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

When making a single ranged attack with a dagger?


void_087 wrote:
Tenth level. One attack. One throwing knife. One grit point. 1d4 + str + 20 and no attack penalty. How's your fighter or barbarian compare?

With 4 knife right per turn? because otherwise that damage is pretty low.


For a wizard maybe


So, do you say that is 1d4+ str + 20 ONCE per turn?

It is not dificult to make something like +22 to attack 2d4+25 15-20/x2 all day long with fighter and then you have the iterative attacks when full attacking.


Yes that's only one of the 2 to 4 attacks you could have. A fighter speced for throwing will never keep up


void_087 wrote:
Yes that's only one of the 2 to 4 attacks you could have. A fighter speced for throwing will never keep up

Well, yes the fighter will never keep up in throwing weapons, I always disliked that.

Still, not sure If I'm seeing hte problem, i Suppose it depends on how many times you can do that trick and how much accuaracy do you have (taking into accoun penalty from long distances)


2 people marked this as a favorite.

5 posts, 1 review, that icon, and these very odd opinions. Something fishy is going on here.


Pathfinder Rulebook Subscriber

Ha ha ha. Oh man.
I'm now picturing Sorcerer as a class as Charlie Brown. Arcanist can pick up an entire bloodline (minus the spells and skills) for less than half its exploits. That's Sorcerer's gimmick at full progression. Wizard can grab arcanist exploits in case you wanted them without waiting a level for spells like Sorcerer and Arcanist. Sorcerer gets a line of bane weapons to get beat up with.

(Okay, so Mongrel Mage is pretty cool.)


My point is thrown or melee the swashbuckler doesn't need to spec for any damage. That outdoes every class


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
void_087 wrote:
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

Oh man, I love Bloodrager! I dunno what you're talking about. Aberrant with the Long Arm spell, Combat Reflexes, and a good crit range. Nobody gets anywhere without taking a hit from you, and it's great when you can crit-stagger somebody. Use Primalist to trade in Aberrant Fortitude and Unusual Anatomy for the Beast Totem line and something else. I dunno, maybe one of the Linnorm death curses, 'cuz they're awesome. Anyways, pouncing becomes hilarious because you can reach a bunch of guys. Plus, a two-feat investment in Arcane Strike and Blooded Arcane Strike means that all your attacks get free damage on all your attacks, even the AoOs.

Dark Archive

Pathfinder Adventure Path Subscriber
void_087 wrote:
My point is thrown or melee the swashbuckler doesn't need to spec for any damage. That outdoes every class

Seems like I picked the right class for our upcoming Kingmaker game, then.

Also, we're still comparing classes to the fighter? ;)


Pathfinder Rulebook Subscriber
DeciusNero wrote:
void_087 wrote:
My point is thrown or melee the swashbuckler doesn't need to spec for any damage. That outdoes every class

Seems like I picked the right class for our upcoming Kingmaker game, then.

Also, we're still comparing classes to the fighter? ;)

I hope so, because then somebody's going to have a much harder time saying that Bloodrager sucks.


void_087 wrote:
You should read all the posts before you reply

I've read all the posts, and your arguments still make no sense. As Rynjin said, being the best at a fairly meh (to be generous) fighting style does not make you overpowered. Pretty much any martial class can out damage that with no real effort at a lower level. The only thing you're adding is thrown.


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anonymous101 wrote:
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.

Sounds like something you should post about under Website Feedback rather than in the comments for a product.


You all miss the point. Thrown or not damage is higher straight out of the box than any other class. Coming from a finesse style. Completely silly

Contributor

2 people marked this as a favorite.

Guys, guys. Don't bother quoting anything it says. You'll just get your post purged from having been tainted by its negativity. I'd be surprised if its posts lasted until morning against Chris's orbital bombardment Internet canon.


Beckett's review of the ACG is the most accurate and most eloquintly stated. I rate his review a 5/5!


