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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Shadow Lodge

Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber
Joe Hex wrote:
Kudaku wrote:

The Witch gains two new archetypes: Hex Channeler (Life/Death Witch, gains Channel Energy) and Mountain Witch (Crossover to Shaman).

That's it for the Witch? If there's any class that could use more solid archetypes, it's the Witch. This is disappointing...

Are there any new hexes or patron themes at least?

I know. I was hoping for a gun-toting Witch archetype...so that I could make Bayonetta.

Shadow Lodge

RainyDayNinja wrote:
Anybody care to spoil some details for it?

That's the one I spoiled here that gets rapier training and a bigger panache pool.

Sczarni

Pathfinder Rulebook Subscriber

Wakedown. How do exemplars share their teamwork feats?


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.

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.

You do realize that magic items can make up for the lack of some abilities...right? That's what I tell my players when they are trying to emulate something, and they usually find a few pieces of equipment that gets them what they want.

Contributor

Joe Hex wrote:
Kudaku wrote:

The Witch gains two new archetypes: Hex Channeler (Life/Death Witch, gains Channel Energy) and Mountain Witch (Crossover to Shaman).

That's it for the Witch? If there's any class that could use more solid archetypes, it's the Witch. This is disappointing...

Are there any new hexes or patron themes at least?

There are now 29 classes in the game and the new classes get archetype preference since they have nothing save whats within the book. As a result, every other class is limited to a single page of new content. Most classes have two archetypes and those that get something "new" often sacrifice an archetype to get it. For example, the magus gets two new arcana and only one archetype and the cavalier gets one order and one archetype.

In my opinion, the shinning star for new mechanics design older classes goes to the gunslinger. They get an awesome new mechanic called dares, which give the gunslinger a special benefit whenever they run out of grit for their grit pools. (Swashbucklers can take them as well.) Most of the dares include a way that the swashbuckler can quickly regain a single point of grit. My favorite is called "Run Like Hell," which gives you a speed boost and returns grit when you use the run action to run more than 100 feet away from the fray. In many ways, its like "Bardic Masterpieces" for gunslingers.


1 person marked this as a favorite.

Has anyone with the pdf looked at the chapter with the class creation guidelines in it, and if so what are they like?


What about antipaladins? Does the ACG give them any new twisted, murderous archetypes? :)


ArenCordial wrote:

I'm curious what does the Mutation Warrior have to give up from Fighter?

And are there any new discoveries that look good for that archetype?

drops armor training and its upgrades. most of the discoveries they can take are the ones that enhance mutagen but there's a few that don't, vistigil arms, wings, tentacle.


Axial wrote:
What about antipaladins? Does the ACG give them any new twisted, murderous archetypes? :)

No Anti-paladin stuff


Alexander Augunas wrote:
Joe Hex wrote:
Kudaku wrote:

The Witch gains two new archetypes: Hex Channeler (Life/Death Witch, gains Channel Energy) and Mountain Witch (Crossover to Shaman).

That's it for the Witch? If there's any class that could use more solid archetypes, it's the Witch. This is disappointing...

Are there any new hexes or patron themes at least?

There are now 29 classes in the game and the new classes get archetype preference since they have nothing save whats within the book. As a result, every other class is limited to a single page of new content. Most classes have two archetypes and those that get something "new" often sacrifice an archetype to get it. For example, the magus gets two new arcana and only one archetype and the cavalier gets one order and one archetype.

I understand the new classes need priority as far as space and content, but the limited space the other classes get should be put to the best use and offer what's missing as options for those classes.

In the case of the Witch, that would be archetypes. We only have what's in UM (maybe a race specific one in ARG) and to be honest, they are not that great, and miss some of the classic (and obvious) themes you'd think of for Witch archetypes- Curses, turning highborns into ugly critters, full moon rituals, bewitching hexes and spells focused on mind and emotional effects, and so on... For the most part you can do all that with the base class, but archetypes give focus to different class aspects.

But yeah, I get there's only so much one book can include and everyone is going to have something that's not in the book that they were hoping for. This one is mine.


