
Bloodrealm |
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Witch. The Slumber and Evil Eye Hexes, especially Slumber. Animal Skin and Ice Tomb Major Hexes. Add the Gravewalker archetype to make and permanently control your own bodyguards if you want some extra backup. Healing patron gives you Cleanse. Accursed Hex feat in case something saves against Slumber and/or Ice Tomb. If you don't go Gravewalker, get the Figment familiar archetype so that you can't permanently lose it and your spells along with it. If you do go Gravewalker, pay for some protective spells cast on your poppet with Permanency.
Keep in mind that Gravewalker isn't PFS legal.

MageHunter |
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My money is on Eldritch Knight. UMD or infernal healing keeps them alive, early levels good stats and weapons should sustain you, and the less valuable your stats become as you progress, the more spellcasting kicks in. Meaning melee just becomes a secondary option if you want. I would go for a level of inspired blade and grab arcane armor training.
Paladin could probably pull it off and has story reasons. Warpriest for the same reason. (Class also lends itself to TWF which I like)
Any divine caster with good stats probably. Druids and Clerics are strong.
Maybe an Assassin/Shadowdancer since teamwork isn't a necessisity.
Broodmaster Summoner or Packmaster Druid?

Bloodrealm |
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Divine classes are nice for soloing, but I'd say they're just barely behind the Witch.
If we're just going with suggestions of good solo classes from now on, Spiritualist might be a good pick. They've essentially got the spell list of a 6-level Divine caster and gets a great companion that has great powers, can deliver touch spells, never actually dies, and can become incorporeal.

LuniasM |
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Divination Wizard, Master Summoner, and a Reach Cleric could potentially handle themselves well enough. The Wizard avoids combat and ends it before he even has a chance to be killed, the Master Summoner has raw power and versatility, and the Reach Cleric can be a gish with high perception and Invisibility Purge so you are not likely to be surprised by combat, giving you a fighting chance. If you want a sure thing, Wizard.
Or you could make it easy and just take Arcanist.

Gray |

Are you playing adventure paths? A home brew?
I'd play an unchained rogue, maybe a ranger. As a solo PC, you don't have a prayer with most adventures and encounters. You need to max out stealth, maybe disguise, and investigate everything prior to ever committing to combat. Only enter combat when you know you have an absolute chance of success.

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Paladin! Why does no one ever suggest paladin? Tank with the ability to heal yourself as a swift action once you get Lay On Hands. Take a non-horse mount for more versatility in combat, or the Sacred Servant archetype for (slightly) improved spellcasting.
Alternatively, ask your GM if you can gestalt magus/monk (both with quarterstaff-focused archetypes - I forget what they're called). Most overpowered character I've ever played.
If you're playing a spellcaster, take Improved Familiar when you get high enough level, and find a familiar that can heal you!

Lemartes |

Witch. The Slumber and Evil Eye Hexes, especially Slumber. Animal Skin and Ice Tomb Major Hexes. Add the Gravewalker archetype to make and permanently control your own bodyguards if you want some extra backup. Healing patron gives you Cleanse. Accursed Hex feat in case something saves against Slumber and/or Ice Tomb. If you don't go Gravewalker, get the Figment familiar archetype so that you can't permanently lose it and your spells along with it. If you do go Gravewalker, pay for some protective spells cast on your poppet with Permanency.
Keep in mind that Gravewalker isn't PFS legal.
Recurring Dream (Su)
A figment has a total number of hit points equal to 1/4 the master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master, a figment enters an antimagic field, or a figment's master is rendered unconscious or asleep, the figment disappears until the next time its master prepares spells or regains spells per day. Because it is a being of its master's own mind, a figment can never serve as a witch's familiar, and it can't use any divination spells or spell-like abilities it may possess.
This ability replaces improved evasion.

Bloodrealm |

Recurring Dream (Su)A figment has a total number of hit points equal to 1/4 the master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master, a figment enters an antimagic field, or a figment's master is rendered unconscious or asleep, the figment disappears until the next time its master prepares spells or regains spells per day. Because it is a being of its master's own mind, a figment can never serve as a witch's familiar, and it can't use any divination spells or spell-like abilities it may possess.
This ability replaces improved evasion.
Ah, s@@%, that's right; forgot that bit. Oh well, it's not like it's THAT important. Just don't suicide your little friend.

