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.
There just is not enough in this book to make it worth the price. Not that there isn't a lot there, just that the lot is worthless. Of all the classes, maybe 3 are good enough to play with. Glad I only paid for the PDF.
Great ideas, unnecessary power creep and poor execution
There's a lot to be said about what the devs set out to do with this book, and they definitely hit the mark in some areas. I'm personally not the biggest fan of some of the classes, while thoroughly enjoying others, but the killer is the execution. The product is rushed and at release suffered from a serious lack of editorial attention.
I would give this book 5 stars if they had bothered to give us offical rules to create our own classes- not just a design summary. A very useful book but feels incomplete. Very disappointed as I wanted class constructions rules like Advanced Race Guide.
The Advanced Class Guide introduces ten new “hybrid” classes for the Pathfinder Roleplaying Game. As hybrid classes, they combine two existing classes together, offering a selection of abilities from both classes as well as new abilities that fit their combined flavour. These classes essentially provide a way of multiclassing without multiclassing. This is the fundamental reason why these classes mostly don't appeal to me. While they do have some new abilities, they don't offer any new flavour. In all cases, it's possible to create characters in the same style with the existing multiclass rules. Now, I should probably also confess that I like the multiclassing rules. Yes, there are problems with them (particularly with multiclass spellcasters), but as long as you can get away from the idea that “class” is synonymous with “profession”, you can create a huge variety of character types with them—and yes, they can even be effective characters. As there is already a way to combine the abilities of different classes, there really doesn't seem to be a place for hybrid classes. New classes should be exactly that — new. I have the same problem with the magus from Ultimate Magic, to be honest.
For the first time I’m extremely disappointed with one of Paizo's rulebooks. I was expecting a good mix of innovative base and prestige classes, and most of all, a comprehensive guide to designing these classes. But I found this book sloppy technically and uninspired.
The classes are nothing new and most of them already exist in one form or another in ... Paizo’s previous books. They could be easily replicated as archetypes, as well as prestige classes like in the core rulebook. I see no interest whatsoever in adding new classes if they don’t bring anything new to the game.
Now the part I was expecting the most and I’m the most disappointed with is the last chapter “Designing Classes”. This short chapter gives only rough guidelines to create classes, but there is nothing really helpful. All experienced d20 game masters could have written something similar. By comparison, the Advanced Race Guide did a much better job on the topic it was covering with an excellent Race Builder. But here, no mechanics are provided to actually build the classes in a balanced way, in other words there is no "Class Builder" in the Advanced Class Guide.
To add insult to injury, even though the new base classes in the book are described as hybrid classes built on top of 2 core classes, no explanation is actually provided concerning the creation of gestalt classes. This would have been the very minimum and it would have been much more helpful for GMs than the 10 examples provided.
I had been so far positively impressed by the quality of Paizo work and I’m truly gutted with this book.
well, after today's preview blog, there's what? 8 more weeks until paizocon? *here's hoping for 8/10 Meet the Iconics* blog posts for the next handful of previews...
You monster! The gods will never forgive you for this!
EDIT: Nope, apparently you're not that maniacal. Just loading issues. But what were you neenering for?
I believe that was in reference to the fact that people were talking about the odds of Liz forgetting to update the product info/cover until just before release
You monster! The gods will never forgive you for this!
EDIT: Nope, apparently you're not that maniacal. Just loading issues. But what were you neenering for?
I believe that was in reference to the fact that people were talking about the odds of Liz forgetting to update the product info/cover until just before release
My comment was a reference to Player Companion: Alchemy Manual... but I don't know the reasons for the late update of that one.
I'm not sure if the description changed from before, but I find it interesting that it just calls the new classes "base classes" and the word "hybrid" is nowhere to be seen. Has the whole "hybrid/alternate class" thing been scrapped, along with the multiclass restrictions it included? Kind of like how the gunslinger became its own class instead of an alternate fighter by the time the final version of Ultimate Combat came out? That'd be nice. I'm really looking forward to this book.
I'm not sure if the description changed from before, but I find it interesting that it just calls the new classes "base classes" and the word "hybrid" is nowhere to be seen. Has the whole "hybrid/alternate class" thing been scrapped, along with the multiclass restrictions it included? Kind of like how the gunslinger became its own class instead of an alternate fighter by the time the final version of Ultimate Combat came out? That'd be nice. I'm really looking forward to this book.
