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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Shadow Lodge

Pathfinder Companion Subscriber
QuidEst wrote:
Tels wrote:
QuidEst wrote:
...magical painbow...
That's gold right there.
Painbows are one of the harshmallows you find in Lucky Harms. They're tragically malicious!

I had some lucky harms this morning, they were tragically malicious!!!


2 people marked this as a favorite.
Tels wrote:
That's really disappointing about the special undarmed condition feats. Still, I guess it was primarily to stop a class like the Monk from unleashing painbows (I'm so stealing this line).

Painbows can still appear, just small ones.


Necromancer wrote:
QuidEst wrote:
By the way, thanks Necromancer for all the answers you've been giving. Really appreciate it! Would you mind giving us some of the juicy details on Primal Companion Hunter?

Animal companion gets an evolution point pool and can take on the evolutions as if it were an eidolon for a short time. If the companion dies, the hunter can take the evolutions in the same way.

Archetypes thread link; lots of questions answered here.

Cool! *scurries over to the archetype thread*

Shadow Lodge

Pathfinder Companion Subscriber
Necromancer wrote:
equinoxmaster wrote:
do arcanists have the same class skills as wizards?
Everything plus use magic device.

than it should be easy to convert my fetchling wizard to a fetchling arcanist


equinoxmaster wrote:
Necromancer wrote:
equinoxmaster wrote:
do arcanists have the same class skills as wizards?
Everything plus use magic device.
than it should be easy to convert my fetchling wizard to a fetchling arcanist

A warning: the exploits and archetypes available will create a squee-feedback loop that might take some time to sort out in addition to converting the class.


I'm pretty excited to look at the shield brawler archetype. There are so many things you could make of that.


Alexander Augunas wrote:
Gisher wrote:
I thought I saw someone mention a feat called amateur swashbuckler. If it exists, could someone post a brief description?

Open Ultimate Combat. Flip to the Amateur Gunslinger feat. Replaces "Wisdom" with "Charisma." Replace "gunslinger" with "swashbuckler." Replaces "grit" with "panache."

That's Amateur Swashbuckler.

Thank you.


1 person marked this as a favorite.

So besides the Slayer Talents shown in the play test, are there anymore? Anyone care to talk about some of the more interesting ones?

Grand Lodge

Can anyone shed some more light on the forgepriest?


Could anyone tell more about the flying blade archetype for swashbuckler and which deeds does it exactly replace?

Also does Swashbuckler have still only reflex as a strong save or did they receive fortitude or will as well?


Sir Dante wrote:

Could anyone tell more about the flying blade archetype for swashbuckler and which deeds does it exactly replace?

Also does Swashbuckler have still only reflex as a strong save or did they receive fortitude or will as well?

Other posters have confirmed that the Swashbuckler gets only Reflex as a good save. Can't help you on the flying blade though, I don't own the book yet.

Scarab Sages

However, the Twist Away feat helps with the low fort save.


2 people marked this as a favorite.

Just... one more day.... before I can get my copy...

Shadow Lodge

Any thoughts on the Bloodrager or Shaman spell list?


FlySkyHigh wrote:
Just... one more day.... before I can get my copy...

... What time zone is Paizo on?


PST zone


Imbicatus wrote:
Dazylar wrote:

I go on holiday for 2 weeks and over 1200 posts are made. Typical.

Can someone summarise please?

Pretty please?

I promise to say thank you!

Let me explain.. No, there is too much. Let me sum up: This book is made of awesome.

Thank-you!


Jiggy wrote:
Dazylar wrote:

Can someone summarise please?

Slashing Grace is a little borked, but go elsewhere to discuss it. Seriously, don't even ask what I mean. Just go.

There are lots of feats and archetypes that let characters dip into other classes' powers. For instance, there's a feat for a 1/day Martial Versatility, there's a feat for CHA to saves, there's a feat for a 1/day domain power, etc. There's a fighter archetype that drops Armor Training for mutagens and a short list of alchemist discoveries (such as Wings), stuff like that. And some magic items to get in on modifications as well, like rings for adding certain creatures to summon lists.

Plus lots more.

Thank YOU!


QuidEst wrote:
Monks can get pounce and clustered shot. Animal companions can get pounce. Summoned creatures can get pounce. Mutagens for fighters, crossbows for gunslingers, divine grace for oracles, bloodline powers for barbarians, rage powers for bloodragers, arcane exploits for wizards, mutable domain spells for clerics, panache for cavaliers, more discoveries for alchemists, sneak attack for inquisitors, and money for Paizo.

Ta!


Is there a place for errata/corrections? I have found d a pretty big one, just don't want to mention it as I don't want people abusing it at GenCon.

Contributor

GM Hills wrote:
Is there a place for errata/corrections? I have found d a pretty big one, just don't want to mention it as I don't want people abusing it at GenCon.

There's no official place for it, but most mistakes and clarifications are being posted in this topic.

Sovereign Court

1 person marked this as a favorite.
Imbicatus wrote:
Let me explain.. No, there is too much. Let me sum up: This book is made of awesome.

I'm just quoting this because I think the link title is made of awesome.

Shadow Lodge

Pathfinder Companion Subscriber

what character's have you made with this book?


Are there some racial archetypes in the book?


I am assuming there is nothing summoner related in this book; and if there is, it will be banned from Pathfinder Society.