Lemartes |

Lemartes wrote:Ah, s!#~, that's right; forgot that bit. Oh well, it's not like it's THAT important. Just don't suicide your little friend.
Recurring Dream (Su)A figment has a total number of hit points equal to 1/4 the master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master, a figment enters an antimagic field, or a figment's master is rendered unconscious or asleep, the figment disappears until the next time its master prepares spells or regains spells per day. Because it is a being of its master's own mind, a figment can never serve as a witch's familiar, and it can't use any divination spells or spell-like abilities it may possess.
This ability replaces improved evasion.
I know I so wanted this for a witch character I played. I went with the archetype that allowed you to meld with your familiar. :)

johnlocke90 |
Paladin! Why does no one ever suggest paladin? Tank with the ability to heal yourself as a swift action once you get Lay On Hands. Take a non-horse mount for more versatility in combat, or the Sacred Servant archetype for (slightly) improved spellcasting.
Alternatively, ask your GM if you can gestalt magus/monk (both with quarterstaff-focused archetypes - I forget what they're called). Most overpowered character I've ever played.
If you're playing a spellcaster, take Improved Familiar when you get high enough level, and find a familiar that can heal you!
Issue with Paladin(like most martials) is he flounders when he hits magic opponents.
Things with fly, go invisible, teleport, etc are a big issue for him.

Bloodrealm |
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ChaosTicket wrote:Carry a light pick and coup de gras? Feats can modify hexes the way you want.
Okay Witch, Hexes are good if short range debuffs. How to make them long range and effect multiple enemies? Also how to kill enemies after you do that? Witch doesnt seem to have much on offense.
Exactly. You put them to sleep and murderize them.
Multiple enemies? Split Hex and its Major Hex version will let you Slumber or Ice Tomb two at once.Witches also have loads of things to completely shut enemies down, so you don't need really powerful offense, especially if you've got minions from Summon Monster or your undead pals.
Oh, and I forgot to mention Hex Vulnerability if your Accursed Hex attempt fails.

Chess Pwn |
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Now are you asking so that you can bring a character that can solo anything and everything in pathfinder with almost gurandeed success, and in one round every fight and bring it into a party and not care that the other players exists because you view the party sessions as one man missions and you have to drag along extra bodies that will hopefully help somehow?
Cause that's the feeling I'm getting from all your posts and the answer is YOU DON'T.
Your character is part of a party, and you need to be a team player about it.
**wizard obviously :P

Scythia |
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Scythia wrote:The way people used to talk, I would say Synthesist Summoner. I tried to get a test going of its solo capability, but had a difficult time getting results.Regular summoner is a stronger soloer due to better action economy.
That's what I'd think as well. I'm just recalling anecdotal claims of "that time a Synthesist totally soloed the scenario" at PFS. :P

MageHunter |

I dont know all of them, but many of the Summoner Archetypes are powerful enough to scare the Pathfinder Society which means they must be good.
Synthecist is just the #1 because it combines the Summoners mental stats and spellcasting with the Eidolon's physical stats and special abilities.
Kerp STR at 13 to qualify for feats. Other than that you're good. Now it just breaks point-buy, so eventually can't hold up to other classes or loses the edge. Keep that in mind.
Edit: I wouldn't say PFS got scared, more that they try to keep it balanced. Synthesist could ruin the game for other people at beginning levels. Other archetypes can just hog action economy with multiple eidolons and whatnot. If you spend half an hour on your turn, it isn't really fun for others. Knock yourself out on solo, but this stuff was not made for teamwork.

