4 out of 5 rating for Pathfinder Roleplaying Game: Advanced Class Guide
One of the biggest problems that Pathfinder has is its unusual relationship with multiclassing. On one hand, the way classes are designed means that the best option is often to stick with one class. On the other hand, certain concepts simply require mixing and matching different classes. The Advanced Class Guide seems designed around that blurring of lines, as nearly every option allows classes to pick and choose certain abilities from their peers. The new "Hybrid" classes are the star of the show: Each contains features of two existing classes, as well as a few new abilities. Some, like the Swashbuckler or Slayer, are "Level 1 PRCs" in the same vein as the Magus, designed to enable certain character archetypes without dipping. Others, like the Skald or Brawler, are similar to existing classes but introduce new mechanics that make them worth a look. Others, like Arcanist and Warpriest, are sort of 'quality of life' classes. The Warpriest is sort of a middle ground between Cleric and Paladin, meant to serve as an "out of the box" divine warrior capable of buffing themselves from level one. The Arcanist is a Wizard/Sorcerer hybrid that mostly exists for people who hate preparing spells but still want to be a wizard. It is by far the most powerful class in the book, as its "Quick Study" ability completely invalidates its main weakness outside of battle. My personal favorite class is the Investigator, which carries notes of the old Factotum. The next part of the book contains new archetypes for every class, enabling new options like Sneak Attacking Inquisitors, Charisma Based Magi, and Mutagen using Fighters. The Hybrid classes steal the show here again. Archetypes of note include the Mutagenic Mauler and Shield Champion Brawler (for people who want to be Bane or Captain America), the Eldritch Scion Magus (for Charisma based Swordplay), and the unfortunately named Brown-Fur Transmuter (for people who want to turn the fighter into a Dragon). Rounding it all out are a selection of feats (designed for further class hybridization), spells, and magic items. All in all, the ACG is a must have supplement. It has options for any Pathfinder game, even if you don't end up using the classes. If you want to inject some new life into a 14 year old RPG, then the ACG is worth a look. The only hitch is that some classes aren't quite so differentiated from their inspirations, and (in the case of the Arcanist) run the risk of invalidating them. For that, I give it a 4 out of 5.