I was under the impression that "base class" just meant "20th level class released after the Core Rulebook".
You're sort of right.
A "Base" class is any 20-level class that you can immediately enter without any prerequisites.
A "Core" class is a base class that was introduced in the Core Rulebook.
An "Alternate" class is essentially an archetype of a base class that has enough conceptual changes to warrant its own entry, artwork, and class table. Because it is an archetype, you cannot multiclass an alternate class its with associated base class.
A "Hybrid" class was essentially an Alternate class that acted as an archetype of two classes simultaneously.
The wordage used by the description seems to imply that Hybrid classes aren't a thing anymore, and Jason certainly hinted that such a change could happen during development. Personally, I think if a class concept like a "summoner" warrants its own base class then so does any of the classes presented in this book, so this is a welcome announcement if its true. We'll have to wait for Stephen or Jason to chime in before anything's certain however.
If the Arcanist ended up keeping it's Bloodline Development and School Understanding exploits I wonder if we'll see greater exploit upgrades to them (aka allowing them to further develop their bloodline powers or arcane school abilities). That definitely has some major appeal. ^_^
If the Arcanist ended up keeping it's Bloodline Development and School Understanding exploits I wonder if we'll see greater exploit upgrades to them (aka allowing them to further develop their bloodline powers or arcane school abilities). That definitely has some major appeal. ^_^
If these aren't considered hybrids any longer and can be multiclassed with their "parent" classes, I wouldn't be surprised if those exploits changed to allow for additional improvements to the respective wizard and sorcerer abilities (though you'd be missing out on other cool options, but that's always the case with tradeoffs.)
Sean's data cores weren't expunged the moment he left Paizo. He still might know!
I'm sure he does know, but considering he's no longer affiliated with the company the chances that he'd divulge sensitive company information are less than zero percent. Sean's a pretty honorable guy like that.
Can't tell if you're joking or not. I'm going to assume that you're not.
Panache is a French word that literally translates as "plume," which is a large feather often worn in a cap. As Wikipedia will tell you:
Wikipedia wrote:
The literal translation is a plume, such as is worn on a hat or a helmet, but the reference is to King Henry IV of France (13 December 1553 – 14 May 1610). Pleasure-loving and cynical, but a brave military leader and among the best-loved of the kings of France he was famed for wearing a striking white plume in his helmet and for his war cry: "Follow my white plume!" (French: "Ralliez-vous à mon panache blanc!").
This is the same King who's epitome was, "a chicken in every pot," the basis of which would later be adopted by FDR as part of the tagline for his New Deal legislation which ultimately helped to end the Great Depression in the United States.
Male Mwangi human Investigator, female dwarf Slayer, male Ulfen human Skald, Garundi? human Arcanist, ??? gnome Shaman, male half-elf? Brawler, female half-elf Swashbuckler (previously revealed), female ??? human hunter (and wolf companion), half-orc Warpriest (of Gorum; previously revealed), Shoanti human Bloodrager
Looks good. I like the figure 4th from left in the back row in brown armor with the Shatterstar-esque headgear...
bwahahaha, you know what this means if they are standalone classes right?!? The Multiclass archetype cycle can likely be extended another few years. Let the bloodrager/arcanists and investigator/inquisitors commence!!!
Looks good. I like the figure 4th from left in the back row in brown armor with the Shatterstar-esque headgear...
bwahahaha, you know what this means if they are standalone classes right?!? The Multiclass archetype cycle can likely be extended another few years. Let the bloodrager/arcanists and investigator/inquisitors commence!!!
christos gurd:
I know, right! You know I already called the Slayer/Investigator…
Looks good. I like the figure 4th from left in the back row in brown armor with the Shatterstar-esque headgear...
bwahahaha, you know what this means if they are standalone classes right?!? The Multiclass archetype cycle can likely be extended another few years. Let the bloodrager/arcanists and investigator/inquisitors commence!!!
** spoiler omitted **
Spoiler:
actually my suggestions sound good to me now, as does a slayer/monk...dibs on slayer/monk
Looks good. I like the figure 4th from left in the back row in brown armor with the Shatterstar-esque headgear...
bwahahaha, you know what this means if they are standalone classes right?!? The Multiclass archetype cycle can likely be extended another few years. Let the bloodrager/arcanists and investigator/inquisitors commence!!!
Indeed! I've put placeholder headings on the wiki's Primary Class list. We just need the official rules to start.