Advanced Class Origins is a 32-page, full-color book devoted to
the “hybrid classes” introduced in the Advanced
Class Guide. A major goal is to
integrate these setting-neutral classes into Golarion while simultaneously
providing some flavourful additional options.
You can judge the cover art yourself (pretty cool in my opinion!). The inside front-cover is a map of the Inner
Sea with little icons depicting where hybrid class characters might originate
from. Not a great use of space, as the
textual descriptions inside the book are clearer and more specific. The inside back-cover lists all of the
archetypes available to hybrid class characters from either the Advanced Class Guide or this book, and which
regions (if any) those archetypes are tied to.
Again, not especially useful since all it does it provide pointers to
the relevant section in the ACG and in this book—it’s not like it’s compiling
information scattered across a dozen books.
The opening pages of the book are a “For Your Character”
section (summarising what’s in the book for each of the hybrid classes, an
index (which is kinda silly in a 32-page book), a two-page section that offers
a one-paragraph summary of where in Golarion the different hybrid classes might
be found (unnecessary since the material will be repeated later in the book). We’re not off to a good start, four pages
in. There is a useful sidebar
summarising which prestige classes from the Core Rulebook or Paths of Prestige
that hybrid class PCs might qualify for.
The body of the book essentially consists of a two-page
entry for each of the hybrid classes, followed by two-page sections on new feats,
magic items, and spells. I’ll move relatively quick through the class entries,
embracing the joy of bullet points. I
should preface this section of the review by saying that I haven’t played most
of these classes except Shaman (though I’ve GM’d for Bloodragers,
Swashbucklers, and Warpriests), so my ability to evaluate new mechanics are
necessarily limited. The class entries
generally introduce one or two new archetypes and a couple of (generally
super-weak) traits. The best part of
each entry is the discussion of how the classes can be tied into the setting.
·
Arcanist: The discussion of arcanists in
Golarion is really interesting, showing how the vast majority of people don’t
know (or care) about the different between arcanists and wizards. The idea that two of the Arclords of Nex
(millenni ago) were arcanists is intriguing.
There’s a new archetype introduced here, Twilight Sage, that’s designed
for necromantically-oriented arcanists from Geb. One of the archetype’s abilities, Twilight
Transfer, is very cool—you bring a creature back to life by draining the life
of another! The section contains some
new arcane exploits, as well as two regional traits (“pathetic”, according to
my notes).
·
Bloodrager: There’s an interesting bit about how
bloodragers from the Hold of Belkzen most commonly have the undead bloodline,
with links to a figure from Curse of the
Crimson Throne. The section has two
new bloodlines, Black Blood (which looks
powerful) and Kyton (which has a very flavourful but mechanically weak ability
called Unnerving Gaze).
·
Brawler: The entry for brawlers links them
heavily to gladiatorial combat in the Inner Sea. There are two new archetypes, Ulfen
Beast-Wrestler and Winding Path Renegade, but the latter is incoherent in its
flavour. Of the two new combat traits,
Absalom Bouncer is almost laughably weak (a +1 damage bonus with unarmed
strikes to do non-lethal damage), while another called Failed Aspirant is okay
(1/day you can do a combat maneuver without provoking an attack of
opportunity).
·
Hunter: I
still don’t really get the concept of a Hunter as distinct from a Ranger, but I
guess that’s a problem with the class and not this book. However, the book doesn’t help, as the
archetypes it introduces are bland and forgettable.
·
Investigator: There’s a new archetype called
Lepidstadt Inspector that has a good concept, even if it’s mechanically
inferior to the basic class. There’s
also a few new investigator talents.
·
Shaman: Introduces the Mammoth spirit, which I
have to give some love since my “caveman shaman” Gurkagh is from the Realm of
the Mammoth Lords and sometimes invokes it.
·
Skald: The Bekyar Demon Dancer archetype is
pretty rad (if you don’t mind some demon-worshippers in the party), and there’s
also a Belkzen War Drummer (they use the drum-beating clubs to break heads!)
and a Dragon Skald.
·
Slayer: The entry does a good job giving some
examples of how Slayers fit into the setting.
I like the niche the Pureblade archetype fills—they focus on slaying
aberrations that arise due to the strange alien technology in Numeria. There’s also a Sczarni Executioner archetype
and two new Slayer talents.
·
Swashbuckler: I’m not a fan of the class, but
the Shackles Corsair archetype has some fun abilities while the Whirling
Dervish archetype fits in well with Sarenrae’s focus on redemption. I like the cinematic possibilities of the
Lion’s Audacity trait—your PC yells “Charge!” and all of your allies get a
bonus to attack and damage if they charge with you.
·
Warpriest: Two archetypes. Liberty’s Blade for
PCs from Andoran and Mantis Zealot for worshippers of Achaekek, that, according
to my incredibly descriptive notes, “aren’t very good.” I hope no one reviews this review! Also, a couple of new blessings for the
Scalykind and Void domains.
The two pages of feats are an odd mix of the super minor (a
feat that lets bards get a +1 to attack and damage for 1 round if they identify
a creature) to the super good (a feat that allows Dex to damage for
rapier-wielders). I’m guessing that if
we could somehow run the numbers, Know Weakness isn’t as popular among players
as Fencing Grace. Some better editorial
control would have been good here.
The two pages of new magic items have a good mix of
flavourful items. I like how well
everything is tied into Golarion setting lore, even if in practice most players
don’t pay attention to those bits.
There are nine new spells in the magic entry, though,
surprisingly, only a couple of specifically-restricted to the hybrid
spellcasting classes. One spell, Arcane Disruption, could be a
game-changer during certain encounters if it lands—if the target fails a save,
they have to make Concentration checks every time they cast a spell.
That’s the book! On
the whole, I think the “fluff” or “flavour” is really good. I have a better
sense of how the hybrid classes “fit” into Golarion after reading it, and I
imagine a lot of players could craft better backstories if they use it. The mechanical options aren’t as balanced as
they should be, though admittedly it’s a hard goal to achieve in a game as
large and sprawling as Pathfinder. In
the end, if you like the hybrid classes and play them regularly, this is a good
purchase.
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