Melkiador wrote:
I am assuming there is nothing summoner related in this book; and if there is, it will be banned from Pathfinder Society.

Two summoner archetypes (one of which will be good for an Eidolon focus that won't be summoning much), and a Hunter with an evolved companion.

RPG Superstar 2008 Top 32

London Duke wrote:
Can anyone shed some more light on the forgepriest?

Trades a blessing for some off-list spells and a bonus to crafting. Can choose item creation feats instead of combat feats with her bonus feats, and in fact is forced to take Craft Magic Arms and Armor at 3rd level.

Can spend fervor to get a bigger bonus with Sacred Weapon if it is an item she made herself. Also gets fire resistance.


Strange the Swashbuckler only gets Reflex while its counterpart, the Gunslinger, has good Fort and Ref. I would expect Swashbucklers to have good Fort and Ref too

Sczarni

What time are we usually allowed to buy the pdf?

Dark Archive

I think I read somewhere that the PDFs should be available at midnight.

Edit: Found it

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. ;)


Imbicatus wrote:
However, the Twist Away feat helps with the low fort save.

It's worth noting that a swashbuckler doesn't qualify for Twist Away until level 11 (rogues qualify at level 2), and that Twist Away is most likely an option you'll only want to use for very dangerous fortitude saves - it has a fairly nasty rider.

It's still a good feat, but it is nowhere near the "swashbuckler saves fix" that some people hope it might be.


How playable are Erastil Warpriests?

Scarab Sages

Kudaku wrote:
Imbicatus wrote:
However, the Twist Away feat helps with the low fort save.

It's worth noting that a swashbuckler doesn't qualify for Twist Away until level 11 (rogues qualify at level 2), and that Twist Away is most likely an option you'll only want to use for very dangerous fortitude saves - it has a fairly nasty rider.

It's still a good feat, but it is nowhere near the "swashbuckler saves fix" that some people hope it might be.

Yes, but most fort saves are pretty nasty, and melee is where they are applied. But it does mean you can make the saves you *really* need to make.


gotta go for a stretch here... someone said there was a feat to gain a domain? Could a martial grab that feat for a domain, say the trickery one i keep hearing about, and then use that to pick up Divine Protection? And finally let the swash get CHA to saves?


Torbyne wrote:
gotta go for a stretch here... someone said there was a feat to gain a domain? Could a martial grab that feat for a domain, say the trickery one i keep hearing about, and then use that to pick up Divine Protection? And finally let the swash get CHA to saves?

Believer’s boon requires WIS 13 and an alignment within a step of whatever deity. No spells, just the domain.

Divine Protection - Your deity protects you against deadly attacks.
Prerequisites: Cha 13, Knowledge (religion) 5 ranks,
ability to cast 2nd-level divine spells; blessings†, domains,
or mystery class feature.

Since the boon feat only grants domain access, that's a negatory.


When when when? :(

Grand Lodge

Barachiel Shina wrote:
Strange the Swashbuckler only gets Reflex while its counterpart, the Gunslinger, has good Fort and Ref. I would expect Swashbucklers to have good Fort and Ref too

Presumably their training isn't spent putting up with booming gunfire, powder burns, and misfires.


Pathfinder Adventure Subscriber

12 hours to go !!!!


I'm a big fan of the Alchemist and Investigator. anything interesting about them?

Silver Crusade

Melkiador wrote:
I am assuming there is nothing summoner related in this book; and if there is, it will be banned from Pathfinder Society.

No need to make guesses. The PFS Additional Resources list has already been updated.

One of the two Summoner archetypes is legal for play.


What time on thursday will the PDF be available? Early in the AM? Midd-day? When?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Midnight (tonight) PDT
3 AM EDT

and adjust for your local timezones.


1 person marked this as a favorite.
zergtitan wrote:

Midnight (tonight) PDT

3 AM EDT

and adjust for your local timezones.

fantastic, i can buy/download it before work tomorrow and look over it while "working".


I got my book! Thanks Paizo!


zergtitan wrote:

Midnight (tonight) PDT

3 AM EDT

and adjust for your local timezones.

Are you certain it is PDT?

Perhaps I am incorrectly remembering but I think a previous product (mythic rules?) became available at midnight eastern time.


Pathfinder Adventure Subscriber

7 hours to go !!!!

Now the question is: Do I stay up till 0300 or go to bed now and set my alarm?

-- david


If it holds to previous books, it'll go on sale at 12AM Pacific time or 3AM Eastern.

I already bought and redeemed a gift certificate for the exact amount, and now it's sitting in my account as store credit; that way, the server can just use that instead of trying to authorize my debit card at the same time everyone else is doing theirs.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
The Thing from Beyond the Edge wrote:
zergtitan wrote:

Midnight (tonight) PDT

3 AM EDT

and adjust for your local timezones.

Are you certain it is PDT?

Perhaps I am incorrectly remembering but I think a previous product (mythic rules?) became available at midnight eastern time.

No it's always been midnight at the Paizo office as the official release time which is midnight in Redmond Washington. So midnight there, 3 AM in the east coast.


Here's hoping the servers don't get fried from all the activity when people try to download it.

Scarab Sages

Melkiador wrote:
I am assuming there is nothing summoner related in this book; and if there is, it will be banned from Pathfinder Society.

I believe only one of the summoner archetypes was banned.

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