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

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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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20 people marked this as a favorite.

For the Designers who are reading, but not commenting on this thread, I was really taken back by the archetypes in the book. There are so many different concepts people have clamored for on the forum that I saw solutions presented for.

It really renewed my appreciation for the dedication you all have for your craft. Thank you guys for all your hard work!

Liberty's Edge

hmmm, anyone know if the Mutagenic Mauler's (presumed) mutagen ability stacks with alchemist levels?

I'm thinking Mutagenic Mauler/Beastmorph Vivisectionist/Master Chymist, lol

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Oh.. Well that's disappointing. I was hoping for better save bonuses than from blood sanctuary. Blood sanctuary only protects me from my allies spells.

Scarab Sages

RHMG Animator wrote:
Imbicatus wrote:
Can anyone spoil some more specifics of Pummeling Style? Prerequisites, the third feat in the chain, that kind of thing.

Pummeling Style (Combat, Style)

Prerequisites: Improved Unarmed Strike, BAB +6, (brawler’s flurry, or flurry of blows).

Idea: You collect all your power into a single vicious and
debilitating punch/kick.

//******

Third one in the chain is called Pummeling Mastery.

So a Brawler x/Master of Many Styles Monk 2 becomes even better...


Aceswylde wrote:

hmmm, anyone know if the Mutagenic Mauler's (presumed) mutagen ability stacks with alchemist levels?

I'm thinking Mutagenic Mauler/Beastmorph Vivisectionist/Master Chymist, lol

Answer

Mutagenic Mauler: Mutagen wrote:

At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality.

This functions as an alchemist’s mutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability).
A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.
..........
Juicy modifications
..........

Grand Lodge RPG Superstar 2012 Top 32

RHMG Animator wrote:
Prerequisites: Improved Unarmed Strike, BAB +6, (brawler’s flurry, or flurry of blows).

*scratches head*

Something seems off about those prereqs. If you absolutely have to have one of the flurries, why the IUS prereq, since that's a given once you have flurry? Are we sure we've got those prereqs parsed right? Was that a copy-paste?


It's not a given.

(Also, because it uses unarmed strikes)


Jiggy wrote:
RHMG Animator wrote:
Prerequisites: Improved Unarmed Strike, BAB +6, (brawler’s flurry, or flurry of blows).

*scratches head*

Something seems off about those prereqs. If you absolutely have to have one of the flurries, why the IUS prereq, since that's a given once you have flurry? Are we sure we've got those prereqs parsed right? Was that a copy-paste?

An Archetype or two give up the Unarmed strike for something else, that's why.

Grand Lodge RPG Superstar 2012 Top 32

Huh.

EDIT: I hope it's something powerful, if you can't get it any earlier than 6th level (9th for a monk). When do the follow-up feats come online?

Liberty's Edge

RHMG Animator wrote:
(alchemist levels stack with brawler levels for determining the effect of this ability).

cool, that would let you add alchemist, brawler, and master chymist levels together to qualify for mutagen discoveries I think (most DMS would probably allow it anyway)

thanks

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

What do humans get for a favored class bonus? Guessing they just get extra spells?

How about dwarves? Extra rage?

And elves?

And halflings?

And half orcs?


Aceswylde wrote:
RHMG Animator wrote:
(alchemist levels stack with brawler levels for determining the effect of this ability).

cool, that would let you add alchemist, brawler, and master chymist levels together to qualify for mutagen discoveries I think (most DMS would probably allow it anyway)

thanks

Correction, the Brawler does NOT count as Alchemist for Discoveries,

ONLY the mutagen.


1 person marked this as a favorite.

I think RHMG had a typing mistake in there, the copy/paste requirements for Pummeling Style are:
Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler’s flurry class feature, or flurry of blows class feature.

Anyone with brawler's flurry or flurry of blows can take it at level 1, anyone else would have to wait for BAB +6. I'm also not quite sure where he found Pummeling Mastery, did a word search and I can't see that anywhere in the book.

Pummeling Style is an interesting style. Unlike most other styles, it's not a strict feat chain - you can take Pummeling Style and Pummeling Charge, and skip Pummeling Bully entirely if you so choose.


Verzen wrote:

What do humans get for a favored class bonus? Guessing they just get extra spells?

How about dwarves? Extra rage?

And elves?

And halflings?

And half orcs?

Assuming Bloodrager here since you asked about the class's FCB before.

Dwarves: Rage rounds (1/1)
Elves: Landspeed (1/5)
Gnome: Effective Bloodline level (power, not powers) (1/4)
Half-elves: Increased Saves (1/4)
Halflings: +AC verse medium and up (1/4)
Half-Orc: Rage rounds (1/1)
Humans: Rage rounds (1/1)

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Thanks!

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:
(power, not powers)

What does this mean?


