There are several classes that are powerful for solo: summoner,aster summoner, druid, etc. The more actions you get per round, the better your survival odds, that's why classes with hardy animal companions do well. They get a beastly combatant to tank/damage, and they can cast from afar.
All that said, the toughest muhfuh to kill that can do nasty damage imo would be a dwarven paladin with the oath of vengeance. Throw in the oath of fiends while you're at it. Get the feats: Fey Foundling, Greater Mercy, Power Attack, and then a bunch of Extra Lay on Hands. Dwarven race is for Steel Soul, but this isn't necessary, as you already get Divine Grace anyway. You'll be hard hitting, tough to damage physically, resistant as hell to spells, and in case you do take a beating, you can heal yourself as a swift action for more heals than a healer could heal someone else as a standard action.
I'm assuming this is a 20 point build, but I'm just putting in the important stats: Dex and Wis. I'm keeping them them same for both classes, 16 Dex, 14 Wis, with the Human +2 going to Dex and making it 18.
Using double-barrel weapon, just because.
The Inquisitor is using the Preacher archetype with Black Powder Inquisition. Preacher helps alleviate jamming gun problems. Inquisition helps with the feat issue. I'm staying away from Gunslinger 1/Inquisitor X intentionally, just to keep it simple for my calculations.
The Gunslinger is using the Pistolero archetype for Up Close and Deadly extra damage.
Gunslinger 5:
Dex: 19 (+1 at level 4)
Wis: 14
Feats: (1) Rapid Reload, Point-Blank Shot (Human), (3) Precise Shot, Rapid Shot (Gunslinger), (5) Deadly Aim
Attacks: +9/+9 = +5 BAB +4 Dex +1 Enhancement +1 PBS -2 Rapid Shot
Damage: 1d8 +7 = 1d8 pistol +5 Dex +1 Enhancement +1 PBS
Note: Can have 4 shots if shooting both barrels at once, but the attacks become +5/+5/+5/+5; Using Deadly Aim is another -2 to attacks, which is why I left it out here, but definitely a possibility. Pistolero could add 1d6 damage for 1 grit point, but this will happen too rarely to warrant inclusion at this point.
Inquisitor 5:
Dex: 19 (+1 at level 4)
Wis: 14
Feats (Teamwork feats replaced by Preacher ability): Exotic Weapon Proficiency (Firearms) (free), Gunsmithing (free), (1) Amateur Gunslinger, Rapid Reload (Human), (3) Point-Blank Shot, (5) Precise Shot
Attacks: +8/+8 = +3 BAB +4 Dex +1 Enhancement +2 Bane +1 PBS -4 Double-Barrel
Damage: 1d8 +2d6 +4 = 1d8 pistol +1 Enhancement +2d6 Bane +2 Bane +1 PBS
Note: Bane is only available for 5 rounds at this point, which is relatively weak. In round 2 he can initiate Destruction Judgment for another +1 to damage, I suppose.
Level 5 Conclusion:
Easy win for the Gunslinger from what I see. Inquisitor does provide decent spells like CLW, Invisibility, See Invisibility, and Shield, so depending on the situation, they could be good, plus they have a great social skills, most likely higher initiative, among other useful abilities, but no denying Gunslinger's raw power here.
Gunslinger 8:
Dex: 22 (+1 at level 4,8; +2 belt)
Wis: 16 (+2 headband)
Feats: (1) Rapid Reload, Point-Blank Shot (Human), (3) Precise Shot, Rapid Shot (Gunslinger), (5) Deadly Aim, (7) Weapon Focus (Double-Barrel Pistol), ??? (Gunslinger)
Attacks: +8/+8/+8/+8/+3/+3 = +8 BAB +6 Dex +2 Enhancement +1 PBS -2 Rapid Shot -4 Double-Barrel -3 Deadly Aim
Damage: 1d8 +15 = 1d8 pistol +6 Dex +2 Enhancement +1 PBS +6 Deadly Aim
Note: I have no clue what feat to take for 8th level. Still not including Up Close and Deadly because when you're getting 6 attacks per round, getting extra damage for 3 or so attacks in a day isn't worth mentioning yet. He could take Extra Grit, but the damage difference is still too meh to count.
