Best class in Pathfinder today?


Advice

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Grand Lodge

I'd rather ask what is the best for each type of character, so what is the best...

melee damage dealer?
arcane spellcaster?
divine spellcaster?
tank?
Skill-monkey?

IMO the best consistent melee damage dealer is the two-handed fighter. Others might be more bursty under different circumstances, IE rogues are better when two weapon fighting with sneak attack, paladins are smiting, rangers are against a favored enemy, things like that but for CONSISTENT output the fighter is best.

Arcane spellcaster, the wizard is king, no one is as versatile and capable of so much as the wizard.

Divine spellcaster, probably cleric, but druids are close second.

Tank, probably fighters because they can wear heavy armor and wield tower shields giving them high AC while still putting out some damage.

Skill-monkey I havent decided on yet.


Cleric

Good proficiencies so decent AC and you can have nice shiny things to hit foes with, plus flame strike fairly early on in the progression. Decent HP, channel is a pretty hot ability as well. And your party loves you for looking after them with channel and the usual cure spells.

What's not to like?

Grand Lodge

Bakunin wrote:
What would you say the best class for both surviving combat as well as posing an offensive threat would be? I'm trying to find a good balance of offense and defense for a 5th character in a party with no other full BAB classes.

Cleric is pretty good, as somebody mentioned, but if you're looking for damage output and survivability, I don't think anything beats a Paladin.

Full BAB + Smite Evil + Bonded Weapon means you can just about keep pace with a Fighter for damage output when fighting neutral foes, and outpacing him against evil foes. (In particular certain types of evil foes.) In addition, you can Lay on Hands yourself as a SWIFT action without provoking an attack of opportunity 2+CHA modifier times a day.

Add immunity to fear and charm effects, and CHA bonus to all your saves and you've got a class that's just about invincible. For more GM frustration take two levels of Rogue or Monk for Evasion and laugh at his futile efforts to harm you.


The best class is always the class I am playing at the time.

Grand Lodge

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Jack Spellsword wrote:

I'd rather ask what is the best for each type of character, so what is the best...

melee damage dealer?

Two-handed Fighter 100%.

Quote:
arcane spellcaster?

Wizards are the popular answer, but it's the Summoner, hands down. Especially when you account for archetypes like Master Summoner and Synthesist Summoner.

Quote:
divine spellcaster?

I would have to inverse your answer and say Druid, with Cleric a close second. Clerics have a somewhat better spell list, but Spontaneous SNA is way better than spontaneous cure, wild shape is one of the most powerful class abilities around (even with the nerf) and the animal companion puts it right over the top.

Quote:
tank?

I have to say Paladin here again. They do sacrifice the armor training of the fighter, but have better saves, immunity to fear and charm and disease, and self-healing ability. The healing in particular is huge.

Quote:
Skill-monkey?

Bards. Rogue gets more skill points, but Bards get free knowledge (whoo!), get to condense several of the class skills into their perform skill, and have buff spells out the wazoo. The only thing the Rogue has over the bard is the ability to disarm magical traps, and last I checked, Bards can summon.


monk, monk, monk


Bakunin wrote:
What would you say the best class for both surviving combat as well as posing an offensive threat would be? I'm trying to find a good balance of offense and defense for a 5th character in a party with no other full BAB classes.

Sword and Board(aka Shield) Paladin is the classic choice. Get a decent Str, Con, and Cha, without dumping Dex, and you are frontline fighter with some protection.

You could also go with a Barbarian. Forget AC, focus on damage and HP, play slightly defensively (IE you are a warlord, not a pure berserker. You understand that no general is successful without an army, and you don't charge off on your own). Especially at lower levels, the high HP of Barbarians is plenty of protection as long as you don't play like you have INT 7.

You could also play a Synthesis Summoner. They... well... lots of people consider them cheesy. Lots of GMs will ban them. They arn't as broken as alot of people seem to think, but they do have the potential to cause lots of headaches for the GM, steal the spotlight from other players, and inadvertantly be rules-illegal (because they seem to have a ton of custom-made rules and errata just for them). If you want to play a Synthesis Summoner, talk to your GM first.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I've gotta say, clerics are pretty sweet. Full casters, solid armor proficiencies, fantastic spell list, incredible diversity/flexibility via domains...

Yeah, there's no such thing as a bad cleric.