UnArcaneElection |
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Also see this thread (thread necromancy welcome).
Leadership (or Vile Leadership if you ARE the villain) is attractive for pulling this off).
If you're going to use any kind of Summoner, get Resilient Eidolon as soon as you can (or at least as soon as you can after 1st level) so that if you get KO'd, your Eidolon has a few rounds to try to get you back up and running.
Let's see -- I haven't done my thing of going down the list of classes for a while -- let's do this, starting with the Core Classes (Base Classes, Hybrid Classes, Occult Classes, and Intrigue Classes will be coming in future posts):
Core Classes
Barbarian (including Unchained version): Since you can't do magic, and you don't have a good Will Save until you buff it with Rage, you're inherently going to have trouble; however, I suppose doing the Conan the Barbarian thing may be irresistable for some people. You'll want to get followers (by Leadership or otherwise) to support you. Also, some posters on these boards have made plausible arguments that Conan the Barbarian actually isn't of the Barbarian class.
Bard: At first glance, this seems like a terrible idea, since you are often alone. On the other hand, some Bard archetypes are more individually focused, and even if you can't get one of those, if you are in a campaign where you can't take Leadership, Bard might have the best chance of getting followers (that aren't summons/companions/Undead hordes/ or charmed/dominated creatures) of any of the classes (and Bard can do the Charm/Dominate tricks to a decent extent, as well). Note that having a bad Fortitude Save hurts.
Cleric: Now we're talking some potential. Cleric tends to be bland, but is undeniably powerful, with 9/9 prepared spellcasting from a pretty good spell list, including full bad status removal ability, and has 3/4 BAB and d8 HD, and good Fortitude and Will Saves (watch out for things like conjured pits, though). (But be sure to get Pearls of Power in case you need to recast a spell unexpectedly.) A few Domains can get you an Animal Companion or Familiar so that you won't be alone. The main down side is having garbage for skill ranks per level -- on top of being MAD already, you're going to have to put significant points into Intelligence just to get enough skill ranks. Other than that, though, this may be one of the best shots you can give the solo adventure in Pathfinder. Depending upon how you build, if you can't get Leadership, you may be still able to put in a decent shot at getting non-Summon followers as noted above for Bard, and only be a little bit worse at it. Note that since summoning is likely to be highly important for you, the Herald Caller archetype (which makes you a semi-Summoner) is going to be very attractive despite losing a Domain, and it even helps with both the skill rank and feat crunches. If you go Herald Caller, any all-terrain velocipede-riding cohort you might have been considering procuring will be largely redundant . . . except in the less likely than average chance that you go down, in which case you just might need their help . . . if they can provide it.
Druid: At first chance, this would seem comparable to Cleric due to getting many of the same strong features noted for Cleric, plus more skill ranks per level, plus the option for a top-notch Animal Companion. However, you will be missing some of the bad status removal spells, notably the Restoration series. In addition, your armor options are worse until you can afford (or find) some really exotic stuff. Finally, while Druids can do a decent job of summoning combat brutes with Summon Nature's Ally, this gives them very few options for poaching spell-like abilities with summons.
Fighter: At first glance, this would seem to be a no-brainer for a no-go. No spellcasting (except for the bad Child of Acavni and Amaznen archetype), a bad Will Save, and extremely limited skill ranks per level are very serious problems. However, with the release of the Weapon Master's Handbook and the Armor Master's Handbook, Fighter got a LOT better, so that you can probably make it into Barbarian level of capability. A guide even exists for being an Iron Caster, using Item Mastery feats (and a optionally a dip in Brawler), to let you do a bit of magic even though you have no spellcasting. The Eldritch Guardian archetype gets bonus points for getting you a Familiar who can eventually Use Magic Device, both in combat (for action economy) and potentially for performing emergency revival on you in case you go down. Still not easy, but if a Barbarian can make it solo in the campaign, you probably can too . . . IF you build very, very carefully.
Monk (including Unchained Monk): Before archetypes, Monk would have been a no-go, but archetypes made Classic Monk have potential to be decent (and with Qinggong Powers even get a bit of magic) . . . IF you build very carefully. Having all good Saves is a plus for staying alive, since you absolutely cannot afford to go down unless you manage to snag some followers who won't just bolt. Unchained Monk unfortunately trades out the good Will Save, but can afford to put enough extra into Wisdom (which helps other class features) to mostly make up for it, and gets full BAB and d10 HD on top of it, although at the cost of losing nearly all of the good archetypes that classic Monk can take (the main exception being Qinggong, which is built in). So we're possibly up to Barbarian/Fighter level. Not great, but Irori had to make it from Humanity to Divinity somehow . . . .
