Pathfinder Review: A Look at the Advanced Class Guide
Today I’m going to take a look at one of the newest and most interesting products coming out of the Paizo gaming foundry.
Now I’ve played me a boatload of Pathfinder over the years, heck, I was one of the lucky few at GenCon that actually got to pull my Core copy off the pyramid and then rush over to artist’s alley to have Wayne Reynolds sign it, so I’m always on the lookout for what they will do next.
The Advanced Class Guide takes a very interesting turn within the game, basically melding iconic core classes together to make some really cool hybrids. Instead of an old school Fighter/M-U, you get a whole new stable of stuff with unique characteristics.
I mean, here is what the book has to say about it, “Most heroes progress along a single path – choosing to become a fearsome fighter, pious cleric, or mighty wizard – but some are drawn to many roads. For them, it can be hard to find a balance between abilities offered by disparate classes. Hybrid classes solve his dilemma by blending features from two classes, adding rules to make them work seamlessly together.”
Makes sense right?
So, this is how we get new classes like Arcanist [sorcerer/wizard], Bloodrager [barbarian/sorcerer], Investigator [rogue/alchemist], etc. In all, it is pretty darn cool, and Paizo’s designers go into exacting detail on each, taking up a full 71 pages of the volume with mechanics and Wayne Reynolds iconic art.
After that introduction, you get a full run on archtypes and class options for the core classes in the game, then roughly 30 pages of feats, 40 pages of spells, and then 50 pages of equipment and magic items for the new classes.
The tome rounds out at 250 pages in hardcover, has some great stylized Pathfinder art, and makes another solid contribution to the overall Paizo product line for their now venerable RPG.
For anyone out there looking to add more ‘spice’ to an already flavorful system, look no further than the Advanced Class Guide.