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

1 person marked this as a favorite.
NoncompliAut wrote:
I have to say, Paizo's clearly been listening to people complaining that too many female characters are wearing skimpy/impractical outfits... by giving some of the male archetype illustrations really skimpy/impractical outfits. The Wild Child brawler, the Mutation Warrior fighter (slightly), the Feral Hunter, and the Primal Companion hunter are all dressed this way.

The Wild Child reminded me of Gau from Final Fantasy VI. I presumed given that comparison and the flavor text of the archetype itself it was going for the Tarzan-ish loincloth-and-scars type character anyway.

Scarab Sages

Alaryth wrote:
I will try Swashbuckler for a new campaign, but I am terrified by the HORRIBLE Saving Throws. I have read something about a feat that can help with Will Saves. What feat is it? I Can't find it.

Steadfast Personality gives an insight bonus to mind affecting will saves equal to your Charisma bonus.


Imbicatus wrote:
Alaryth wrote:
I will try Swashbuckler for a new campaign, but I am terrified by the HORRIBLE Saving Throws. I have read something about a feat that can help with Will Saves. What feat is it? I Can't find it.
Steadfast Personality gives an insight bonus to mind affecting will saves equal to your Charisma bonus.

Yeah, that one, thanks. ^^

Sovereign Court

Alaryth wrote:
I will try Swashbuckler for a new campaign, but I am terrified by the HORRIBLE Saving Throws. I have read something about a feat that can help with Will Saves. What feat is it? I Can't find it.

Or rather than take Steadfast Personality, do what most people did during the playtest - be a LG Swashbuckler with 2 levels of Paladin ;)

(Alternatively, take levels of a divine class and use Divine Protection if not playing in PFS).

I am really wishing they gave Swashbucklers a second good save. Fortitude would have been justified, since the parent classes are Fighter and Gunslinger. I find it ironic that you can make a more well rounded Swashbuckler with a Daring Champion Cavalier *sigh*

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
anonymous101 wrote:
This might a bit embarrassing to Paizo, but it needs to be said; Your South Koreans (Republic of Korea) customers won't be able to purchase your products, while North Koreans (Democratic People's Republic of Korea) customers will be able to.

The two dozen North Koreans that have decent internet access perhaps. Have you looked at a satellite image of the Korean peninsula at night?

Contributor

Entilzha wrote:

Or rather than take Steadfast Personality, do what most people did during the playtest - be a LG Swashbuckler with 2 levels of Paladin ;)

(Alternatively, take levels of a divine class and use Divine Protection if not playing in PFS).

I am really wishing they gave Swashbucklers a second good save. Fortitude would have been justified, since the parent classes are Fighter and Gunslinger. I find it ironic that you can make a more well rounded Swashbuckler with a Daring Champion Cavalier *sigh*

Actually, swashy is better than daring champion (in my opinion) because Precise Strike is always on while Challenge is a use per day ability. Daring Champion gains a very small subset of swashbuckler deeds, and he gets them a minimum of three levels later than the swashbuckler.

As for the saves bit, I'm playing a Level 1 swashbuckler in PFS. I've done Risen from the Sands 1 and Master of the Fallen Fortress. So far, I haven't felt like I needed a good Fortitude save. Anytime someone bad attacked me with a Fortitude-inducing effect, I simply spent a panache point and used opportune parry and riptose to knock the attack away (usually a poisoned bite). I think I got hit by a bite with poison once and failed a Fort save against troglodyte stench once. We'll see if the need for a better Fortitude save become apparent at higher levels, but I'm going to be cocky and say, "Nah!"


LazarX wrote:
anonymous101 wrote:
This might a bit embarrassing to Paizo, but it needs to be said; Your South Koreans (Republic of Korea) customers won't be able to purchase your products, while North Koreans (Democratic People's Republic of Korea) customers will be able to.
The two dozen North Koreans that have decent internet access perhaps. Have you looked at a satellite image of the Korean peninsula at night?

Hehe, I've said nothing about North Koreans being able to purchase Paizo products. I have no problems with it at all. In fact, I encourage to sell stuff to North Koreans if anyone can (I know, it won't be easy, but again, IF YOU CAN). It's just that it irks me a bit that South Korea, a country that can mostly likely give FAR more profit to Paizo than North Korea, won't have the chance to buy directly from Paizo, while North Koreans can, due to a simple honest ignorance of distinguishing between which Korea is which (S. Korea = Republic of Korea [ROK] and N. Korea = Democratic People's Republic of Korea [DPRK]). That's a bit dumb and unfair, if you ask me.

