about how it was handled. There's another thread for this, though.
Is there anyone in here that gets access to Wild Shape? I think I recall seeing a Hunter Archetype upthread (Feral Hunter). Would anyone mind spoiling when they get access to the ability?