Kudaku wrote:

I think RHMG had a typing mistake in there, the copy/paste requirements for Pummeling Style are:

Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler’s flurry class feature, or flurry of blows class feature.

Anyone with brawler's flurry or flurry of blows can take it at level 1, anyone else would have to wait for BAB +6. I'm also not quite sure where he found Pummeling Mastery, did a word search and I can't see that anywhere in the book.

Pummeling Style is an interesting style. Unlike most other styles, it's not a strict feat chain - you can take Pummeling Style and Pummeling Charge, and skip Pummeling Bully entirely if you so choose.

I mixed up the names of the final Pummeling feat with the final Jabbing Feat.

The final Pummeling feat is Pummeling Charge

Grand Lodge RPG Superstar 2012 Top 32

Kudaku wrote:

I think RHMG had a typing mistake in there, the copy/paste requirements for Pummeling Style are:

Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler’s flurry class feature, or flurry of blows class feature.

Ooooh, sneaky little semicolon!

Quote:
Pummeling Style is an interesting style. Unlike most other styles, it's not a strict feat chain - you can take Pummeling Style and Pummeling Charge, and skip Pummeling Bully entirely if you so choose.

Huh, that's interesting.


Verzen wrote:
Quote:
(power, not powers)
What does this mean?

Say your a 10th level Bloodrager and you stacked the FCB.

Your Bloodline powers would work at level 12, but you would not get the power given at 12th level.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Ah gotcha. Thanks.


RHMG Animator wrote:

I mixed up the names of the final Pummeling feat with the final Jabbing Feat.

The final Pummeling feat is Pummeling Charge

Ah, that makes more sense. :)

Jiggy wrote:
Quote:
Pummeling Style is an interesting style. Unlike most other styles, it's not a strict feat chain - you can take Pummeling Style and Pummeling Charge, and skip Pummeling Bully entirely if you so choose.
Huh, that's interesting.

It makes a lot of sense when you see the prerequisites for Pummeling Bully. It's an interesting feat, but unless you're buying into one of the less common combat maneuvers you're probably better off skipping it.

Liberty's Edge

RHMG Animator wrote:

Correction, the Brawler does NOT count as Alchemist for Discoveries,

ONLY the mutagen.

not in a PFS game I'm sure, but in a homebrew game it seems logical to allow levels to stack to qualify for grand/greater mutagen discoveries, that's just my opinion though, lol

Shadow Lodge

First off, kudos to the designers, my mind is whirling with character concepts.

Couple of quick questions:
1) Does Shaman use Summon Monster or Summon Nature's Ally?

2) Are there any summoning-archtypes for the Shaman?

3) Does a Nature Spirit still grant Nature's Whispers (use WIS instead of DEX)? Does this mean a Monk can dip 1 level in Shaman and get WIS (replaces DEX) + WIS (monk) to AC?


Aceswylde wrote:
RHMG Animator wrote:

Correction, the Brawler does NOT count as Alchemist for Discoveries,

ONLY the mutagen.
not in a PFS game I'm sure, but in a homebrew game it seems logical to allow levels to stack to qualify for grand/greater mutagen discoveries, that's just my opinion though, lol

Mutagenic Mauler gets greater mutagen at 12th level, and the more you go into Mutagenic Mauler, the more powerful the mutagen gets

Grand Lodge

Jiggy wrote:

Huh.

EDIT: I hope it's something powerful, if you can't get it any earlier than 6th level (9th for a monk). When do the follow-up feats come online?

BAB 9 or Monk/Brawler 5 for Bully and BAB 12 or M/B 8 for Charge.

edited

Liberty's Edge

RHMG Animator wrote:
Mutagenic Mauler gets greater mutagen at 12th level, and the more you go into Mutagenic Mauler, the more powerful the mutagen gets

there ya go...same as alchemist ;>

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Question on the crossblooded rager, does it get the -2 to will save like the crossblooded sorc does?


Is there no "or Monk level X" caveat for the Pummel feats? If so that's terrible, a Monk wouldn't be able to pick up charge until 16th level. MoMS 2/Brawler X would be the only build that could get a use out of the feats.

Grand Lodge

Sammy T wrote:

First off, kudos to the designers, my mind is whirling with character concepts.

Couple of quick questions:
1) Does Shaman use Summon Monster or Summon Nature's Ally?

2) Are there any summoning-archtypes for the Shaman?

3) Does a Nature Spirit still grant Nature's Whispers (use WIS instead of DEX)? Does this mean a Monk can dip 1 level in Shaman and get WIS (replaces DEX) + WIS (monk) to AC?

1) Unless I'm missing something, the answer is no. Just summon swarm.

2) No.

3) Don't see it on the list.