Paladin/Antipaladin: You get full BAB, d10 HD, good Will and Fortitude Saves, and then making these even better (and even shoring up your bad Reflex Save) with Divine Grace/Unholy Resilience and gaining Lay On Hands (Paladin only unless you have negative energy affinity to make Touch of Corruption the equivalent for you) to make yourself even harder to kill a very short way into your career. This makes for a good start, if you can survive 1st level. Later, you get limited spellcasting that includes a decent selection of bad status removal spells -- don't use an archetype that trades this out! (Although Mercies will take some of the bad status removal loadd off your spellcasting.) Being Charisma-focused, you will also be able to be pretty good at Use Magic Device to get spells that you can't cast yourself. You have the same downside as a Cleric with respect to skills and MADness. On the other hand, you are right up there with Cleric and maybe even Bard with respect to being able to get followers if you can't use Leadership/Vile Leadership. The Tortured Crusader Paladin archetype gets points for the 2nd level Second Chance ability to have a contingent Lay On Hands to keep from going down, and for being Wisdom-focused to have a really high Will Save, even at the cost of being less charismatic (but don't dump Charisma -- you are going to need it to be convincing to those from whom you might need help); however, Tortured Crusader gives up Divine Grace, so beware that your other Saves will suffer. The Chosen One archetype gets bonus points for getting you a Familiar who can eventually Use Magic Device, both in combat (for action economy) and potentially for performing emergency revival on you in case you go down, and it only delays Smite Evil and Divine Grace by a short span rather than replacing them.
Ranger: On the one hand, you know how to take care of yourself out in the wilderness (including Urban if you build for it), and have d10 HD and full BAB. On the other hand, you don't get a good Will Save, and your spellcasting won't be so good that it is worth putting enough into Wisdom to make up for this -- in particular, you are missing some of the bad status removal spells, such as the Restoration series. Same as in a more normal-sized party, you will suffer from the specialization of Favored Enemy, unless you take an archetype that trades this out. On the other hand, Ranger Combat Style does let you specialize in a fighting style with less MADness and less feat consumption than would be required for a Fighter. Still, this is going to be a tough road to travel, even for one who is supposed to be able to travel on tough roads.
Rogue/Ninja (including Unchained Rogue): The weaknesses of Rogues are well known, and as a solo, you are not going to be able to make up for them by building to shoehorn around the Rogue's/Ninja's weaknesses. Your best bet is to make sure that enemies never know that they're up against you. Eldritch Scoundrel gets you 6/9 prepared spellcasting, and is probably your best bet for this in most cases. As an exception, if you are in an intrigue-focused campaign and are a character from the upper strata of society, Phantom Thief will be your go-to for behind-the-scenes maneuvering . . . assuming that you don't just go Vigilante.
Sorcerer: This gets you 9/9 spellcasting, which is a good start; however, if you DON'T go summoning-focused (to poach spells you don't have off your summons), you will have trouble from having limited spells known, as well as severely limited skills per level (unless you take the Sage Wildblooded Bloodline). Normally, it would be best to say that prepared and spontaneous spellcasting each have their advantages, but if you are the only one in the party who isn't a summon, follower, or other minion, you have nobody else to fill in for your limited spells known if you are a spontaneous caster. Bad status removal and healing will be a problem (lessened to some extent by going summoning-focused) unless you take the Razmiran Priest archetype (and manage to survive the low levels). A bad Fortitude Save, d6 HD, and 1/2 BAB will also be problematic, especially if your adventuring day is longer than 15 minutes. Get a Familiar if you can, to have a companion who will eventually be able to UMD for you, both in combat (for action economy) and as an emergency measure if you go down.
Wizard: This gets you 9/9 prepared spellcasting with the best spell list, and are Intelligence-focused, so that you will have decent skill ranks per level despite the low base number for this. (But be sure to get Pearls of Power in case you need to recast a spell unexpectedly.) If you go summoning-focused to poach spells that are not on your list at all, and invest in Use Magic Device for the same reason, you just might be able to make up for a bad Fortitude Save, d6 HD, and 1/2 BAB. Get a Familiar to have a companion who will eventually be able to UMD for you, both in combat (for action economy) and as an emergency measure if you go down. You could use the Spell Sage archetype to get limited emergency access to non-Wizard spells, but since this archetype trades out both Arcane Bond and Arcane School, this is probably not a worthwhile trade.