Funny thing about those Swashbucklers, correct me if I'm wrong, but I believe that none of those damage options function for any weapon other than one handed or light piercing weapons right?

So that means, the Swashbuckler gets zero bonuses when he uses any ranged weapon other than a thrown weapon that is a one handed or light piercing weapon, such as a dagger.

That means, if he wants to add bonus damage beyond the feats everyone is going to take anyway (Rapid Shot, Manyshot, Deadly Aim and the like) that means he *has* to use thrown weapons like daggers. Thrown weapons, also, being one of the weakest combat options in the game.

I am not at all concerned about Swashbucklers being good at thrown weapons.

Besides, I know a guy who does it better with just a rock. Though, to be fair, it was a big rock!

Shamelessly stolen from Ravingdork's Crazy Character Emporium.


1 person marked this as a favorite.

Yup, I'm done with it. Thought he was being serious at first, now I'm pretty sure he's just going for reaction.

Haven't had a chance for a proper read through yet, but I'm liking what I've seen. Not perfect, things rarely if ever are, but still looks like there's some awesome options in here.


So has anyone done a running tally of the number of old class archetypes that do an ACG class better than the actual ACG class?

Currently we've got the Sacred Huntmaster Inquisitor edging deeeeep into the Hunter's territory (using the IMO far superior Inquisitor list), and the Daring Champion Cavalier kicking over the Swashbuckler's sandcastle and calling him a wimp that I can think of off the top of my head. Oh, and the Exploiter Wizard being Arcanist+ (making it Sorcerer++?).

Any others?


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The lady friend and I really loved this book, and it was totally worth the wait. Each of the classes look like they turned out great, but the archetypes are probably my favorite part of the book. The Swashbuckler, Investigator, and Slayer remained favorites of mine in their final versions, but their archetypes are probably even more fun sounding than the default classes.

There are more ideas for PCs and NPCs in this book than I can handle right now.


Can someone tell me what the Picaroon Swashbuckler get?

The Exchange RPG Superstar 2010 Top 16, Contributor

3 people marked this as a favorite.
anonymous101 wrote:
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.

This is something you should bring up with customer service, not on a random thread. They'll get you straightened out.


Alexander Augunas wrote:

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.

What?!? Sawtooth Sabers? What are… Treated as light weapons? That's amazing!

My new Dex based TWF Eldritch Knight thanks you!

The Exchange

I was at my FLGS last night and didn't see this product on the shelf.

Sovereign Court

Gisher wrote:

What?!? Sawtooth Sabers? What are… Treated as light weapons? That's amazing!

My new Dex based TWF Eldritch Knight thanks you!

Well, to explain further on that (in case it was not known): in the description of Sawtooth Sabers, it says that they're treated as a light weapon for the purpose of Two-Weapon Fighting if you are proficient with them. Otherwise, they are treated as one-handed weapons (such as for Power Attack).

So, with that build, you would treat them as light weapons for the purpose of Two-Weapon Fighting penalties, and you would use DEX for attack and damage rolls with them. So, you couldn't use them for Piranha Strike, for example.

Contributor

Gisher wrote:

What?!? Sawtooth Sabers? What are… Treated as light weapons? That's amazing!

My new Dex based TWF Eldritch Knight thanks you!

Don't thank me, thank the Red Mantis God.


Alexander Augunas wrote:
Gisher wrote:

What?!? Sawtooth Sabers? What are… Treated as light weapons? That's amazing!

My new Dex based TWF Eldritch Knight thanks you!

Don't thank me, thank the Red Mantis God.

Yeah, yeah, whatever.

Paizo Employee Customer Service Dire Care Bear Manager

5 people marked this as a favorite.

Removed unhelpful posts.


Don't get me wrong, this looks good for what it is, but... still no Warlord or Artificer?


Probably will be in the archetypes book that comes out in four months.


A pair of questions:
1- can I aplly the dex bonus damage of Slashing Grace when i throw a dagger?