1 person marked this as a favorite.
Arachnofiend wrote:
Is there no "or Monk level X" caveat for the Pummel feats? If so that's terrible, a Monk wouldn't be able to pick up charge until 16th level. MoMS 2/Brawler X would be the only build that could get a use out of the feats.

All three style chains (grab, jab and pummel) in the ACG have early-access baked in for monks and brawlers.

Silver Crusade

Verzen wrote:
Question on the crossblooded rager, does it get the -2 to will save like the crossblooded sorc does?

Yep, and they don't get the +2 will save from raging either.


Aceswylde wrote:
RHMG Animator wrote:
Mutagenic Mauler gets greater mutagen at 12th level, and the more you go into Mutagenic Mauler, the more powerful the mutagen gets
there ya go...same as alchemist ;>

Not quite the same;

Alchemist gets to choose when he gets it,
Mutagenic Mauler is given it at 12th level.

Note: you could ask the DM to change the Master Chymist requirements so a 8th level Mutagenic Mauler is the same as a 8th level Alchemist,
the Extracts per day would just be Master Chymist then along with the bombs.

Shadow Lodge

Exocrat wrote:
Sammy T wrote:

First off, kudos to the designers, my mind is whirling with character concepts.

Couple of quick questions:
1) Does Shaman use Summon Monster or Summon Nature's Ally?

2) Are there any summoning-archtypes for the Shaman?

3) Does a Nature Spirit still grant Nature's Whispers (use WIS instead of DEX)? Does this mean a Monk can dip 1 level in Shaman and get WIS (replaces DEX) + WIS (monk) to AC?

1) Unless I'm missing something, the answer is no. Just summon swarm.

2) No.

3) Don't see it on the list.

Thank you, Exocrat. No summon spells whatsoever? Sadface :(

Silver Crusade

Justin Sane wrote:
Arachnofiend wrote:
...Are there any good options like this that /aren't/ specifically awesome for divine casters?
You want martials to have nice things?

Martial characters get plenty of nice things from the book, don't worry. Starting with: Bloodrager, Brawler, Hunter, Slayer, Swashbuckler. Even if some of those aren't quite your style (or if you don't count Bloodrager as "martial"), that's still a lot of toys to play with once you start cross-classing (4/5 are full-BAB, so you won't be losing that). Add in feats and the huge number of new archetypes, I think folks will find a lot to like.

Of course, some haters gonna hate regardless, but unless you're one of those that insists on being sour, I think you'll enjoy the book.

(NB, this does not deny that there may be legitimate concerns about any given *specific* feature in the book. But a few disappointments are surely outweighed by all the fun new things you'll find.)

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:
Yep, and they don't get the +2 will save from raging either.

Eek! Where did you hear that?

Grand Lodge

Arachnofiend wrote:
Is there no "or Monk level X" caveat for the Pummel feats? If so that's terrible, a Monk wouldn't be able to pick up charge until 16th level. MoMS 2/Brawler X would be the only build that could get a use out of the feats.

There is, I glossed over it. Level 5 for the 2nd feat and level 8 for the 3rd.


Exocrat wrote:
Sammy T wrote:

First off, kudos to the designers, my mind is whirling with character concepts.

Couple of quick questions:
1) Does Shaman use Summon Monster or Summon Nature's Ally?

2) Are there any summoning-archtypes for the Shaman?

3) Does a Nature Spirit still grant Nature's Whispers (use WIS instead of DEX)? Does this mean a Monk can dip 1 level in Shaman and get WIS (replaces DEX) + WIS (monk) to AC?

1) Unless I'm missing something, the answer is no. Just summon swarm.

2) No.

3) Don't see it on the list.

#3 alarms me - can you tell me in vague terms what the Nature spirit grants now?


Kudaku wrote:
Arachnofiend wrote:
Is there no "or Monk level X" caveat for the Pummel feats? If so that's terrible, a Monk wouldn't be able to pick up charge until 16th level. MoMS 2/Brawler X would be the only build that could get a use out of the feats.
All three style chains (grab, jab and pummel) in the ACG have early-access baked in for monks and brawlers.

So I'm guessing you get charge at level 10 for brawler and monk? That seems to be the level where pounce comes online, unless you are a druid.


I've been following the discussion off and on, but I don't remember if this was already asked; did fans of rogue/wizards such as myself get any new toys?

Also, what are the cutthroat, grave warden, and stygian Slayer archetypes like?

Thanks!!

Silver Crusade

Verzen wrote:
Quote:
Yep, and they don't get the +2 will save from raging either.
Eek! Where did you hear that?

A friend showed me that section of the crossblooded rager text.

Grand Lodge

JBurz wrote:
Exocrat wrote:
Sammy T wrote:

First off, kudos to the designers, my mind is whirling with character concepts.

Couple of quick questions:
1) Does Shaman use Summon Monster or Summon Nature's Ally?