JDLPF |

Witch. The Slumber and Evil Eye Hexes, especially Slumber. Animal Skin and Ice Tomb Major Hexes. Add the Gravewalker archetype to make and permanently control your own bodyguards if you want some extra backup. Healing patron gives you Cleanse. Accursed Hex feat in case something saves against Slumber and/or Ice Tomb. If you don't go Gravewalker, get the Figment familiar archetype so that you can't permanently lose it and your spells along with it. If you do go Gravewalker, pay for some protective spells cast on your poppet with Permanency.
Keep in mind that Gravewalker isn't PFS legal.
I can see some problems even without the Figment Familiar issue, namely that you're going to get shut down hard against anything that's a mindless cold typed creature. A few Ice Golems are going to give you a bad day. Immune to Slumber, Evil Eye, and Ice Tomb.
For my entry, I echo the previous statements that a base Summoner, Synthesist Summoner or Master Summoner are all strong contenders for the crown. A close match would be a Conjuration (Teleportation) Wizard. Being able to spam summoned creatures offers the ability to both break the action economy and offer a variety of versatile offensive and defensive options.
Personally I swing in favour of the Conjuration (Teleportation) Wizard over Summoner variants due to the sweet, sweet utility that comes from the Wizard spell list. Summoners are notoriously shallow in their breadth and depth of spells, a weakness that Wizards make up for in spades by both having high spells per day and spells known. You lose the benefits of an Eidolon meatshield but gain battlefield control spells, and your highest level summon should offer a decent replacement. That's not even counting the benefit of your emergency GTFO spells and SLAs.
Plus, even if you do die in your solo adventure, there's always the option of having prepared a Clone, so at most death is a temporary setback.

Bloodrealm |

Even without the hexes, you're still an arcane full-caster. While your spell list isn't as broken as a Wizard, you still have lots of tricks to deal with enemies you can't use your main hexes on. Witches have access to Clone, too.
Summon Monster has a duration, whereas Animate Dead and a Gravewalker's aura don't, and Summon Monster is still on the Witch list for the utility that provides.
The main difference between a Witch as a soloist and a Wizard is the fact that Witches do have their unlimited hexes to help deal with a lot of what they may face so that they don't need to blow all their spells.

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Scythia wrote:The way people used to talk, I would say Synthesist Summoner. I tried to get a test going of its solo capability, but had a difficult time getting results.Regular summoner is a stronger soloer due to better action economy
Divine hunter or naga aspirant druid with tiger or dinosaur animal companions would be very solid. About the only thing they wouldn't do well with is traps.

Create Mr. Pitt |
Wizard (teleportation conjurer) or Arcanist (Occultist). Being able to summon a lot is genuinely worthwhile. The teleportation subschool is one of the best defensive powers to avoid combat.
The high-INT will supplement the skills you need, and you can use traits to get social skills and perception. You may need to visit a cleric every so often and be ready to run, but if you have augmented summoning and, perhaps superior summoning, you can control the battlefield, accumulate damage, and solve nearly every problem. Use pits and walls.
Reach cleric with travel domain works well too, but the conjurer churns the action economy and has so many options for skills due to all the points, whereas the reach cleric suffers in the skill point department.

