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

****( )

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.

*( )( )( )( )

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

*( )( )( )( )

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

*( )( )( )( )

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

**( )( )( )

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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Pathfinder Companion, Lost Omens Subscriber

A summoner with no spells but more evolution points and can use more of those evolutions on themselves would be cool.

A sorcerer archetype that has less spellcasting(bard progression), d8 HD, average(cleric) BA, better skill points, and more bloodline powers would be awesome.

A dragonrider archetypes for summoner, cavalier, paladin, hunter, and druid.

More magical beast and plant type "animal" companions/mounts.

More elemental themed archetypes for bards, we have two water based ones already but no fire, earth, or air.

More environmental/elemental themed archetypes for witches like sand/desert, stone/mountain, wood/forest, etc.

Some archetypes that grant ki abilities to classes that normally do not have them.

Dark Archive

Pathfinder Adventure Path Subscriber
Dragon78 wrote:


A sorcerer archetype that has less spellcasting(bard progression), d8 HD, average(cleric) BA, better skill points, and more bloodline powers would be awesome.

Liking that idea - a 'warmage' that's more bloodline-powers than casting.


Pathfinder Companion, Lost Omens Subscriber

I really, really, really hope that we finally get polymorph spells to change into the missing creature types particularly fey. I hope for some arata dealing with the shapechange spell getting the use of the other polymorph forms not listed in the spell description.


I need a way to turn these new classes into archtypes.

RPG Superstar 2008 Top 32

DeciusNero wrote:
Dragon78 wrote:


A sorcerer archetype that has less spellcasting(bard progression), d8 HD, average(cleric) BA, better skill points, and more bloodline powers would be awesome.
Liking that idea - a 'warmage' that's more bloodline-powers than casting.

Bard spell progression and 1d8 HD? That sounds more like a bard archetype that uses the Sor/Wiz spell list and trades bardic features for bloodline features.

I mean, I guess it's six of one, half dozen of the other, but starting at the bard end would be less changes.


Pathfinder Companion, Lost Omens Subscriber

True it would be easier to start at the bard end but if you do then it would be a bard with sorcerer bloodlines as opposed to a sorcerer who focuses more on his bloodline powers. That is a big difference in flavor to me but I would take ether one.


Pathfinder Adventure Path, Rulebook Subscriber

I think you might be setting yourself up for disappointment...I think most of the archetypes for already released classes are going to be revolve around adding mechanics from the new classes (Studied combat, panache, etc) to existing ones.


Pathfinder Companion, Lost Omens Subscriber

I kind of figured that but I can still dream;)


Dragon78 wrote:
I kind of figured that but I can still dream;)

can i interest you in something not paizo official?

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Thought just ran through my head. Am I the only one who wants to see some bloodlines for the bloodrager that don't exist for sorcerers? Like I would love to see a bloodline built around trolls or some of the other big and imposing monsters in the bestiaries that we don't get a lot of with sorcerers and would feel more appropriate with a class like the bloodrager.


doc the grey wrote:
Thought just ran through my head. Am I the only one who wants to see some bloodlines for the bloodrager that don't exist for sorcerers?

Nope. I thought it would have been a really cool way to distinguish Bloodragers from Sorcerers.

I imagine they probably kept them the same for the purposes of multiclassing, though (even if they were "hybrids" at the time, I suspect that there was always an intent or idea that they would open them to multiclassing at some point).

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber
Cthulhudrew wrote:
doc the grey wrote:
Thought just ran through my head. Am I the only one who wants to see some bloodlines for the bloodrager that don't exist for sorcerers?

Nope. I thought it would have been a really cool way to distinguish Bloodragers from Sorcerers.

I imagine they probably kept them the same for the purposes of multiclassing, though (even if they were "hybrids" at the time, I suspect that there was always an intent or idea that they would open them to multiclassing at some point).

Not really. As it stands it seems they are already treating them as 2 different things with stuff like draconic bloodragers not being able to qualify for dragon disciple because the bloodrager dragon bloodline doesn't count like the sorcerer bloodline.

That being said even if the idea of keeping all the bloodlines matching was true giving bloodragers ones that they then don't copy to the sorc since they are meant to be 2 very different classes. Hell they could probably go both ways with that concept if they wanted. And it doesn't mean that they couldn't still keep copying others into the blood rager either.