2) Are there any summoning-archtypes for the Shaman?

3) Does a Nature Spirit still grant Nature's Whispers (use WIS instead of DEX)? Does this mean a Monk can dip 1 level in Shaman and get WIS (replaces DEX) + WIS (monk) to AC?

1) Unless I'm missing something, the answer is no. Just summon swarm.

2) No.

3) Don't see it on the list.

#3 alarms me - can you tell me in vague terms what the Nature spirit grants now?

You can make it rain over someone's head, then get fast healing when you're knocked out, then your spirit animal turns into an animal companion, then you get to coccoon for 8 hours to change creature type and cleanse conditions.

Notably, there's one nature hex that says you can spontaneously cast SNA spells, but it doesn't say you add those spells to your spell list. This is probably an error.


Joe M. wrote:
Justin Sane wrote:
Arachnofiend wrote:
...Are there any good options like this that /aren't/ specifically awesome for divine casters?
You want martials to have nice things?

Martial characters get plenty of nice things from the book, don't worry. Starting with: Bloodrager, Brawler, Hunter, Slayer, Swashbuckler. Even if some of those aren't quite your style (or if you don't count Bloodrager as "martial"), that's still a lot of toys to play with once you start cross-classing (4/5 are full-BAB, so you won't be losing that). Add in feats and the huge number of new archetypes, I think folks will find a lot to like.

Of course, some haters gonna hate regardless, but unless you're one of those that insists on being sour, I think you'll enjoy the book.

(NB, this does not deny that there may be legitimate concerns about any given *specific* feature in the book. But a few disappointments are surely outweighed by all the fun new things you'll find.)

From what I've heard so far my list of reasons to buy the book has been reduced down to the Slayer and the Bloodrager... Which still ends with me buying it because the Slayer is IMO one of the best things to happen to this game, but a lot of the new information is just serving to dull my excitement...


Joe M. wrote:
Justin Sane wrote:
You want martials to have nice things?
Martial characters get plenty of nice things from the book, don't worry.

When I made my previous post, I was pretty sure the italics were a dead give-away I was joking. Maybe I should have added some emoticons.


its possible have more shaman archetype info? :)

6 day and buy this book!!!


Exocrat wrote:
JBurz wrote:
Exocrat wrote:
Sammy T wrote:

First off, kudos to the designers, my mind is whirling with character concepts.

Couple of quick questions:
1) Does Shaman use Summon Monster or Summon Nature's Ally?

2) Are there any summoning-archtypes for the Shaman?

3) Does a Nature Spirit still grant Nature's Whispers (use WIS instead of DEX)? Does this mean a Monk can dip 1 level in Shaman and get WIS (replaces DEX) + WIS (monk) to AC?

1) Unless I'm missing something, the answer is no. Just summon swarm.

2) No.

3) Don't see it on the list.

#3 alarms me - can you tell me in vague terms what the Nature spirit grants now?

You can make it rain over someone's head, then get fast healing when you're knocked out, then your spirit animal turns into an animal companion, then you get to coccoon for 8 hours to change creature type and cleanse conditions.

Notably, there's one nature hex that says you can spontaneously cast SNA spells, but it doesn't say you add those spells to your spell list. This is probably an error.

Seems like they really don't want shaman entering melee without a dip elsewhere, though I understand that the old Nature spirit made shaman a very attractive one-level dip for other classes.

Is the Life Link Hex still part of the Life options?

Grand Lodge

JBurz wrote:


Is the Life Link Hex still part of the Life options?

Yes. It only works on allies with below -5 hit points and transfers 5hp/round, so it can't bring them back to conscious. Don't know if that's different from the playtest or not.


Hugin and Munin wrote:
Xen wrote:
So I read the Swashbuckler. Then came here to confirm the most baffling thing I found. Yep, no dex to damage for the most iconic weapon of a swashbuckler. Closest I can get is a feat tax and using a cutlass. The whole reason I bought this book was because of this class and a promise in a blog post for dex to damage. For the first time, I honestly feel a little cheated by Paizo.
Seriously, this is exactly how i feel too.

The Player Companion that goes with the ACG has a feat for the rapier, it was posted BY Lead Designer, Jason Bulmahn.

If you wish to debate it, take it to another thread


Exocrat wrote:
JBurz wrote:


Is the Life Link Hex still part of the Life options?

Yes. It only works on allies with below -5 hit points and transfers 5hp/round, so it can't bring them back to concious. Don't know if that's different from the playtest or not.

The playtest version worked this way:

"if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and she takes 5 hit points of damage."

It's the same phrasing as the Oracle version - so not when PCs are dying, but if they have five or more HP missing below their maximum HP (eg. 37 current HP with a max of 42).

Is the wording different now from above?

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