HardMaple |

I started with a Gestalt Dwarf Druid (Reincarnated)//Barbarian (Unchained Invulnerable) for solo Giantslayer. By early Book 3, he is a Boggard Druid 11//Barbarian 7/Inquisitor 2/Ranger 2 (also had a brief period as a Suli); Tiger animal companion. Campaign is on hold while it rewritten to actually be challenging. A gestalt solo with animal companion totally destroys the APL vs CR model. And its hard to kill someone who [basically] can't die. He also stashes equipment sets near exploration points (places where he's likely to confront difficult enemies) so that he has something to use when he's killed, in order to get his preferred stuff back.

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I will disagree with you on animal companions. I've been trying PFS scenarios on gestalt, often I run into DR, or fail a willsave on animal companions. Gets even worse at higher levels.
Reincarnated druid does not have access to restoration so I don't know how you're removing neg levels from reincarnating.

Bloodrealm |

Okay, Gravewalker Witch/Synthesist Summoner. Minions near-literally forever and the PC is tougher than any of them. And lots of enemies get a Slumber and CDG without hassle or resource expenditure anyway. I win.
Hell, by 18th level you can cast Polar Midnight and box in enemies with your minions so they can't escape.

PossibleCabbage |

Reincarnated druid does not have access to restoration so I don't know how you're removing neg levels from reincarnating.
Once you can cast 4th level spells, take the experiemental spellcaster feat from the Words of Magic section of Ultimate Magic, this gets you all of the target words, the boost word, and one effect word of any level you can cast spells from on your classes list of effect words. "Purify" is on the Druid Words of Power list at level 4, which has the text "... Alternatively, a wordspell with this effect word can be used to remove 1d4 temporary negative levels possessed by the target, or 1 permanent negative level."
Purify does not specify any particular components in its description, so "Personal Purify" may be cast without diamond dust or other expensive materials, making it even better than Restoration for this purpose.
Alternatively just "be a wordcaster druid" would suffice.

HardMaple |

Gestalt is neither cheating nor was it excluded in OP.
As for negative levels: I lived with 2 for awhile, then 1 for awhile longer (considering 1 week cooldown of Restoration). I removed the negative levels with Scrolls of Restoration, which has a 75% chance of being found in Trunau (cost: 800 gp, Base Value 1,000 gp). Restoration is not in Druid's spell list, but it is in Inquisitor's. Requires level 10 to cast or a caster level check DC:11.

JDLPF |

Just get a bunch of Leadership minions to cast Lucky Number on you until you get a 1, then bank it for the day. Plus if you're the one making the rolls, you're doing it wrong. You should be ensuring your disposable summons are the ones getting targeted, not you.
Healing HP is seriously not an issue with consumables at any level. Negative levels and ability damage require either UMD or a trip to your local temple to be healed.