Namaru wrote:

Has anyone with the pdf looked at the chapter with the class creation guidelines in it, and if so what are they like?

I'm pretty curious about that myself.

Scarab Sages

RHMG Animator wrote:
Axial wrote:
What about antipaladins? Does the ACG give them any new twisted, murderous archetypes? :)
No Anti-paladin stuff

How about samurai and ninja? Is there just not any alternate class love?


No samurai or ninja stuff


RHMG Animator wrote:
No samurai or ninja stuff

Technically Samurai can grab Cav orders.

I think Ninjas can get some rogue talents too. Any Rogue Talents?


Insain Dragoon wrote:
RHMG Animator wrote:
No samurai or ninja stuff

Technically Samurai can grab Cav orders.

I think Ninjas can get some rogue talents too. Any Rogue Talents?

nope, or at least if there are there not in the rogue section.


Wildmonsters wrote:
Insain Dragoon wrote:
RHMG Animator wrote:
No samurai or ninja stuff

Technically Samurai can grab Cav orders.

I think Ninjas can get some rogue talents too. Any Rogue Talents?

nope, or at least if there are there not in the rogue section.

How about Slayer talents that rogues are allowed to take?

Contributor

Adam B. 135 wrote:
Wildmonsters wrote:
Insain Dragoon wrote:
RHMG Animator wrote:
No samurai or ninja stuff

Technically Samurai can grab Cav orders.

I think Ninjas can get some rogue talents too. Any Rogue Talents?

nope, or at least if there are there not in the rogue section.
How about Slayer talents that rogues are allowed to take?

Everything that the rogue gets is on that one-page spread that Tels linked a few pages back. As I mentioned earlier, all of the base and core classes have one page of content. Nothing more, nothing less.


Adam B. 135 wrote:

How about Slayer talents that rogues are allowed to take?

not seeing anything that lets a rogue take slayer talents, wouldnt suprise me if we get something like that in a future product though

Webstore Gninja Minion

Removed post. Let's not jump to conclusions about what's in a book that's still in development.


actully you'd be surprised,between the 2 feats that let you use reflex saves in place of fort and will saves, amiture swashbuckler, the feat chain that gives studied combat, and the archtype that gives sneak attack and int to damage with splash weapons, the rouge has some new toys to play with. Probably not enough for most people to see the rouge as 'viable' but at least they got stuff.

edit: was in response to a ,now deleted, post about the rogue

RPG Superstar 2008 Top 32

I'm surprised no one has said anything about the unlettered arcanist.


2 people marked this as a favorite.
Joe Hex wrote:
In the case of the Witch, [the books] miss some of the classic (and obvious) themes you'd think of for Witch archetypes- Curses, turning highborns into ugly critters, full moon rituals, bewitching hexes and spells focused on mind and emotional effects, and so on...

Slightly OT:
Moment of Doubt

School: Enchantment (compulsion) [mind-affecting, language-dependent, curse]; Level bard 1, witch 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance yes

DESCRIPTION
This insidious utterance saps the confidence of those who hear it, but can backfire in some cases. The subject takes a Charisma penalty equal to his Charisma bonus. If the subject has a negative Charisma modifier, the caster takes the penalty instead. This penalty does not stack with itself.
Special: The target cannot benefit from abilities that allow him to add his Charisma modifier to the saving throw against this spell (such as Divine Grace, Swashbuckler's thingamagig and some traits I don't recall right now).


Does anyone know if the Feral Hunter archetype still gets it's teamwork feats?


Justin Sane wrote:
Joe Hex wrote:
In the case of the Witch, [the books] miss some of the classic (and obvious) themes you'd think of for Witch archetypes- Curses, turning highborns into ugly critters, full moon rituals, bewitching hexes and spells focused on mind and emotional effects, and so on...
** spoiler omitted **

Thanks man!


logan grayble wrote:
Does anyone know if the Feral Hunter archetype still gets it's teamwork feats?

far as I can tell they get one less but still otherwise get them as bonus feats.

