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.
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.
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.
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.
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.
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.
#4 human looks Keleshite to me (Osirioni not being an ethnicity). Male Keleshite (to counterpart Kyra) is one of the missing ethnicities IIRC. Though being of medium skin tone, could also be Varisian.
We already know a couple names! The warpriest is names Oloch, and the swashbuckler is named Jirelle. We don't know alignments yet, though.
Oloch is Chaotic Neutral. I don't know for certain, but he's the iconic warpriest of Gorum; what other alignment could he be? You can bet your beard on it.
We already know a couple names! The warpriest is names Oloch, and the swashbuckler is named Jirelle. We don't know alignments yet, though.
Oloch is Chaotic Neutral. I don't know for certain, but he's a warpriest of Gorum; what other alignment could he be? You can bet your beard on it.
Chaotic Good, Chaotic Neutral, Chaotic Evil or Neutral...
He *can* be those alignments, but he's not just a warpriest of Gorum, he's THE warpriest of Gorum. I don't thing Paizo would make him anything other then CN.
James Jacobs mentioned that the Warpriest, like Clerics, will need to match the alignment of their God*. Clerics can be one step different in alignment, but he says these are very rare and should be restricted to either special NPCs or PC characters.
* This refers to Golarion, but not Pathfinder as a whole.
Hey, just noticed the cover is a reversal of the CRB, seeing as they are almost aligned at the top of my page - female champion in front, male behind rather than Valeros in front with Seoni behind; dragon attacking from right rather than left...
Hey, just noticed the cover is a reversal of the CRB, seeing as they are almost aligned at the top of my page - female champion in front, male behind rather than Valeros in front with Seoni behind; dragon attacking from right rather than left...
That's a good ovservation! Wonder if it was intentional...
Well, on the cover, each dragon is 'on' a hill. So if you were to reverse one of the covers, and then slid it up to the appropriate side of the other cover, you get one 'big' hill that has two dragons on it being assault from flanking positions by a party of pesky adventurers.
This is just a shot in the dark here but is anyone else aside from me hoping we'll get a few more Oracle curses in this book?
You are not alone.
Indeed, we keep getting new oracle mysteries, but rarely new oracle curses, so I'm hoping they'll take this an an opportunity to expand the number of curses available. I'd also kind of like a feat that lets anyone get an oracle curse at their character level -3...much like Animal Ally can net you an animal companion and Eldritch Heritage can net you a number of interesting abilities. After all, persistently cursed characters are definitely thematic, but you don't always want them to be oracles...
Of course, I'm also hoping for some new eidolon evolutions for the summoner, preferably some that can make eidolons that aren't huge more competitive...but given how many people seem to hate summoners, I might be alone on that one.
More witch hexes would be cool too. And alchemist discoveries that continue to embrace body modification. And...well, you get the idea! Definitely be fun to see all the new options in this book, regardless...and the finished versions of the new classes. Especially bloodrager.
This is just a shot in the dark here but is anyone else aside from me hoping we'll get a few more Oracle curses in this book?
You are not alone.
Indeed, we keep getting new oracle mysteries, but rarely new oracle curses, so I'm hoping they'll take this an an opportunity to expand the number of curses available. I'd also kind of like a feat that lets anyone get an oracle curse at their character level -3...much like Animal Ally can net you an animal companion and Eldritch Heritage can net you a number of interesting abilities. After all, persistently cursed characters are definitely thematic, but you don't always want them to be oracles...
Of course, I'm also hoping for some new eidolon evolutions for the summoner, preferably some that can make eidolons that aren't huge more competitive...but given how many people seem to hate summoners, I might be alone on that one.
More witch hexes would be cool too. And alchemist discoveries that continue to embrace body modification. And...well, you get the idea! Definitely be fun to see all the new options in this book, regardless...and the finished versions of the new classes. Especially bloodrager.
I wouldn't mind some more mysteries. I hope we (eventually) get some sort of 'Travel' Mystery that grants fly, Dimension Door, Teleport, Greater and other kind of useful movement spells. Perhaps Wind Walk as a 5th level spell and Plane Shift as a SU? And perhaps some new cool spell.
I’m looking forward to trying out the Arcanist. From what I understand, he prepares his spells for the day, but can cast any of those prepared spells any number of times up to his number of slots (similar to a Sorcerer in that regards)?
I’m looking forward to trying out the Arcanist. From what I understand, he prepares his spells for the day, but can cast any of those prepared spells any number of times up to his number of slots (similar to a Sorcerer in that regards)?
Yup! I'm playing the playtest Arcanist in a S&S campaign at the moment and I'm really enjoying the spellcasting mechanic. Less micromanagement than a wizard and less rigid than a sorcerer.