Inquisitor 8:
Dex: 22 (+1 at level 4,8; +2 belt)
Wis: 16 (+2 headband)
Feats (Teamwork feats replaced by Preacher ability): Exotic Weapon Proficiency (Firearms) (free), Gunsmithing (free), (1) Amateur Gunslinger, Rapid Reload (Human), (3) Point-Blank Shot, (5) Precise Shot, (7) Rapid Shot
Attacks: +11/+11/+11/+11/+6/+6 = +6 BAB +6 Dex +2 Enhancement +2 Bane +1 PBS -2 Rapid Shot -4 Double-Barrel
Damage: 1d8 +2d6 +5 = 1d8 pistol +2 Enhancement +2d6 Bane +2 Bane +1 PBS
Damage (round 2+): 1d8 +2d6 +8 = 1d8 pistol +2 Enhancement +2d6 Bane +2 Bane +1 PBS +3 Destruction
Note: Less damage in round 1, but keeps up from round 2 on. Spells at this point can include GMW, and Magic Vestment, among others. He can also do both Destruction and Justice Judgments for damage and attack bonuses.
Level 8 Conclusion:
If this was level 7, it'd easily go to Gunslinger again due to the extra attack, but since Inquisitor gets it 1 level later, I thought it was more interesting comparing level 8.
This one is slightly harder to call, because after the first round, the damage is pretty equal. It's not quite equal, as I didn't count Up Close and Deadly, and Bane is still only lasting 8 rounds at this point, but the Inquisitor's versatility has improved a decent amount. Gunslinger can also do Targeting deed at this point, which wins in coolness points.
Also keep in mind that the Gunslinger has less attack bonuses to be able to keep up in damage, whereas Inquisitor can have pretty high attack bonuses due to being able to use two Judgments simultaneously. The Gunslinger can opt to not use Deadly Aim, but that'll lower his damage output quite a bit compared to the Inquisitor.
I'm not enough of a math cruncher to be able to know who wins pure damage, given the penalties that the Gunslinger has to take to keep up, and the variable of Up Close and Deadly.
Due to all that, I'm gonna say it's a draw here, though I really feel that the Inquisitor is a smidge ahead.
Gunslinger 12:
Dex: 27 (+1 at level 4,8,12; +4 belt)
Wis: 18 (+4 headband)
Feats: (1) Rapid Reload, Point-Blank Shot (Human), (3) Precise Shot, Rapid Shot (Gunslinger), (5) Deadly Aim, (7) Weapon Focus (Double-Barrel Pistol), ??? (Gunslinger), (9) ???, (11) Signature Deed (Up Close and Deadly), ??? (Gunslinger)
Attacks: +14/+14/+14/+14/+9/+9/+4/+4 = +12 BAB +8 Dex +3 Enhancement +1 PBS -2 Rapid Shot -4 Double-Barrel -4 Deadly Aim
Damage: 1d8 +3d6 +20 = 1d8 pistol +8 Dex +3 Enhancement +1 PBS +8 Deadly Aim +3d6 Up Close and Deadly
Note: I have no clue what feat to take for most of those feats from level 8+, probably Clustered Shot for one of them, not sure about the rest, but holy hell look at that 8 attacks for 1d8+3d6+20!!! Also, he's now 1 level away from never having to worry about a Misfire. That's a very big deal.
Inquisitor 12:
Dex: 27 (+1 at level 4,8,12; +4 belt)
Wis: 18 (+4 headband)
Feats (Teamwork feats replaced by Preacher ability): Exotic Weapon Proficiency (Firearms) (free), Gunsmithing (free), (1) Amateur Gunslinger, Rapid Reload (Human), (3) Point-Blank Shot, (5) Precise Shot, (7) Rapid Shot, (9) Deadly Aim, (11) Extended Bane
Attacks: +13/+13/+13/+13/+8/+8 = +9 BAB +8 Dex +3 Enhancement +2 Bane +1 PBS -2 Rapid Shot -4 Double-Barrel -3 Deadly Aim
Damage: 1d8 +4d6 +12 = 1d8 pistol +3 Enhancement +4d6 Bane +2 Bane +1 PBS +6 Deadly Aim
Damage (round 2+): 1d8 +4d6 +17 = 1d8 pistol +3 Enhancement +4d6 Bane +2 Bane +1 PBS +6 Deadly Aim +5 Destruction
Note: Once again, less damage in round 1, but keeps up from round 2 on, but unfortunately the 2 extra attacks that the Gunslinger has should put him way further ahead. Spells at this point can include Divine Power, Greater Invisibility, and Stoneskin.
Level 12 Conclusion:
Gonna admit, I'm really surprised at just how insane Gunslinger's damage is. At the mid levels, the penalties to attacks just to keep up in damage is bothersome, but boy does it kick up a notch at level 11 with Signature Deed.