Jiggy wrote:

I've gotta say, clerics are pretty sweet. Full casters, solid armor proficiencies, fantastic spell list, incredible diversity/flexibility via domains...

Yeah, there's no such thing as a bad cleric.

Except, you know, the clerics that go bad, and are just flat nasty with swarms of undead minions.


Jiggy, challenging the forums to build a bad cleric? ;)

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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I'm practicing avoiding the urge to cover all exceptions in such detail as to remove the visceral impact (or just plain relevance) of the primary statement. "Brevity is the soul of wit" and all that.

And my wife says I get to wordy and precise sometimes. So lay off my personal growth exercises, people! Sheesh! ;)


How about in terms of players having fun?

- I WILL SMASH DEMONS HARD!
Paladin

- I WILL SURVIVE IN THE FOREST AND MY CHARACTER IS AN ELF AND TOTALLY LIVES IN TREES!
Ranger

- I CAN SHAPECHANGE INTO A **BEAR**! AND I HAVE A **PONY**!!!
Druid

- RHAAAAAAAAHHH!!!
Barbarian

- I AM SUPER-SWORDMASTER REDERICK III, MASTER OF ALL BLADES!!! MY FATHER WAS GRANDMASTER OF ALL BLADES AND I SEEK MY LEGACY!!! I HAVE BLADES...ON MY BLADES!!! *MUSCLEFLEX*
Fighter

- I AM THE ARCANE SWORDMASTER WHO STALKS IN THE NIGHT! I AM THE TERROR THAT...
Magus

- I AM SUPER-OVERPOWERED BUT ZOMG I LOVED FINAL FANTASY!!!
Summoner

- I AM A PIMP!!!
Bard

...listen to our inner kids. Then ask this question again. :D

Except about the bard. Nobody talks about bards.


I'm somewhat of a multiclass junkie. I like mixing each class up and seeing what comes out of the experiment.

When it comes to single classes I like playing Bards, Wizards, Witches, or Rogues.

But Multiclassing I tend to favor Paladin/Sorcerer, Rogue/Alchemist(or Wizard), and Bard/Clerics.

I believe these experiments make great flavor for in game situations.

However as many have said before, play with what you have the most fun with. :)


I think the Master Summoner is the most powerful class in the game.

Followed by Divination Wizards.

For categories, I'd say:

Melee Fighter: Master Summoner, followed by Synthesist

(But AM Barbarian is kind of uncategorizable. Just being a melee damage machine he is short of the Synthesist, but his ability to laugh at magic users at high levels make him special. That and grab Titans and throw them to the ground.)

Rogues: Does it matter? 50 zillion archetypes get to detect and disarm traps now. Even if they don't, there is usually a way to work around it if you have ample resources.

Master Summoner is the best Rogue. He can customize his eidolon to be the Rogue. And his summons do anything the Rogue can do better anyway.

If you are bored of Master Summoners, any Summoner archetype but Broodmaster can be inserted here. Sadly the broodmaster is a better Rogue than the Rogue still.

Heck Crypt Breaker Alchemists, Several Bards, a Sorcerer, at least one Oracle all can deal with traps and do lots of other stuff.

Rogues make the worst Rogues.

Arcane Caster: Divination Wizard. Conjuration is pretty good too, Teleportation subschool. I think there is some definite Illusionist cheese out there to take advantage of too.

And Master Summoners...

Divine: Druid.

Did you know that Master Summoners can heal decently, via summons? That they can use CLW wands with UMD? That there are a ton of outsiders with different curative spells they can summon?

Basically there is one best class in the game. Everyone else is fighting over a niche or second best.

Grand Lodge

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Expert. No other class gets to hand-pick its own class skills.


sunbeam wrote:


Basically there is one best class in the game. Everyone else is fighting over a niche or second best.

Monks are not fighting over a niche or second best....


Most powerful: Wizard
Best designed: Magus

Wizard can do anything.

Magi does its job (direct damage in melee) well without a lot of effort, and doesn't feel useless when its main job is not called for, but can't make the rest of the party redundant.


daddystabz wrote:

Today what are the top 3 best/most effective classes in Pathfinder? Also, does anyone know where I can find great builds for these classes?

Thanks in advance!

If you mean best as in most powerful. Wizard, Druid, Cleric. Wizards can eventually do virtually everything better than everyone. Druids can do some of everything, and are also decent martials, come with meat shields, and thanks to Dazing spell are incredibly good at locking down enemies. Clerics are much like druids, and get a lot of nice necromancy stuff, and spells like Gate (and I think are the only class that can easily call and command a Solar to do their bidding). All three get to summon powerful outsiders to do their bidding.