Grand Lodge

4 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

...what?


2 people marked this as a favorite.
Pathfinder Adventure Subscriber
anonymous101 wrote:
LazarX wrote:
anonymous101 wrote:
This might a bit embarrassing to Paizo, but it needs to be said; Your South Koreans (Republic of Korea) customers won't be able to purchase your products, while North Koreans (Democratic People's Republic of Korea) customers will be able to.
The two dozen North Koreans that have decent internet access perhaps. Have you looked at a satellite image of the Korean peninsula at night?
Hehe, I've said nothing about North Koreans being able to purchase Paizo products. I have no problems with it at all. In fact, I encourage to sell stuff to North Koreans if anyone can (I know, it won't be easy, but again, IF YOU CAN). It's just that it irks me a bit that South Korea, a country that can mostly likely give FAR more profit to Paizo than North Korea, won't have the chance to buy directly from Paizo, while North Koreans can, due to a simple honest ignorance of distinguishing between which Korea is which (S. Korea = Republic of Korea [ROK] and N. Korea = Democratic People's Republic of Korea [DPRK]). That's a bit dumb and unfair, if you ask me.

whiskey tango foxtrot?

You seem to know what you are talking about, but I do not believe the rest of us do. Please explain, in detail, and use simple words. Do not assume any knowledge on our parts as to what you are saying / implying.

-- david

Liberty's Edge

Alexander Augunas wrote:
Actually, swashy is better than daring champion (in my opinion) because Precise Strike is always on while Challenge is a use per day ability. Daring Champion gains a very small subset of swashbuckler deeds, and he gets them a minimum of three levels later than the swashbuckler.

Actually...Daring Champion gets Precise Strike. At level 4. And can stack his Challenge on top of it. So...he gets less Deeds, and gets them later, but he's got the distinct advantage of getting to stack his level onto damage twice when he feels like it, and getting it added once all the time only one level later.

Alexander Augunas wrote:
As for the saves bit, I'm playing a Level 1 swashbuckler in PFS. I've done Risen from the Sands 1 and Master of the Fallen Fortress. So far, I haven't felt like I needed a good Fortitude save. Anytime someone bad attacked me with a Fortitude-inducing effect, I simply spent a panache point and used opportune parry and riptose to knock the attack away (usually a poisoned bite). I think I got hit by a bite with poison once and failed a Fort save against troglodyte stench once. We'll see if the need for a better Fortitude save become apparent at higher levels, but I'm going to be cocky and say, "Nah!"

The issue has more to do with spells than attacks that provoke a Save. And you can't parry spells (though it'd be cool if you could).


Deadmanwalking wrote:


Alexander Augunas wrote:
As for the saves bit, I'm playing a Level 1 swashbuckler in PFS. I've done Risen from the Sands 1 and Master of the Fallen Fortress. So far, I haven't felt like I needed a good Fortitude save. Anytime someone bad attacked me with a Fortitude-inducing effect, I simply spent a panache point and used opportune parry and riptose to knock the attack away (usually a poisoned bite). I think I got hit by a bite with poison once and failed a Fort save against troglodyte stench once. We'll see if the need for a better Fortitude save become apparent at higher levels, but I'm going to be cocky and say, "Nah!"
The issue has more to do with spells than attacks that provoke a Save. And you can't parry spells (though it'd be cool if you could).

I think you can parry ranged touch attack, at least the duelist parry can do it.


I haven't seen it listed anywhere else, but has anyone noticed that the shield champion archetype for the brawler doesn't get weapon proficiency in shields or spiked shields?


Vrog Skyreaver wrote:
I haven't seen it listed anywhere else, but has anyone noticed that the shield champion archetype for the brawler doesn't get weapon proficiency in shields or spiked shields?

Um...

Advanced Class Guide, p. 86 wrote:
Weapon and Armor Proficiency: A shield champion is proficient with all simple weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This replaces the brawler’s weapon and armor proficiencies.

I'm not sure I see the problem?

Edit: Huh. A shield is treated as a martial weapon while shield bashing. I think I see what you mean now.


Good book but 16 cents per page seems a little costly.


Pathfinder Adventure Path Subscriber

Oh man i totally didn´t read the text of slashing grace.
It´s a far better feat now!
And DEX to damage yeah! I take back what i said upthread.
I still wonder about the weapon focus thing, but it makes a lot more sense now.