UnArcaneElection |
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Here goes part 2 of what I posted above:
Base Classes
Alchemist: This gets you d8 HD, 3/4 BAB, and an equivalent to 6/9 spellcasting (except that you can't do metamagic or most item creation with it) that even includes Restoration (although unfortunately no way to get Greater Restoration) for bad status removal, along with some serious potential for battlefield control and the Jekyll-and-Hyde schtick. This suffers from a bad Will Save, though, so be careful of the campaign selection. The Homunculist and Promethean Alchemist archetypes get bonus points for getting you a Homuculus Familiar or Companion, which has the advantages noted above for getting a Familiar.
Cavalier/Samurai: This used to be a bit better than a Fighter, but then the Weapon Master's Handbook and Armor Master's Handbook came out and buffed the Fighter but didn't do as much for the Cavalier and Samurai. And you still don't have magic without Use Magic Device. A Cavalier (and to a lesser extent Samurai) also needs more to work within a team to live up to full potential. Nevertheless, if Leadership isn't totally banned (for instance if it is banned as a separate feat but not as a class feature), you could go Daring General Cavalier to get eventually up to 3 companions (which must all be of full BAB classes only) plus your own army (which will admittedly be hard to keep alive and free-willed if they are in direct combat). If you go this route, you probably want your first (and maybe second) Cohort be a Paladin. The third Cohort (or second if not a Paladin) should probably be something like an Honor Guard Cavalier VMC Bard into Battle Herald (if you don't do the VMC Bard into Battle Herald thing yourself). If you can fit a Bloodrager and/or Ranger in there somewhere, do it (or if you're really feeling you should have gone espionage/intrigue oriented after the fact, add an Avenger Vigilante).
Gunslinger: This really doesn't have much to recommend it, unless you can get your hands on modern/technological weapons and a dependable supply of ammunition for them, in which case it has a lot to recommend it for the ability to apply high damage to Touch AC at decent range (and if you can't get these, consider going Bolt Ace and then bailing out to a better class after 5th level). The bad Will Save (and of course lack of magic) still hurts, though, and the modicum of Wisdom focus will not be enough to compensate. Despite this, if you're going to do the Lone Ranger thing, consider being a Masked Stranger for flavor and ability to get followers, although that will make your Will Save even worse due to siphoning build points from Wisdom over to Charisma. However, Gunslinger isn't totally useless -- see Magus below for an example in which you dip Gunslinger.
Inquisitor: This class is made to operate partly alone and partly in transient parties -- it has d8 HD, 3/4 BAB, good Fortitude and Will Saves, Wisdom-focused 6/9 spontaneous spellcasting, good skill ranks per level, and Solo Tactics for the part of your career where you will be in transient parties (or if you manage to get followers but can't convince them to learn teamwork). The Living Grimoire archetype gets points for converting your spellcasting to Magus-style prepared spellcasting (including making the spellcasting Intelligence-dependent, which somewhat hurts your Will Save due to siphoning build points away from Wisdom, but makes you even better at picking up lots of skills). The Monster Tactician archetype gets points for making you a semi-Summoner and enabling you to use your Teamwork Feats with your summons even if you can never find a transient party to use them with. The Hexenhammer archetype gets points for getting you access to some Witch Hexes and Spells. Unfortunately, these archetypes are all not compatible with each other. Whatever you pick, just make sure that no one is expecting you.
Magus: This class is made to fight very hard and fast, although not necessarily for a long time in each day -- it has d8 HD, 3/4 BAB, good Fortitude and Will Saves, and 6/9 Intelligence-based prepared spellcasting on a pretty good list that unfortunately lacks a lot of bad status removal spells and is a bit short on battlefield control spells, although you can eventually poach some of these from the Sorcerer/Wizard list if you can manage to survive long enough. Your ranged combat options aren't great, although it is possible to work around this, which does not necessarily mean picking one of the ranged archetypes. The Familiar Magus Arcana is especially valuable here for getting you a Familiar, for all the reasons noted above for other classes that get Familiars -- DON'T take a Magus archetype (such as Black Blade) that is incompatible with having a Familiar. The Card Caster (for hurled weapons) and Eldritch Archer (for ranged weapons that use ammunition) would seem attractive for giving you better ranged options, but hurt you if something by taking away options if something gets in close (since you won't have any reliable other party members to help you). Myrmidarch would be better for this, since it doesn't take away your melee options except for (unfortunately) taking away Spell Recall and Improved Spell Recall while leaving Ranged Spellstrike rather lacklustre unless you go through some hoops to make it good (such as dipping in Gunslinger to get the Deadeye Deed while functioning as a switch hitter) (also see several following posts, even spanning the next page break in the thread). Myrmidarch used to be a bad archetype, but as with Fighter, the Weapon Master's Handbook (and to a lesser extent the Armor Master's Handbook) made it a LOT better, although you will still need to load up massively on Pearls of Power to make up for reduced spells per day and the loss of Spell Recall/Improved Spell Recall. Another archetype worthy of mention is Hexcrafter, to get you some Witch Hexes and spells. And yet another archetype worthy of mention is Puppetmaster -- although this removes some combat options, it gets you access to Bard spells (while retaining prepared spellcasting and retaining Magus spells), which gets you access to some healing and bad status removal spells (although unfortunately not the Restoration series), among other things. Unfortunately, none of these archetypes are compatible with each other.