Here's to an archetype/PrC that's a mix between Inquisitor and Investigator ^^. Combining formulae and divine spells to create a sort of doctor van helsing would be great.


Not going to lie, a LOT less interested in the warpriest now that they don't get full BAB with their sacred weapons and it still doesn't sound like they get their own spell list.


Another point in the archetype column for me.


Ashram, they have said that Warpriests no longer need charisma and can take fighter feats (With their WP level counting for BaB and fighter levels when taking them) for their bonus feats.

I think the trade is pretty good, especially if they fix all the really worthless blessing powers like they claimed they have.

Scarab Sages

About the Swashbuckler:

Swashbuckler Finesse says: light or one-handed piercing melee weapons.

Weapon Training Ability says: one-handed or light piercing melee weapons.

Weapon Mastery Ability says: light or one-handed piercing weapons.

Why the differences? Also, does this mean all light piercing melee weapons and all one-handed piercing weapons? Or just all light weapons and all one-handed piercing melee weapons?

--S--------


Hopefully there'll be a feat or something for Arcanists that'll allow them to get the advanced bloodline abilities.


Suede wrote:

Ashram, they have said that Warpriests no longer need charisma and can take fighter feats (With their WP level counting for BaB and fighter levels when taking them) for their bonus feats.

I think the trade is pretty good, especially if they fix all the really worthless blessing powers like they claimed they have.

Wow, they made Fervor WIS-based, and they basically gave them the Fighter Training magus gets? Now I'm listening again.


Actually outside of archetypes they are a bit better than the magus fighter training.

Shadow Lodge

2 people marked this as a favorite.

I think the big question here that is being missed is, When will the GM screen with all the ACG iconics be available?


4 people marked this as a favorite.
the Queen's Raven wrote:
I think the big question here that is being missed is, When will the GM screen with all the ACG iconics be available?

I'd like to see a huge poster with *all* of the iconics on it fighting a host of some of the iconic big-bad monsters in the game.

Like, total Iconic warfare.

Contributor

Ashram wrote:
Suede wrote:

Ashram, they have said that Warpriests no longer need charisma and can take fighter feats (With their WP level counting for BaB and fighter levels when taking them) for their bonus feats.

I think the trade is pretty good, especially if they fix all the really worthless blessing powers like they claimed they have.

Wow, they made Fervor WIS-based, and they basically gave them the Fighter Training magus gets? Now I'm listening again.

Actually, the warpriest's version is better than the magus's. The magus has a fighter level equal to half his level when qualifying for fighter feats, and he doesn't get that benefit until 10th level. Jason implied that this was something the warpriest had out of the box.


Alexander Augunas wrote:
Ashram wrote:
Suede wrote:

Ashram, they have said that Warpriests no longer need charisma and can take fighter feats (With their WP level counting for BaB and fighter levels when taking them) for their bonus feats.

I think the trade is pretty good, especially if they fix all the really worthless blessing powers like they claimed they have.

Wow, they made Fervor WIS-based, and they basically gave them the Fighter Training magus gets? Now I'm listening again.
Actually, the warpriest's version is better than the magus's. The magus has a fighter level equal to half his level when qualifying for fighter feats, and he doesn't get that benefit until 10th level. Jason implied that this was something the warpriest had out of the box.

he also said something along the lines of them using their warpriest level as bab for feat prereqs too.


Please... please... please tell me that among the new archetypes, there are some of the magus that involve wielding a two-handed weapon or using 2 weapons TWF.

RPG Superstar 2008 Top 32

JiCi wrote:
Please... please... please tell me that among the new archetypes, there are some of the magus that involve wielding a two-handed weapon or using 2 weapons TWF.

Jason posted a full list of archetypes here. It doesn't say what class they're for or what they do, but maybe you can find something amongst the names?

Contributor

JiCi wrote:
Please... please... please tell me that among the new archetypes, there are some of the magus that involve wielding a two-handed weapon or using 2 weapons TWF.

A good TWF archetype would be well-appreciated, but the magus doesn't need an archetype to be competent at Two-Handed fighting. Since you can hold a 2H weapon in one hand, you can cast a spell with one hand normally, then put your hand back on your weapon as a free action.

Now, if you wanted an archetype that SPECIALIZED in 2H fighting, then that's something entirely different. :-P


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

The fact that the PDF version is listed as "Fulfilled immediately" makes me anxious beyond belief. I don't think I can wait until August.
So much hype for this book.