Hayato Ken wrote:

Oh man i totally didn´t read the text of slashing grace.

It´s a far better feat now!
And DEX to damage yeah! I take back what i said upthread.
I still wonder about the weapon focus thing, but it makes a lot more sense now.

Did you read the part about how you don't get dex on your attack rolls? Because that's a thing with the feat. In order for the feat to function, you must be at least a level 1 Swashbuckler, or a Daring Champion Cavalier.

Or, you know, the complete lack of support for nearly any of the traditional 'finesse' weapons. Like daggers, shortswords, rapiers, and that sort of thing.

(I know I made a whole thread about this feat, but I didn't want to leave people who read this thread with the impression that Slashing Grace is actually a good feat)


but then again, it requires weapon finesse to take, so I don't see what the deal is, considering weapon finesse gives you dex to hit instead of strength.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Weapon Finesse doesn't work on one-handed weapons, unless you have Swashbuckler/Champion's Finesse.


I guess it's true that most 1 handed weapons wouldn't fall into that category (there are a list of weapons besides light ones that it does work on though).

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Slashing Grace only works with one-handed slashing weapons. Which don't work with Weapon Finesse. Anyone who is not a Swashbuckler or Cavalier cannot use the two together.


fair enough. I was reading it differently, but going and rereading things helps.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I've had to reread it about five times while we were discussing it, so you're in good company. :)

Silver Crusade

I can think of at least one combo.

Weapon Finesse+Weapon Focus(scimitar)+Dervish Dance+Slashing Grace(scimitar)

Also, while wielding a dueling sword:
Exotic Weapon Proficiency(Dueling Sword) + Weapon Finesse + Slashing Grace(Dueling Sword)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber
SunshineGrrrl wrote:

Also, while wielding a dueling sword:

Exotic Weapon Proficiency(Dueling Sword) + Weapon Finesse + Slashing Grace(Dueling Sword)

Thanks, I needed that for an NPC writeup.

Scarab Sages

It works with Whips too. Very nice for Warpriests of Calistria.


By RAW can I use the feat Slashing grace with a Whip???
So I can create an Arcanist Blade Adept, bonded with a whip to deliver touch spell with reach ??XD

Contributor

Better still:

Swashbuckler's Finesse + Exotic Weapon Proficiency (Sawtooth Saber) + Weapon Focus (Sawtooth Saber) + Slashing Grace (Sawtooth Saber)

Now you can use Two-Weapon Fighting with the Sawtooth Saber. If you multiclass Swashbuckler 1 / Ranger (Divine Champion 2) and worship the Red Mantis god, you get:

— Weapon Finesse for free (Swashbuckler)
— Exotic Weapon Proficiency: Sawtooth Saber for free (Ranger)
— The Red Mantis Fighting Style at 2nd level, which includes all of the fun two-weapon fighting bits.

If you do Ranger 1, Ranger 2, Swashbuckler 1, you could have proficiency and Weapon Focus at 1st level, Two-Weapon Fighting at 2nd level, and both Weapon Finesse and Slashing Grace at 3rd level.

Enjoy.


Exotic One-Handed Melee Weapon chart from the PRD wrote wrote:


Whip 1 gp 1d2 1d3 ×2 — 2 lbs. S Disarm, nonlethal, reach, trip

plus

PRD wrote wrote:


Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Yup, works. Go forth Indy!

Scarab Sages

Soo... the plume of panache. I keep staring at it, feeling like I'm missing the obvious reference to what it actually does. It reads like it should be referencing a specific deed, but I don't... *shakes head*

Maybe I should get some sleep.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Orthos wrote:
NoncompliAut wrote:
I have to say, Paizo's clearly been listening to people complaining that too many female characters are wearing skimpy/impractical outfits... by giving some of the male archetype illustrations really skimpy/impractical outfits. The Wild Child brawler, the Mutation Warrior fighter (slightly), the Feral Hunter, and the Primal Companion hunter are all dressed this way.
The Wild Child reminded me of Gau from Final Fantasy VI. I presumed given that comparison and the flavor text of the archetype itself it was going for the Tarzan-ish loincloth-and-scars type character anyway.

The surprising thing here is that the Wild Child does not lose any armor or shield proficiencies from the base Brawler class. If any archetype should have a reason to refuse to wear armor, this one does. A monk-like wisdom bonus to unarmored AC would be highly appropriate.