I understand Witches are pretty good, or so I've heard, but I haven't seen one done up proper in a way that seemed impressive. They seem easier to shut down than wizards, have poorer spells than wizards, and so forth. People really seem to love hexes though.

Silver Crusade RPG Superstar 2014 Top 16

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Ashiel wrote:
daddystabz wrote:

Today what are the top 3 best/most effective classes in Pathfinder? Also, does anyone know where I can find great builds for these classes?

Thanks in advance!

If you mean best as in most powerful. Wizard, Druid, Cleric. Wizards can eventually do virtually everything better than everyone. Druids can do some of everything, and are also decent martials, come with meat shields, and thanks to Dazing spell are incredibly good at locking down enemies. Clerics are much like druids, and get a lot of nice necromancy stuff, and spells like Gate (and I think are the only class that can easily call and command a Solar to do their bidding). All three get to summon powerful outsiders to do their bidding.

I understand Witches are pretty good, or so I've heard, but I haven't seen one done up proper in a way that seemed impressive. They seem easier to shut down than wizards, have poorer spells than wizards, and so forth. People really seem to love hexes though.

I personally love witches, but I am disappointed in the lack of options for making hex DCs higher. Wizards can find all kinds of ways to get higher DCs on spells (simplest being Spell Focus) but witches are still waiting for a Hex Focus feat. PAIZO! HEX FOCUS PLEASE! THANKS!


cartmanbeck wrote:
Ashiel wrote:
daddystabz wrote:

Today what are the top 3 best/most effective classes in Pathfinder? Also, does anyone know where I can find great builds for these classes?

Thanks in advance!

If you mean best as in most powerful. Wizard, Druid, Cleric. Wizards can eventually do virtually everything better than everyone. Druids can do some of everything, and are also decent martials, come with meat shields, and thanks to Dazing spell are incredibly good at locking down enemies. Clerics are much like druids, and get a lot of nice necromancy stuff, and spells like Gate (and I think are the only class that can easily call and command a Solar to do their bidding). All three get to summon powerful outsiders to do their bidding.

I understand Witches are pretty good, or so I've heard, but I haven't seen one done up proper in a way that seemed impressive. They seem easier to shut down than wizards, have poorer spells than wizards, and so forth. People really seem to love hexes though.

I personally love witches, but I am disappointed in the lack of options for making hex DCs higher. Wizards can find all kinds of ways to get higher DCs on spells (simplest being Spell Focus) but witches are still waiting for a Hex Focus feat. PAIZO! HEX FOCUS PLEASE! THANKS!

Ability Focus works already.


I hear you there sunbeam - it also explains why the first campaign rule I have encountered a few times now is "no summoners"


Melee Damage Dealer? Fighter
Arcane Spellcaster? Wizard
Divine Spellcaster? Cleric
Tank: Paladin
Skill-Monkey: Rogue
Face of the Group: Bard

Fighters can be built to out damage anyone.
Wizards can have a spell for every occasion.
Clerics can Heal and buff a party most effectively.
Paladins can wear heavy armor and use almost any shield plus they can heal themselves in extreme conditions.
Rogues have the most skill points and can find/disable magical traps.
Bards have versatile performance which really adds them in dealing with other people.

of course this is based on the base classes with no archetypes.


Azaelas Fayth wrote:

Melee Damage Dealer? Fighter

Arcane Spellcaster? Wizard
Divine Spellcaster? Cleric
Tank: Paladin
Skill-Monkey: Rogue
Face of the Group: Bard

Fighters can be built to out damage anyone.
Wizards can have a spell for every occasion.
Clerics can Heal and buff a party most effectively.
Paladins can wear heavy armor and use almost any shield plus they can heal themselves in extreme conditions.
Rogues have the most skill points and can find/disable magical traps.
Bards have versatile performance which really adds them in dealing with other people.

of course this is based on the base classes with no archetypes.

How interesting it would be if this were true.


I'm having an absolute blast with my Zen Archer Monk. Best archer ever, IMHO.


Fromper wrote:

Best class? Best at what?

Bards are the best skill monkeys.

Clerics are the best healers.

Or are you just focused on optimizing combat ability?