Inquisitor is no slouch either, but less attacks, and daily limit on Bane just can't keep up with Gunslinger's craziness.
Misfire will play a big role from level 13 on, as the Gunslinger will no longer have to worry about it. One can argue that the Inquisitor can get a Greater Reliable weapon, but that means the Gunslinger is free to enchant his weapon with, say, Holy for an additional 2d6 damage, while the Inquisitor has to settle for GMW + Greater Reliable enchants. I didn't really take Misfires into accout because as others have pointed out, going Gunslinger /Inquisitor X is a viable option.
Another element that I didn't take into account is that both classes can buy a Baldric Bane.
So... okay, yeah, Gunslinger has sold me in terms of pure damage. But personally, with that much damage per round, I'd rather take Inquisitor's defensive and utility capabilities, what with Stoneskin, Stalwart, Greater Invisibility, CLW, social skills bonuses, higher initiative, and Heal late game. Still, this was eye-opening to me.
EDIT: I kept reading elsewhere that the Gunslinger doesn't have to worry about Misfire at level 13, but on second look, I'm not sure how they're actually doing that. Would be nice to know.
Seriously, I can't go to my DM and say "I plan on playing a crossblooded sorcerer deepearth verdant bloodline bedrock groveborn wildblooded focused on Summon Monster." I just can't do it.
I see a lot of people saying both bard or druid are good, so if I had to choose only between bard or druid, which one would you guys pick?
(I'm looking up Clerics also since so many people are saying to give them a chance, but I'd still like to know between bard and druid only.)
Druid's pet will let a fighter flank. Druid also provides access to cure spells, which means wand usage.
Archer bard gives a pretty good damage dealer, as well as heals through wand/spells, Inspire Courage, party face, and I can pick up trapfinding through traits.
Cleric evangelist can basically do everything the bard does, but lacking in skill points, and not as good of a party face. The trade-off is that he can also have Animal domain to get animal companion.
I can't play a paladin. The lawful good thing just bugs me :( Inquisitors might be okay, but like the Magus, I'm not sure they make for a good 3rd member in a 3-man party. Haven't really looked into Oracles too deeply.
Between the Magus (or any of its archetypes) and the Inquisitor (or any of its archetypes), which one do you guys think does a better job of tanking?
My definition of tanking:
-High AC (or high HP or high DR, Fast Healing, etc., or a combination of some/all)
-High saves
-High damage (so the enemies will target you)
-Passable mobility (just enough so you can get to the enemy as capable as your party)
I realize that there are other classes that may be better, but I'm specifically asking between Magus and Inquisitor only, please. If you think it depends on the levels, assume this will be between levels 5-10, though I'm curious about all levels. I know Inquisitors get Stalwart at level 11, which is really nice...
Some random thoughts that may be related:
-Dwarf race for Steel Soul feat + Glory of Old trait
-Samsaran for extra cheese topping (Holy Sword combined with Bane weapons for Inquisitor if possible, if not, just Holy Sword on its own is still good)
-A 2-level dip into Paladin for +Cha modifier to saves
-Inquisitors get +1 to +5 on attacks, damage, saves, and AC, and can choose any 2 at level 8 (each at +2).
-Magus gets Mirror Image/Blur/Blinks, which can be much more effective than even super high AC.
-Magus gets nova attack with spells while Inquisitors get Bane + Judgment attack and damage. Not sure which one ends up dealing more in the long run.
Not sure why people think mithral full plate is cheese, it's even given as an example under the "mithral" special materials section.
From my reading of the combat style, a mithral full-plate will allow the ranger to retain them, and as someone else pointed out above, the Dex limited by full plate is only for AC purposes, so the attacks will still be fine.
I'm thinking of going beastmaster archetype and using an ankylosaurus as a mount. Shooting atop a mount while the mount gets dazing/stunning attacks seem like a pretty fun tanking tactic.
What is tank's job anyway? I always thought that their job is either to dish out massive damage (barbarians), or they can have high AC (paladins), or they can control the battlefield in limited amount (fighters), or they can be some of all three combined. I figure that the ranger doesn't have the HP of a barbarian, so it'll need a good AC to be comparable to a fighter or a paladin. From a damage standpoint, I think they can stand toe-to-toe with any of these classes, and as an archer they'll get full attack all the time. So I guess if my assumption of a tank is correct, the archer ranger should be able to do a good job at it...?