Oh wow, they posted the release date for the PDF. Is that the release date for subscribers or for general purchase?

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Companion, Lost Omens, Rulebook Subscriber

It's a GenCon release. Those release dates work a bit differently than most Paizo books. (Thursday August 14th = opening day of GenCon.)

Subscribers may get their PDFs a little early. It's varied from year to year.


Okay, thanks. :)


There's actually a picture of 3 of the other iconics, also from the GAMA Trade Show where I assume the picture of all the iconics is from.
Blog post (also has pictures of other Paizo products, Pathfinder Battles etc.).
Skald, Slayer (most likely), Bloodrager.
Still a little blurry (probably caused by low light in the room).


Would like to see a "bound and gagged" spell for all spellcasting classes.


Berselius wrote:
Would like to see a "bound and gagged" spell for all spellcasting classes.

Bondage, huh? ;)

Liberty's Edge

4 people marked this as a favorite.

All right, here's what I want to see. It probably won't end up in this book, but in the future:

An Alchemist archetype that replaces mutagens or bombs (or maybe both) with a golem minion that they could make grow more powerful as they level up. This would function somewhat like an eidilon, except the list of evolutions or in this case "Experimentations", is very limited, and the base form is always a humanoid golem. Basically, a Frankenstein's monster.

A Witch or Shaman that has voodoo abilities. I.E. Poppets, Transfiguration, Chanting, etc. I would really love a shaman archetype that gives you a poppet instead of a spirit animal. A LEGAL ONE! (Am I the only one who really wants to play a Grave Witch- that one archetype with the poppet?)

A sorceror bloodline for each of the major races- Dwarven, Orcish, Gnomeling, Halfling, Elven, Goblinoid, and Tengu. These would give another race's racial trait as a bloodline power at level one, and would allow for other cool powers later on. This would sort of be like playing a Half-Elf or Half-Orc, but you could be any combination of the other major races.

A Cavalier order entirely focused around loyalty to the cavalier's mount. An "Order of the Hoof" if you will. Bonuses for being near his mount, keeping his mount well cared for, and bonuses FOR his mount in general.

ORACLE CURSES. There aren't enough...
Perhaps- Dual Personality, Misfortune, Cold-Blooded, Insomniac, Genderless (could be fun, but I have no clue what it would entail), Lycanthropy, Vampiric (don't worry, it wouldn't make you a vampire, it would just make it so you have to drink the blood of things to sustain yourself), etc.

More specific and better implemented rules for other races besides the core races. This should've been in ARG, but 80% became non-legal for society play. That was a mistake. I WANTS TO BE A GOBLIN. You made the Goblins comic book, and taunted us with the zany and hilarious role playing ideas. How do you people sleep at night?

A Wizard archetype focused around an intelligent object. Somewhat like the Black Blade archetype for the Magus, where the sword is intelligent. This would replace the normal bonded object, and said object would probably be able to cast spells of it's own when it's not in it's owner's possession, but the owner would be unable to cast spells without it. I think this could be cool, as the Wizard would be able to deploy what is basically a drone to cast spells from a distance and wreak some havoc from random locations.

A Wizard archetype that excels at making simple golems or other little magical constructs and servants. Sort of like the Alchemist idea, but with a Wizard. Perhaps he could give up a specialist school and have 3 oppositions.

A Sorcerer bloodline based around light and sunshine. The polar opposite of the Shadow Bloodline. Lots of light spells and dazzle abilities.

A gunslinger archetype that replaces grit with the ability to craft bombs. I want to be able to play the sort of engineer that exists in Guild Wars 2, if you've ever played that.

A slayer archetype that gains the ability to take on the form of fallen enemies, but only of the animal or magical beast subtype. If you've ever seen Fairy Tale (or maybe it's Fairy Tail?), there's a wizard who's able to do this, but I think a slayer would be cooler.

Liberty's Edge

OOO OOO! I almost forgot:

A 3-Point Evolution that allows the summoner to transform his Eidilon into a large magical weapon. I suppose this could also be an archetype, which cuts back the evolution pool, but allows the weapon eidilon to become more powerful as the Summoner gains levels.