Oracle: Mysteries and their Revelations (and add Spirits and their Hexes if you take the Spirit Guide archetype) make this probably the most versatile spontaneous spellcaster -- certainly the most versatile spontaneous 9/9 spellcaster; and you get d8 HD, 3/4 BAB, and a good Will Save; however, a bad Fortitude Save is bad for your health, so get Great Fortitude as soon as you can. Spontaneous spellcasting has its limitations for going solo, for which you can go summoning-focused (to poach other spells from summons), and you can take the Spirit Guide archetype with the Lore Spirit and the Arcane Enlightenment Hex -- just be sure that your GM doesn't take too much of a literalist about the wording of this Hex with regard to addition of spells to your spell list, which would turn this otherwise great option into a trap option. A warning about going this route, even if your GM doesn't turn it into a trap -- if you are going to do it right and still be any good in combat, you will be insanely MAD.
Summoner (including Unchained version): If you can't be part of a party, make your own party -- you either have an Eidolon with you, or (once you get to 5th level) some pretty good summons. This is especially workable if you take the Master Summoner archetype (you either have a skill-focused Eidolon AND optionally some pretty good summons with you, or if things get hairy, you have a LOT of pretty good summons with you. Being inherently summoning-focused gives you the chance to poach spells you don't have yourself off your summons; being Charisma-focused helps you get other followers and Use Magic Devices to get spells you don't have yourself; despite having poor skill ranks per level, Summoners aren't very MAD, so you can afford to invest some build points into Intelligence to get your skill ranks per level up, and you can build your Eidolon to help with skills (you will especially want to do this if you go the Master Summoner or First Worlder route, although do note that going the First Worlder route hurts your ability to poach spells of summons, so it is not recommended for going solo, even though being able to summon Pugwampis would be hilarious). If you have to survive undercover in Cheliax or Nidal, the Devil Imposter archetype (Unchained Summoner only) is worth considering. Whatever route you go, do note that as with Oracle, even though you aren't totally useless in combat yourself, having a bad Fortitude Save is bad for your health, so get Great Fortitude as soon as you can.
Witch: This is probably the most versatile 9/9 spellcaster without going through some serious hoops for assembly (Shaman, I'm looking at you). Your spell list is large and -- although technically arcane -- has a lot of normally divine spells in it (including a very good selection of bad status removal spells, even including the Restoration series if you pick the Healing Patron), which is good when you are the only spellcaster in the party, let alone the only PC in the party, and Hexes reduce the load on your limited spells per day. Unfortunately, you will be really squishy (sorry, Scarred Witch Doctor doesn't fix that any more), including a bad Fortitude Save, d6 HD, and 1/2 BAB, and while you could go summoning-focused, Witch doesn't especially help with that (although you could take the Gravewalker archetype and have a horde of Undead minions, but this replaces most of the Restoration series spells provided by the Healing Patron, which hurts your ability to do bad status removal on yourself). In addition, your Familiar is also your spellbook (unless you take an archetype that replaces it with some kind of Bonded Object (such as Gravewalker's Spell Poppet), or Ley Line Guardian which gets rid of it altogether but also makes you a spontaneous spellcaster), which makes its own squishiness hurt more than the Familiars of most other characters.
(Vigilante is in Base Classes on www.d20pfsrd.com, but here will be left for a future Intrigue Classes section, since many of its archetypes are so different as to be functionally separate classes.)

ChaosTicket |

Hmm, to summarize its not one spell but many.
Restoration spells to protect against status effects.
Cure for healing.
Summoning to counter enemy numbers and distract.
Offense spells to actually defeat enemies.
utility spells for everything from movement to hiding to making money.
Arcane casters dont have healing o restoration spells.
Divine casters lack offense and some utility spells.
There are some classes that share the spell pools. But aside from using dodgy homebrew rules for a Wizard/Cleric, alternatively Sorcerer/Oracle or making a legal, but much weaker Mystic Theurge multiclass what is there?

Bloodrealm |

A Gravewalker with the Healing patron still gets Remove Fear at 2nd level, Restoration at 8th level, and Cleanse at 10th level and can Summon Monster to poach spells.
You can also supplement your persistent undead minions (which you could even save as personal bodyguards if you wanted) with summoned monsters in a pinch, and any of those can distract enemies if you really need to use your poppet to deliver a touch spell, which takes time but has no risk to your familiar.