The Exchange RPG Superstar 2010 Top 16, Contributor

7 people marked this as a favorite.
Ross Byers wrote:
I'm surprised no one has said anything about the unlettered arcanist.

There are no words.


Ross Byers wrote:
I'm surprised no one has said anything about the unlettered arcanist.

It doesn't look like there's a way to gain hexes as an arcanist, so it's being overlooked since a lot of people grab the witch for hexes alone (from what I've read, at least). As written, someone will probably read the mechanics as if they can gain a familiar and a bonded item (through the bloodline exploit).


Ross Byers wrote:
I'm surprised no one has said anything about the unlettered arcanist.

It seems like a bit of a niche archetype to me - Apart from RP reasons or if I really want to play a specialized debuffer, I'd take the wizard list over the witch list every day of the week.

Normally I wouldn't mind the more limited/specialized list while playing a witch since I also get hexes, but... Yeah.


Kudaku wrote:
Ross Byers wrote:
I'm surprised no one has said anything about the unlettered arcanist.

It seems like a bit of a niche archetype to me - Apart from RP reasons or if I really want to play a specialized debuffer, I'd take the wizard list over the witch list every day of the week.

Normally I wouldn't mind the more limited/specialized list while playing a witch since I also get hexes, but... Yeah.

Patron access is also unavailable to the archetype, so that's probably another reason to put people off.

Sczarni

Pathfinder Rulebook Subscriber

Question:

If I use Skald's Vigor

Skald’s Vigor
Your song and your enthusiasm combine to invigorate
you in battle.
Prerequisites: Raging song†
class feature.
Benefit: While maintaining a raging song, you gain
fast healing equal to the Strength bonus your song
provides, starting in the round after you begin the song.
If you stop maintaining your song, the fast healing ends,
even if the effects of your song persist.

And two of my party has

Amplified Rage (Teamwork)

Prerequisites: Half-orc or orc, rage class feature.

Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Do I gain fast healing 3?

Sczarni

Pathfinder Rulebook Subscriber

Provided that my song is granting the rage*


If it's increasing your Strength by 6, you'd gain Fast Healing 6. It cares about the Strength bonus you're getting, not the modifier.

The Exchange RPG Superstar 2010 Top 16, Contributor

Presumably you fast healing based on the Strength bonus provided by your song, not the bonus provided by some other ability.

Sczarni

Pathfinder Rulebook Subscriber

Oh wow. I totally misread that!

Sczarni

Pathfinder Rulebook Subscriber

Does fast movement from bloodrager stack with fast movement from barbarian? haha. I would assume so, seeing as, "This bonus stacks with any other bonuses to the barbarian's land speed."

RPG Superstar Season 9 Top 16

I wish Pummeling Style wasn't a style. It seems like Monk's Clustered Shots, and as is there doesn't seem to be any way to combine it with other styles.

Silver Crusade

1 person marked this as a favorite.
Petty Alchemy wrote:
I wish Pummeling Style wasn't a style. It seems like Monk's Clustered Shots, and as is there doesn't seem to be any way to combine it with other styles.

The Master of Many Style's Fuse Style ability (which he gets at level 1!) would like to have a word with you.

Gogo Dragon Style+Pummeling Style monk.

RPG Superstar Season 9 Top 16

I guess you could skip FoB with MoMS. But then you won't have another attack for so long ._.

Silver Crusade

Petty Alchemy wrote:
I guess you could skip FoB with MoMS. But then you won't have another attack for so long ._.

Nothing is stopping you from multiclassing with brawler now, which has brawler's flurry. They removed that restriction from the playtest.


Hrothdane wrote:
Petty Alchemy wrote:
I guess you could skip FoB with MoMS. But then you won't have another attack for so long ._.
Nothing is stopping you from multiclassing with brawler now, which has brawler's flurry. They removed that restriction from the playtest.

do brawler and monk levels stack for brawlers fury?


So, besides not having a horse, what does Daring Champion actually do? And aren't a lot of the Order bonuses mount-dependent?