An Oracle of Life will out heal a Cleric any day. Not that Clerics are a weak class, just not the best healer.

Paizo Employee Organized Play Developer

Randall Newnham wrote:
I'm having an absolute blast with my Zen Archer Monk. Best archer ever, IMHO.

I love the Sohei with Weapon Training in the longbow at 6th level. You get a couple extra attacks over the Zen Archer, and while your class doesn't give you a mount, you can extend your ki abilities to any mount you jump on, including giving them temp hp. Full moves at twice the speed of your unmounted friends, increased survivability in your purchased mounts, and full attacks with any weapon you can use thanks to being able to take Mounted Skirmisher at level 1 is sweet, sweet sauce. Mounted Skirmisher+Nodachi+Flurry of Blows+Weapon Training= Sweet Stuff! Also, Flurry of Blows+Rapid Shot+Manyshot+Weapon Training+Mount Ki Abilities= Equally Sweet Stuff!


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Ashiel wrote:
Azaelas Fayth wrote:

Melee Damage Dealer? Fighter

Arcane Spellcaster? Wizard
Divine Spellcaster? Cleric
Tank: Paladin
Skill-Monkey: Rogue
Face of the Group: Bard

Fighters can be built to out damage anyone.
Wizards can have a spell for every occasion.
Clerics can Heal and buff a party most effectively.
Paladins can wear heavy armor and use almost any shield plus they can heal themselves in extreme conditions.
Rogues have the most skill points and can find/disable magical traps.
Bards have versatile performance which really adds them in dealing with other people.

of course this is based on the base classes with no archetypes.

How interesting it would be if this were true.

I was going based off of the basic classes no archetypes. The Archetypes throw the roles from the basic classes into chaos.


The most powerful class in the game is the wizard. That has been true since the dawn of 3E and remains true today. You could strip the wizard of all its class features other than spells and it would still be true. Compared to full access to the best spell list in the game stuff like favored enemies, armor proficiencies, skill points, etc. are rounding errors.

That said, I don't think wizard is the best class in terms of fun. Properly played it distorts everything because its so powerful and makes the GM's job a nightmare. In my group we've actually banned full casters. If you want to play a wizard-type you play a magus or bard. Want to play a cleric? You play an inquisitor.


Paladin Warrior of the Holy Light Hospitlar: Variant Channeling (disease)

Great saves, Good HPs, Good Damage, No MAD, Make any weapon magical if loose equip or boost best weapon, Can self heal as a free action, remove conditions like cursed and blindness and importantly self heal stat and abil drain (as a free action if get quickened channeling).

If there is another source of healing and your DM allows the feat 'radiant charge' you can do a charge attack whose damage is obscene.

Its the only one stop shop.

Witch is a close second if you get UMD and pack wands of restoration but unlike a paladin cannot attack AND heal in the same round, some familiar shiftyness can fix this but any DM thats not babying will then target the familiar and they drop easy.


If your in a party that covers your healing needs and just want rort power its hard to beat a pouncing synthesist summoner who blows a feat on leadership and gets a sohei monk follower to ride you. Its disqusting but effective if you play in a crass game.


Also if you get ultimate mercy as a paladin and you have a DM that allows wealth gain through things other than adventuring you can become VERY wealthy, if not VERY popular... Raising the dead and curing ability damage for free along with a decent charisma and good attitude will basically make you the most popular guy on the planet among peeons and adventurers alike and pretty much assures that if you ever do die some one will bring you back. Karma is awesome.


Starfinder Superscriber

Which ever one I happen to be playing. Which doesn't happen often as I'm nearly always the DM...


insaneogeddon wrote:
Also if you get ultimate mercy as a paladin and you have a DM that allows wealth gain through things other than adventuring you can become VERY wealthy, if not VERY popular... Raising the dead and curing ability damage for free along with a decent charisma and good attitude will basically make you the most popular guy on the planet among peeons and adventurers alike and pretty much assures that if you ever do die some one will bring you back. Karma is awesome.

Pick up a Jealous weapon and keep it sheathed and you don't even need to cure the negative levels.

Watch out for the inevitables. Your granddaughter may be forced to ID your headless corpse.

The Exchange Contributor, RPG Superstar 2010 Top 16

daddystabz wrote:
The last time I played I played a wizard but I'm pretty clueless.

See... here's where the trouble is. If you are clueless, a build isn't going to help you out, you are likely better off going with a class which is easier to understand.

