Pathfinder Campaign Setting alternate class abilities in Pathfinder RPG


Rules Questions


Not exactly a rules question, but the rules board seems the most relevant: is there a consensus on using the alternate class features presented in the Campaign Setting book (written for 3.5) with the Pathfinder RPG?

Or are they intended to pull the core 3.5 classes up to late 3.5/Pathfinder standards, so they'd presumably be a bit too much on top of the already powered up Pathfinder classes?

In particular, the fighter and cleric alternates (swap a single fighter feat for 2 more skill points per level and more class skills, and give up domains for fighter BAB and HD, respectively) seem quite powerful.


I have used some to set certain races apart from the norm. Just be careful with the options. I'm redoing mine to be more inline with the APL.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
jasin wrote:

Not exactly a rules question, but the rules board seems the most relevant: is there a consensus on using the alternate class features presented in the Campaign Setting book (written for 3.5) with the Pathfinder RPG?

Or are they intended to pull the core 3.5 classes up to late 3.5/Pathfinder standards, so they'd presumably be a bit too much on top of the already powered up Pathfinder classes?

In particular, the fighter and cleric alternates (swap a single fighter feat for 2 more skill points per level and more class skills, and give up domains for fighter BAB and HD, respectively) seem quite powerful.

I would suggest that you download the recently updated Campaign Guide. It has all the skinny on both incorporating the APG rules and the Magus playtest.

Note that character rebuilds are not allowed. You can't change an existing character to use a new archetype.

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