In case this isn't obvious: I want to be a weapon miester from Soul Eater. Don't judge me.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Liz Courts wrote:
Removed some posts—chill, people. This product isn't even released yet, and people play the game differently, so don't get too hung up on how somebody else plays a class.

I rely on the heat from pointless arguments to heat my apartment office during the winter time!


1 person marked this as a favorite.
LazarX wrote:
Liz Courts wrote:
Removed some posts—chill, people. This product isn't even released yet, and people play the game differently, so don't get too hung up on how somebody else plays a class.
I rely on the heat from pointless arguments to heat my apartment office during the winter time!

Up here in Alaska, we burn icicles to keep our igloos warm. :P

Liberty's Edge

Tels wrote:
LazarX wrote:
Liz Courts wrote:
Removed some posts—chill, people. This product isn't even released yet, and people play the game differently, so don't get too hung up on how somebody else plays a class.
I rely on the heat from pointless arguments to heat my apartment office during the winter time!
Up here in Alaska, we burn icicles to keep our igloos warm. :P

I wish I hadn't read that with orange juice in my mouth. Now my screens got little droplets on it. Better go get a towel...


You're lucky! If that had happened in Tels' igloo that juice would freeze immediately.


2 people marked this as a favorite.
Kudaku wrote:
You're lucky! If that had happened in Tels' igloo that juice would freeze immediately.

When we want sprinkles for our ice cakes, we put juice and stuff in spray bottle so it mists. Then, when we pull the trigger, it just rains down little juice shards and voila! Iced Juice Sprinkles!


LazarX? Tels? Please stop. I need be able to breathe in order to continue living!

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

You know looking at the new base classes I hope they don't make the old ones redundant. I'm mainly thinking of the magus, I can't see how he will hold up against the warpriest and the bloodrager. Suppose I'll just have to wait for the final clases.

Contributor

1 person marked this as a favorite.
Cat-thulhu wrote:
You know looking at the new base classes I hope they don't make the old ones redundant. I'm mainly thinking of the magus, I can't see how he will hold up against the warpriest and the bloodrager. Suppose I'll just have to wait for the final clases.

There is zero chance of either the Bloodrager or the Warpriest replacing the Magus. For one, neither of those classes can use Spellstrike or Spell Combat, the magus's hallmark abilities.

For Bloodrager, the class has a better BAB than the magus, but only four levels of spellcasting compared to the magus's six. The bloodrager is also a spontaneous casting spellcaster compared to the magus's prepared spellcasting. In all, they're pretty different.

For Warpriest, one is divine and the other is arcane. The divine spell list does not have the explosive power of the arcane spell list. They have pretty different roles as a result. Even if the Warpriest had the same class features as the Magus, it woukdn't replace it.


I really want to play a Magus/Warpriest/Mystic Theurge now... Swift action buff, full attack with arcane spell and then attacks...


Kairos Dawnfury wrote:
I really want to play a Magus/Warpriest/Mystic Theurge now... Swift action buff, full attack with arcane spell and then attacks...

That would be a... bad combination. Neither Sacred Weapon, Sacred Armor, Fervor, Arcane Pool or anything else the classes offer would scale with Mystic Theurge. You'd just get a higher caster level and as a MAD 6th level caster, you're not going to have high DCs on your spells as it is.

It might turn out okay at high levels, but the struggle to get there would be very difficult. Especially considering the fact the earliest you could get into the class (barring the SLA FAQ) would be 9th level.


I didn't say it was a good idea in practice. Just in my mind.


1 person marked this as a favorite.

Ask your GM about running a gestalt game? :)

Contributor

Tels wrote:
Kairos Dawnfury wrote:
I really want to play a Magus/Warpriest/Mystic Theurge now... Swift action buff, full attack with arcane spell and then attacks...

That would be a... bad combination. Neither Sacred Weapon, Sacred Armor, Fervor, Arcane Pool or anything else the classes offer would scale with Mystic Theurge. You'd just get a higher caster level and as a MAD 6th level caster, you're not going to have high DCs on your spells as it is.

It might turn out okay at high levels, but the struggle to get there would be very difficult. Especially considering the fact the earliest you could get into the class (barring the SLA FAQ) would be 9th level.

Add on the fact that Mystic Theurge is a poor BAB class. Shackling it to two martial spellcasters is a bad, bad idea.


2 people marked this as a favorite.

So many negative Nellys wanna step on my underpowered, completely not thought out character concept.

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