The only thing I'm missing is a bit more endurance at the low levels. I kind of hope the elemental exploits will become be more viable for low-level play when you quickly run out of spell slots akin to Conjuration's Acid Dart or Evocation's Force Missile.
They had a number of abilities for that, Kudaku, but it required you to focus on Charisma as well, so most of the heavy hitter builds didn't make use of them.
Well, most of the theorycraft heavy hitter builds, at least.
They had a number of abilities for that, Kudaku, but it required you to focus on Charisma as well, so most of the heavy hitter builds didn't make use of them.
Well, most of the theorycraft heavy hitter builds, at least.
The problem was that it forced the Arcanist to be pretty MAD (for a caster), which meant the Arcanist had less spells perday, his spell DCs were low, his Exploit DCs were low and the duration of some of this Exploits were low.
All-in-all it was just generally better to have only a low-to-moderate Charisma, and selecting Exploits that didn't interact with Charisma (like the Potent Magic exploit).
They had a number of abilities for that, Kudaku, but it required you to focus on Charisma as well, so most of the heavy hitter builds didn't make use of them.
Well, most of the theorycraft heavy hitter builds, at least.
The problem was that it forced the Arcanist to be pretty MAD (for a caster), which meant the Arcanist had less spells perday, his spell DCs were low, his Exploit DCs were low and the duration of some of this Exploits were low.
All-in-all it was just generally better to have only a low-to-moderate Charisma, and selecting Exploits that didn't interact with Charisma (like the Potent Magic exploit).
Well, another part of the problem is that people think casters are MAD if they need more than one attribute :)
But yea, they didn't quite hit the balance point with Int / Cha where it was actually a great idea to focus in Cha. Maybe they changed that a bit.
They had a number of abilities for that, Kudaku, but it required you to focus on Charisma as well, so most of the heavy hitter builds didn't make use of them.
Well, most of the theorycraft heavy hitter builds, at least.
I'm not quite sure what abilities you're thinking of?
My Arcanist has a charisma of 16 so if there are charisma-dependent exploits that helps me gain some extra endurance I missed I'd love to know about them :)
I was thinking of things like Flame Arc/Acid Jet/Lightning Lance, which requires you to expend a point from your arcane reservoir. At level 1 your arcane reservoir is (1 + 1/2 level) for a grand total of 1. It goes up to 2 at level 2 and 3 at level 4. You can burn spell slots to replenish your reservoir, but that's not really helping you stay in the fight longer.
In comparison Arcane Dart and Force Missile can be used 3 + intelligence modifier / day, or ~7 times per day at level 1, without touching your spells.
I find the elemental powers interesting, but I can use them very rarely and I generally feel I am better off using the reservoir for increasing caster level or spell DCs. If the elemental options were rebalanced to work more like school powers they might add some extra options without draining the reservoir.
They had a number of abilities for that, Kudaku, but it required you to focus on Charisma as well, so most of the heavy hitter builds didn't make use of them.
Well, most of the theorycraft heavy hitter builds, at least.
The problem was that it forced the Arcanist to be pretty MAD (for a caster), which meant the Arcanist had less spells perday, his spell DCs were low, his Exploit DCs were low and the duration of some of this Exploits were low.
All-in-all it was just generally better to have only a low-to-moderate Charisma, and selecting Exploits that didn't interact with Charisma (like the Potent Magic exploit).
Well, another part of the problem is that people think casters are MAD if they need more than one attribute :)
But yea, they didn't quite hit the balance point with Int / Cha where it was actually a great idea to focus in Cha. Maybe they changed that a bit.
Well for me, I love the idea of a smart, and charismatic caster, so the Arcanist really fills that niche for me in a way that a Smart Sorc, or Charismatic Wizard don't. The problem, is I also want a decent Con and Dex, tough to do on a 15-pt buy without just outright trashing Str and Wis.
Splitting the class between Intelligence and Charisma is a great way to balance it out with the more single-minded wizard/sorcerer. However, they need to place more incentive in the class to invest in Charisma - ideally through the implementation of the arcane reservoir.
If they make it truly a split Int/Cha class, then they need to make those exploits worth the lowered intelligence meaning the Arcanist has lowered DC and even less slots per day.
Perhaps something akin to the Magus' spell recall ability.
[Edit] Maybe something like:
Fluid Spells Your spells are fluid and susceptible to change. An arcanist can spend one point from his arcane reservoir to re-prepare one of his spells; he loses the prepared spell, replacing it with the new one. An arcanist can only swap a spell of each level once each day. For example, at 4th level you can swap 1 cantrip, 1 first level spell and 1 second level spell each day.
Greater Fluid Spells Whenever an arcanist uses his fluid spells ability, he can instead change each spell slot once per day.
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Put these two abilities in at an appropriate level, and you really kind of feel like more of an Arcane Hacker.