Hrothdane wrote:
Petty Alchemy wrote:
I guess you could skip FoB with MoMS. But then you won't have another attack for so long ._.
Nothing is stopping you from multiclassing with brawler now, which has brawler's flurry. They removed that restriction from the playtest.

This, or in theory, sink a feat or two into Two-weapon fighting :P Not sure if it's totally RAW legal, but I had a DM sign off on it for my MoMS monk. Still not as many as flurry, enough.


Axial wrote:
So, besides not having a horse, what does Daring Champion actually do? And aren't a lot of the Order bonuses mount-dependent?

They get the swashbuckler's Weapon Finesse ability (called Champion't Finesse along with the Panache pool and some deeds...and the Swashbuckler' capstone ability. Pretty much (I think they might be some slight variation).

And no...I don't believe most order's abilities are mount related...(except maybe the new one) Really cavalier's get a lot of abilities besides the mount.


I would love to know how Investigators can use studied strike and studied combat with ranged attacks. Does it require feats, uses of inspiration, or an archetype. And if it is an archetype, what do you give up?


John Kretzer wrote:
Axial wrote:
So, besides not having a horse, what does Daring Champion actually do? And aren't a lot of the Order bonuses mount-dependent?

They get the swashbuckler's Weapon Finesse ability (called Champion't Finesse along with the Panache pool and some deeds...and the Swashbuckler' capstone ability. Pretty much (I think they might be some slight variation).

And no...I don't believe most order's abilities are mount related...(except maybe the new one) Really cavalier's get a lot of abilities besides the mount.

Ohhh. I guess that means I'd have to use a dex weapon if I was a Daring Champion.

Shadow Lodge

Gisher wrote:
I would love to know how Investigators can use studied strike and studied combat with ranged attacks. Does it require feats, uses of inspiration, or an archetype. And if it is an archetype, what do you give up?

Studied Combat: "Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls"

Studied Strike: ".. upon successfully hitting his studied target with a melee attack, to deal additional damage."

The vanilla investigator as well as any of the archetypes that give ranged weapon abilities (the steel hound and guns) don't allow either to be used for ranged attacks.

There is a feat called Ranged Study, which requires Weapon Focus with the chosen weapon that grants the ability to use studied combat and studied strike within 30ft with that chosen weapon. It says "choose a kind of ranged weapon" - uncertain if you can say "bows" or if you need to say "composite longbow" specifically.

Since studied combat/studied strike both come into play at 4th level, I suppose this means any race can be a ranged investigator by paying the requisite tax of 2 feats (Weapon Focus, Ranged Study).


Axial wrote:
John Kretzer wrote:
Axial wrote:
So, besides not having a horse, what does Daring Champion actually do? And aren't a lot of the Order bonuses mount-dependent?

They get the swashbuckler's Weapon Finesse ability (called Champion't Finesse along with the Panache pool and some deeds...and the Swashbuckler' capstone ability. Pretty much (I think they might be some slight variation).

And no...I don't believe most order's abilities are mount related...(except maybe the new one) Really cavalier's get a lot of abilities besides the mount.

Ohhh. I guess that means I'd have to use a dex weapon if I was a Daring Champion.

It would help...also I forgot to mention they loose heavy and medium armor prof....


That kinda sucks. Two feats just to use Studied Combat with ranged weapons? On top of all the feats you need to be an effective archer? Not worth it.


John Kretzer wrote:
Axial wrote:
John Kretzer wrote:
Axial wrote:
So, besides not having a horse, what does Daring Champion actually do? And aren't a lot of the Order bonuses mount-dependent?

They get the swashbuckler's Weapon Finesse ability (called Champion't Finesse along with the Panache pool and some deeds...and the Swashbuckler' capstone ability. Pretty much (I think they might be some slight variation).

And no...I don't believe most order's abilities are mount related...(except maybe the new one) Really cavalier's get a lot of abilities besides the mount.

Ohhh. I guess that means I'd have to use a dex weapon if I was a Daring Champion.
It would help...also I forgot to mention they loose heavy and medium armor prof....

Not too much of a cavalier then. :(

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