Being a wizard player but not understanding the XXX spells you have at your command and XXX magic items... you just get overwhelmed with decision lock and wind up being less effective than even fairly simple fighter builds.


Which is why Druid is so awesome in 3.5. You literally can't screw it up in a way you can't just get a different animal companion and prepare different spells to fix without using ACFs: It says something when VoP can't screw them up.


Azaelas Fayth wrote:
Ashiel wrote:
Azaelas Fayth wrote:

Melee Damage Dealer? Fighter

Arcane Spellcaster? Wizard
Divine Spellcaster? Cleric
Tank: Paladin
Skill-Monkey: Rogue
Face of the Group: Bard

Fighters can be built to out damage anyone.
Wizards can have a spell for every occasion.
Clerics can Heal and buff a party most effectively.
Paladins can wear heavy armor and use almost any shield plus they can heal themselves in extreme conditions.
Rogues have the most skill points and can find/disable magical traps.
Bards have versatile performance which really adds them in dealing with other people.

of course this is based on the base classes with no archetypes.

How interesting it would be if this were true.
I was going based off of the basic classes no archetypes. The Archetypes throw the roles from the basic classes into chaos.

So was I.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Pawn512 wrote:

The most powerful class in the game is the wizard. That has been true since the dawn of 3E and remains true today. You could strip the wizard of all its class features other than spells and it would still be true. Compared to full access to the best spell list in the game stuff like favored enemies, armor proficiencies, skill points, etc. are rounding errors.

That said, I don't think wizard is the best class in terms of fun. Properly played it distorts everything because its so powerful and makes the GM's job a nightmare.

I submit that this is not the case in games which begin at level 1 and end around level 8-12.


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Ashiel wrote:
Azaelas Fayth wrote:
Ashiel wrote:
Azaelas Fayth wrote:

Melee Damage Dealer? Fighter

Arcane Spellcaster? Wizard
Divine Spellcaster? Cleric
Tank: Paladin
Skill-Monkey: Rogue
Face of the Group: Bard

Fighters can be built to out damage anyone.
Wizards can have a spell for every occasion.
Clerics can Heal and buff a party most effectively.
Paladins can wear heavy armor and use almost any shield plus they can heal themselves in extreme conditions.
Rogues have the most skill points and can find/disable magical traps.
Bards have versatile performance which really adds them in dealing with other people.

of course this is based on the base classes with no archetypes.

How interesting it would be if this were true.
I was going based off of the basic classes no archetypes. The Archetypes throw the roles from the basic classes into chaos.
So was I.

Unfortunately Ashiel is quite correct. For instance the rogue is pretty much obsolete at this point. Sure he has his tricks, but ninjas have better tricks. Detect magic can find magic traps, and dispel magic (or greater dispel) can suppress magical traps. Other classes have more relevant skills, and similar number of skill points. Sure he gets sneak attack, but ninjas do to and have better mechanics for actually getting it.

Clerics are not the "best" at healing and buffing IMHO, oracles are. Oracles effectively have unrestricted access to cure spells, their bonus spells are added to the list unlike 1 per day domain spells. They get more spells per day, and similar access to common buffs from the divine list (except they get the spells per day to actually use them frequently). I would still argue that clerics are still a class, but that's because they are a prepared caster that has other useful built in abilities. Its really close depending on the mystery the oracle chooses though.

Tank isn't a real role in PF btw. It looks like it is, but the mechanics of the game don't let it happen that way. No way to hold aggro, full armor and spikey sword actually discourages aggro when there are squishies that are more dangerous.

I don't know the current status of the DPR olympics, but I don't recall any fighter build being #1, the best fighter build was actually an archer archetype...

Dark Archive

Simply, The Bard - They can do anything.


A Fighter might not have the best DPR but they can fight both single foes or groups equally well with good feat choices.

A Wizard & Cleric can use many spells tailored to an encounter especially when you scout ahead.

The tank isn't like a MMORPG Tank. What it means in P&P games is a roadblock to hold off opponents. In this role a Paladin is grand especially with Antagonize.

Rogue is better to me because it has better options for dealing with situations. Ninja is more combat based.

Bards are knowledge gatherers and the ones that herald the party. This is similar to a bard announcing a hero's arrival in a village in need of aid.

This is using my campaign style. If you are running PFS or a combat based campaign then no this isn't exactly the best option.

