People
who have read my review of it from last
year will know that I am not a big fan of the Advanced Class
Guide. It's
not a bad book, but it just doesn't have much that I want or need for
my games. To date, I have never used anything from the book in any of
my games. Similarly, Advanced Class Origins, which provides
additional options for the hybrid
classes from the Advanced
Class Guide and talks about how
they fit into the Pathfinder Campaign Setting is rather useless to me
as well. When it comes to reviewing such a book, it's tempting to
just say, “Yeah, it's useless,” and move on.
But
I'm not really the target audience for Advanced Class
Origins. If I don't use any of
the hybrid classes in my game, then of course I'm not going to get
any use out of a book all about them. The target audience is,
naturally, people who do
use hybrid classes in their games and any review of Advanced
Class Origins must take that
into account. And so that is what I intend to do with this review. I
will put my own dislike for the hybrid classes aside and look at what
this book offers (or
doesn't offer) people who like and use the classes.
The
Advanced Class Guide
introduced 10 new classes, and as Advanced Class Origins,
like other books in the Pathfinder Player Companion
line, is only 32 pages long, not surprisingly, it can only devote a
limited amount of space to each class. Each class gets two pages of
information, starting with how the class fits into Golarion. This
background information generally takes up most of the first page and
discusses the various countries where the class is most common. With
so little space available, I'm pleased to see even this much devoted
to background information. Nonetheless, it is still rather generic as
a result. It doesn't really provide much in the way of setting
insight. Also, much like Mythic Origins, the book doesn't
actually discuss the origins of these characters. Rather, they have
always been there and the book is just telling us where. This was
more of a problem with Mythic Origins,
though. With Advanced Class Origins,
it merely makes for a confusing title.
The
remainder of the two pages for each class contain new options for
that class. Although the types of options vary depending on the
class, every section ends with two new traits—mostly
regional traits, though the brawler and warpriest get combat traits
and the skald section has race traits. The other options include
things like new bloodlines for bloodragers, new talents for
investigators, and a new spirit for shamans. The bulk of the new
options, however, are archetypes, with most classes getting at least
one and several getting two. Only the bloodranger and shaman do not
have any new archetypes.
There
are actually quite a few interesting options and they
generally do a very good job of tying the classes to Golarion. The
black blood bloodrager bloodline, for example, is based around the
black blood of Orv (in the Darklands). The scarab stalker archetype
places hunters in the deserts
of Osirion, and the Lepidstadt inspector places investigators
in...well...Lepidstadt, Ustalav. The archetypes create a great deal
of local flavour, which I really like to see.
After
the classes, the remainder of Advanced Class Origins
offers a selection of new feats, magic items, and spells. These are
all fairly standard fare, though not a lot really stands out. Fencing
Grace, however, lets characters with Weapon Finesse and Weapon Focus
(rapier) apply their Dexterity bonuses to damage instead of Strength,
an ability in high demand for Dexterity-based fighters (and other
warrior classes). I also
rather like the Lepidstadt investigator's hat,
which is a deerstalker cap that lets characters pretend to be
Sherlock Holmes (and also affects an investigator's inspiration
ability). Another nice thing
about these last few pages of the book is that many of the feats,
spells, and magic items are useful for any class, not just the hybrid
classes, making the book at least a little useful for those of us who
don't use the hybrid classes.
On
the whole, there is quite a bit of useful material in Advanced
Class Origins for people who use
the hybrid classes from Advanced Class Guide.
Even though there are a lot
of classes to cover and not a lot of space in the book, it manages to
provide a good variety of options for each of those classes. It also
does a good job of adding a lot of Golarion-specific flavour to the
classes, with archetypes and abilities that are tied to specific
locations in the campaign setting. Overall, it's a pretty decent
book.
Very nice review.
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