2- can I use Swashbukler precise strike with two weapon fighting in this way: 2 hands free, I retrieve a dagger as a free action(quick draw)and throw it with the main hand(adding precise strike damage), then retrieving another dagger with the off hand and throwing it(adding precise strike) and so on?

Sovereign Court

Stregi wrote:

A pair of questions:

1- can I aplly the dex bonus damage of Slashing Grace when i throw a dagger?

2- can I use Swashbukler precise strike with two weapon fighting in this way: 2 hands free, I retrieve a dagger as a free action(quick draw)and throw it with the main hand(adding precise strike damage), then retrieving another dagger with the off hand and throwing it(adding precise strike) and so on?

1) Slashing Grace applies to any one-handed slashing weapons. It could be argued that a light weapon could be a one-handed weapon, but the general consensus is that it isn't. As a result, a dagger does not qualify for Slashing Grace, and as a result, it doesn't work. However, if you selected a one-handed slashing weapon that can be thrown, then yes, you would get the damage on ranged attack rolls.

2) Again, since the dagger is a light weapon, Slashing Grace cannot be selected. However, if you had a one-handed slashing weapon that can be thrown, I'd say yes, that would apply in that case. But note that in such a case, you would be taking -4 penalty to attack rolls since your off-hand attack is with a non-light weapon.

Of course, if your GM allows light weapons to be used with Slashing Grace, then the answer to both questions would be a yes.


Entilzha wrote:
Stregi wrote:

A pair of questions:

1- can I aplly the dex bonus damage of Slashing Grace when i throw a dagger?

2- can I use Swashbukler precise strike with two weapon fighting in this way: 2 hands free, I retrieve a dagger as a free action(quick draw)and throw it with the main hand(adding precise strike damage), then retrieving another dagger with the off hand and throwing it(adding precise strike) and so on?

1) Slashing Grace applies to any one-handed slashing weapons. It could be argued that a light weapon could be a one-handed weapon, but the general consensus is that it isn't. As a result, a dagger does not qualify for Slashing Grace, and as a result, it doesn't work. However, if you selected a one-handed slashing weapon that can be thrown, then yes, you would get the damage on ranged attack rolls.

2) Again, since the dagger is a light weapon, Slashing Grace cannot be selected. However, if you had a one-handed slashing weapon that can be thrown, I'd say yes, that would apply in that case. But note that in such a case, you would be taking -4 penalty to attack rolls since your off-hand attack is with a non-light weapon.

Of course, if your GM allows light weapons to be used with Slashing Grace, then the answer to both questions would be a yes.

I believe that the 2nd question was about precise strike with thrown daggers. And the answer in this case is yes, the precise strike damage would apply to both thrown daggers.


Pathfinder Adventure Path Subscriber

After reading it again several times, i tend to think the same as Arassuil about Slashing Grace. One-handed in that context probably means to avoid people throwing two handed weapons.
The feat otherwise really doesn´t make much sense.

I just hope that they make the other feat that is said to come soon not rapier only and also that the flying blade archetype will not be limited to daggers and starknifes only. I want to be able to throw seaknifes, chakrams, shortspears and all kinds of different things.
Not because of powerplay, but mainly because of the limited build options.
It seems that those archetypes are/will be pretty popular and avoiding 10.000 nearly exactly similar Kitsune Swashbucklers in PFS and a lot of pther games by allowing for a bit more individuality would be a very good thing.

Instead of only seeing swashbucklers with scimitars and dervish dance, seing a lot now with rapiers or daggers only makes the difference between a bondage and a dilemma. Giving them more options like being able to use whips, shortspears, blade-boots, maybe even wands of misery would make for real choices and bring a lot of diversity that is surely welcome.
Even if it doesn´t fit the original musketeer/pirate dashing swordbuckler image with a rapier.


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Dread Knight wrote:
Can someone tell me what the Picaroon Swashbuckler get?

A severe case of tennis elbow, caused by the need to constantly draw/sheathe his rapier in order to reload his pistol...

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