Insain Dragoon wrote:
zergtitan wrote:

A couple of things,

1. If the skald uses horns why aren't wind instruments under his skills and versatile performance features?

2 Lute of The Battle Ready: they heard our prayers! :) though may I ask why they are giving a time duration when they could (should) be useful at will.

His class skills have only specific performs. At least that's my guess.

There is an entire archetype based around a skald with a warhorn, but the archetype doesn't even add wind instruments to his skills/versatile performance. It doesn't surprise me that they would limit instrument selections for a skald (although warhorn does seem odd to remove), however it does seem like an oversight that the archetype didn't add it.

Silver Crusade

David knott 242 wrote:
The surprising thing here is that the Wild Child does not lose any armor or shield proficiencies from the base Brawler class. If any archetype should have a reason to refuse to wear armor, this one does. A monk-like wisdom bonus to unarmored AC would be highly appropriate.

I think hide makes a perfect rp choice here too though.


At 20th level, a martial master can use this ability to gain the benefit of any number of combat feats as a swift action.

ALL THE COMBAT FEATS!

Dark Archive

Pathfinder Adventure Path Subscriber

Wow glad it wasent just me who saw that.


just saw flexible wizardry(and its improved version), yeah wizards should be fine.


Papa-DRB wrote:
anonymous101 wrote:
LazarX wrote:
anonymous101 wrote:
This might a bit embarrassing to Paizo, but it needs to be said; Your South Koreans (Republic of Korea) customers won't be able to purchase your products, while North Koreans (Democratic People's Republic of Korea) customers will be able to.
The two dozen North Koreans that have decent internet access perhaps. Have you looked at a satellite image of the Korean peninsula at night?
Hehe, I've said nothing about North Koreans being able to purchase Paizo products. I have no problems with it at all. In fact, I encourage to sell stuff to North Koreans if anyone can (I know, it won't be easy, but again, IF YOU CAN). It's just that it irks me a bit that South Korea, a country that can mostly likely give FAR more profit to Paizo than North Korea, won't have the chance to buy directly from Paizo, while North Koreans can, due to a simple honest ignorance of distinguishing between which Korea is which (S. Korea = Republic of Korea [ROK] and N. Korea = Democratic People's Republic of Korea [DPRK]). That's a bit dumb and unfair, if you ask me.

whiskey tango foxtrot?

You seem to know what you are talking about, but I do not believe the rest of us do. Please explain, in detail, and use simple words. Do not assume any knowledge on our parts as to what you are saying / implying.

-- david

For the sake of simplification, let's just say that in August 14, 2014, Paizo.com did not have an option to use a cc registered to Republic of Korea (South Korea) address, but it did have the option to use a cc connected to Democratic People's Republic of Korea (North Korea) address. Hence my rant.


Pathfinder Adventure Path Subscriber
Tels wrote:


Did you read the part about how you don't get dex on your attack rolls? Because that's a thing with the feat. In order for the feat to function, you must be at least a level 1 Swashbuckler, or a Daring Champion Cavalier.

Or, you know, the complete lack of support for nearly any of the traditional 'finesse' weapons. Like daggers, shortswords, rapiers, and that sort of thing.

(I know I made a whole thread about this feat, but I didn't want to leave people who read this thread with the impression that Slashing Grace is actually a good feat)

I refer to myself upthread, where i complained about no other DEX to damage than cervish dance. I had not read the feat then, only the overview table. But i also wrote it, because i didn´t see any way then dervish dance to get DEX to damage there. And it seems still not to exist for normal swashbuckler weapons. That´s a bit odd somehow.

Yes, there is some stuff missing in the write-up of the benefit.
Like if only swashbucklers and similar classes/archetypes can use it or if it´s just accessible with weapon finesse for full use, meaning attack and damage with DEX.

One could make an awesome human DEX fighter then at level 1! And i would really love that solution. I saw your thread and i also saw Buhlmahns solution. If it would only apply to rapiers, it would be very, very sad. Anyway, this should just get errataed somehow very fast.

Dervish Dance and Slashing Grace do 100% not stack. There´s enough precedence for stuff like that. The language is also quite clear about it.

As i didn´t read the whole book, i´m not saying it´s bad. Only some things confuse me at the moment, partially because i didn´t read everything probably.


Playtest swashbuckler and tell me how it goes. Bloodrager is bad at everything is why. Bad spellcasting and melee. It's an even worse magus


Tenth level. One attack. One throwing knife. One grit point. 1d4 + str + 20 and no attack penalty. How's your fighter or barbarian compare?

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