Combat based I would say Samurai/Cavalier, Wizard, Oracle, Paladin, Ninja/Alchemist, & Bard. Then again I am basing this on the party fighting CR=APL encounters with a single enemy of that CR.


Jack Spellsword wrote:

I'd rather ask what is the best for each type of character, so what is the best...

melee damage dealer?
arcane spellcaster?
divine spellcaster?
tank?
Skill-monkey?

Melee Damage:Beastmorph Vivisectionist Alchemist, Master summoner

Arcane Caster:Wizard, sorcerer
divine caster:Cleric
Tank:Fey Foundling Paladin, Master Summoner
Skill Monkey:Bard
Archer:Zen Archer Monk

Justification:
The beastmorph vivisectionist alchemist can pump his str so high that martial classes cannot compete. On top of that at 10th level they get pounce. Master Summoners can put out dozens of summons to swarm the enemy and deal massive amounts of damage. The wizard is more versatile than the sorcerer but a human sorcerer can keep up and have more spells and easier use of metamagic. The cleric has the best defensive buffs and healing in the game making it the best divine class. Fey Foundling Paladins have better saves than fighters, deal similar damage, and have better sustain than a fighter. Master Summoners summon monsters to take punishment. The bard has the most skills, period. The Zen Archer Monk doesn't do as much damage as other archers but has good saves, ac, mobility, and skills to boot making it the best archer.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

The most powerful class is the bard, as he convinces the king/demon/deity that he really should send his army to do such-and-such.


I will have to agree with Jiggy that the bard is one of the strongest classes in the game. However it shines the brightest when archers are in the group.


Black_Lantern wrote:
I will have to agree with Jiggy that the bard is one of the strongest classes in the game. However it shines the brightest when archers are in the group.

This is fairly true... not seen an archer heavy group with a bard but I have seen a combat where the party stood back and used bows to attack... it was crazy how well they synergized...


This is my Level 10 character, is he effective?
The Rog 6/Fit 4 is a dual-wielding death machine, attacking with his rapier and war claw (treat as cestus)when enemies are vulnerable. When flanking, he makes a full-attack action at one enemy, quickly cutting it down with hard-hitting AND accurate sneak attacks. If the situation does not present itself, he uses his Acrobatics of +25 to tumble under, step through, even jump over (a la Legend of Zelda)enemies to get into a spot where he is flanking. He also possesses scrolls of spells, including Lightning Bolt, Spear of Purity, and Gravity Sphere (as Ice Storm, but only bludgeoning damage and ranged weapons that attack through it count each 5 ft. as 10 ft.). He also is an excellent archer, shooting down enemies from long range. He has a wide variety of skills as well, and a pretty good Will save. Problem? He doesn't have very good range, and is made of glass if hit by anything too hard. Does this sound like a good Rogue/ Fighter?


I think you are in the wrong thread Abyss. Its also a bit of a necro, though this board tolerates that more than most.

On your character: rouges and fighters are generally considered to be rather weak, with their party role essentially being damage and skill slave. That being said as long as you are doing decent damage for your level (sufficient to down enemies in 1-2 rounds if they aren't full boss fights) then it doesn't really matter if you are "good" as long as you are having fun. Here is a link were you can compare your offensive vs the average monsters for each level: https://docs.google.com/spreadsheet/ccc?key=0Agyi5tgUTatCdHFjS05Kb18xVGd2bT Zhak5YaGQtMFE#gid=3


I personally like hexcrafter magus. Besides the usual use of melee and magic, they get witches hexes. They can choose when to learn a hex instead of an arcana, or they could get them through feats. That is a good trade since many hexes are better than all feats that do not require long list of prerequisites, especially with their scaling DC that can bring Save or Suck to a whole new level. They also add all curse spells onto their lists, and they can easily apply touch spells without feeling particularly squishy.

Talking about squishiness- an arcane duelist bard could have the best for an arcane spellcaster since they can get access to heavy armor and get no arcane failure chance from shields. A +2 armor and +2 shield is less expensive than a +3 armor. They lose a bit of their versatility in return, but they make much better back up on the frontline.


One of the best classes in pathfinder is the inquistor, always useful though hardly overpowered, that is good desing.


Ahh the elusive objective answer to a purely subjective question.


Evangelist Cleric of Erastil with the animal domain boon companion and sacred summons for your chorus of lantern archon your tanking companion pet and the ability to buff them all with inspire courage.

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