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I love playing the wizard, so many options and no limits on which magic spell you can learn. I am currently playing the occultist and I am enjoying it, I wish there was a wizard archetype that uses the implement system as the occultist does, which would be really cool, but right now, Occultist is a fun class to play.

4th level Seoni |
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Druid. I never have a bad time with it. I tend to build such that I can drastically change play styles every day if I wanted to.
So many abilities. So many ways to specialize. Full casting.
Like the cleric, the druid has access to any druid spell allowed in his game, every day. There are many. You can do a certain spell list one day, then completely change it the next.
Druids are like wizards, in that they do great when they plan ahead, but druids (and clerics) also have access to way more spells than any wizard.
No other classes can do that.

Gnomezrule |

In 3.0 no one in my group liked clerics so we were always without a healer. After the Forgotten Realms source book came out you could pretty much make any concept with a Cleric. So I played lots of clerics who were bards, clerics who were rogues, clerics who were rangers and so on.
In pathfinder my first character was an Urban Ranger. It was enough rogue it was street smart and combat was a blast.
Then the Slayer came out!!!

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Paladin, baby. Paladin.
I also like barbarians. And I really like wizards if they are VERY focused (I had a wizard that was entirely shadow themed. The only spells she knew that weren't related to darkness or negative energy were cantrips). I like the flavor of monks, but they lack too much in the crunch for me to play them often.

UnArcaneElection |

Be interesting to see how this evolves as the sample size gets larger. Right now, Fighter is tied with Bard and Wizard for #3. Although that isn't totally off the deep end compared to what I have been seeing from following PbPs -- Fighter isn't the most common, but not the rarest either. But not a surprise that Oracle was in 2nd place (and then became tied for 1st with Magus after I refreshed the page, and I definitely see a lot of both in PbPs that I followe3). Still haven't gotten a representative sample yet -- definitely ought to be seeing more votes for Barbarian, Cleric, Druid, Paladin, Ranger, Sorcerer, and Witch.
Just noticed that Ninja and Samurai are missing from the list (and Antipaladin, for that matter) -- count them as their parent classes?
I could go back through the PbPs I follow and count up classes, but that would be a big effort, so not right now. Of course, if I DO get around to this, how do I count multiclass combinations (including but not limited to prestige classes, although the latter seem to be fairly rare but might get more common if some people's builds go the way I think they are going to go when they get more levels).
EDIT:
{. . .} And I really like wizards if they are VERY focused (I had a wizard that was entirely shadow themed. The only spells she knew that weren't related to darkness or negative energy were cantrips). {. . .}
Wouldn't a Wizard that focused possibly work better as a Sorcerer? Or does the combination of Bloodline choice and restricted skill ranks per level hose that concept?

abbamouse |
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I love playing Wizards, especially the Air Elementalists. I devote most of my downtime to either tracking down scrolls/spells or crafting magic items for the party. I like the Jack-of-most-trades that a lower-level Wizard is with a nice fat spellbook and the Master-of-most-trades that he/she is at higher levels. And researching all the spells is fun. Oracles are my second favorite to play, though they're a bit boring compared to a wizard with dozens of spells.

Dyton Kallien |
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Alchemist is the greatest hands down. Wanna build constructs? Army of undead? Simulacra? Break action economey? Break economey? Melee dpr? Ranged dpr? Party debuffer? Better rogue? Quite literally a character that can go anywhere. Not a liability early, dominates midgame, solid lategame, class is perfect.

Azraiel |
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Paladin. Full Stop.
No, not lawful stupid, I-didn't-actually-read-the-code-on-induction-day Paladins; there's nothing in the code that says you have to be a chaste, stuck-up knight templar. If you actually read it, very little of it is much of a handicap at all.
A knight templar type might live in fear of falling, but real Paladins do not; their enemies do. Any evildoer with half a brain realises that if they piss a Paladin off enough, they will happily fall from grace once they're done going to town on you. I'm not even talking about the awesome old Powder Keg of Justice story. That one's dialled up to 11 in a good way, but Paladins are people, hopefully exceptional ones, but people have limits that they won't cross without the right nudge. You don't want to give them that nudge.
And that's just the "I have to be a jerk who's constantly fretting over my own moral cleanliness" misconception. Real paladins get to have fun and look damn good doing it. Partying and post-saving-the-whatever debauchery is AOK, and you can drink pretty much anybody under the table besides. Massive Fortitude Saves, Mercies and Immunity to Disease is an enviable combination for those who enjoy a spot of revelry.
Being arrested isn't automatic grounds for falling either. You can spend time in the slammer for breaking crappy laws*, break out of said slammer*, and then dust yourself off, pick up your sword, and go be a champion of justice and goodness with your adventuring company all over again.
No other class has that kind of awesome roleplaying fodder built in for free, and that's just my extreme example of a noble scoundrel type Paladin. There's plenty of other ways to portray them credibly.
(*remember, only legitimate authority needs to be respected.)

Melkiador |
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If paladin commits ANY evil act, no matyer how small, they fall. Point blank period. THAT is why they fall.
Also notice that the same doesn't hold for a chaotic act. Doing a single chaotic act in the service of law or good is basically ok, as long as it doesn't violate your specific code. But an evil act is bad no matter what reason you have.
Edit: Also note that the "evil act" has to be committed "willingly" to make you fall. Being tricked or mentally controlled into doing an evil act should not be enough to make you fall. Though you should seek "redemption" through your own means.

Azraiel |
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If paladin commits ANY evil act, no matyer how small, they fall. Point blank period. THAT is why they fall.
I use the phrase "going to town" because it's sufficiently vague to not be nitpicky, but specific enough to imply a dramatically and contextually appropriate punishment, such as a classic revenge spree. Actually falling is not required to make this a terrifying threat, just a willingness to pay that price.
The real pitfall to playing a Paladin is figuring out (or hopefully just being able to hash out frankly) what the GM's interpretation of the Paladin code is. Lawful stupid GM's are a thing too, after all.

Nox Aeterna |

Summoner really , while i admit i usually play classes based on CHAR like the bard and focus on performance just for the fun of it even if it is useless to almost every single one of them. Like my current mythic sorc that can manage a 100 perform(string).
Spiritualist is my fav new one , easy choice also , i love having a companion , almost always i only play classes that have a familiar or atleast have an AC.
Reason i almost never play martial classes that lack such companions from the get go.

666bender |
Hybrid druids, so they can both melle and cadt, saurian and lion shaman mostly.
With mere str 16 you can do nice, decent melee while summoning and buffing all.
Barbarian, not beast totem. I now play a grappling one- and he rocks.
I wish to try out halfling on a wolf as well. Rage cycle is the fun key.
Urban ranger with splash of shadow dancer is great , better rogue.
Small cavalier on a gecko or a flyer are amazing fun (or a ranger, mounted style - furian build style).

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If paladin commits ANY evil act, no matyer how small, they fall. Point blank period. THAT is why they fall.
But they can atone if they are sincere and can find a holy person willing to grant atonement (by the crunch it can be anyone with access to the spell, flavor wise it generally makes more sense if they go through their own church)

Pixie, the Leng Queen |

Pixie, the Leng Queen wrote:If paladin commits ANY evil act, no matyer how small, they fall. Point blank period. THAT is why they fall.But they can atone if they are sincere and can find a holy person willing to grant atonement (by the crunch it can be anyone with access to the spell, flavor wise it generally makes more sense if they go through their own church)
But now they need to find a cleric to cast Atonement, pay for atonement, and maybe do some stupid atonement quest.
Also, with certain GMs, that can be harder than with others...
Now granted, having a cleric in party helps :p