Your favorite classes


Pathfinder Second Edition General Discussion


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I need some vitality to counter all the void lately. Whats your favorite class(es) and why.


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Is it silly to say the SF2 Mystic? We're obviously waiting to see the final shape of it, but "psychic support character who connects the party through a mental healing network" is just such a cool fantasy (and so elegantly mechanically realized) that I have to love it. Exciting support classes are hard to make - they nailed it!


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Rogue because those bonus skills and skill feats feel like having a second class (on a competitive chassis). Rogues with similar class feats can differ dramatically and having Dex-to-damage frees up some stat budget to develop RPing facets. Few if any of my Rogue concepts would describe themselves as rogues, and I enjoy when a theme can outshine one's class.


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Sorcerer. So many spells, great flexibility in spell lists. I just lament the fact that melee sorcerer like dragon disciple isn't really working in 2e. I think paizo needs to print more class archetypes like the battle harbinger (which looks pretty cool in the game I GM right now) that alter the base chassis of a class more.

That being said, if I could, I'd like to play Oracle some time. Such great flavor and interesting mechanics, plus I like the divine spell list


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Kineticist due its high flexibility magical class with a strong chassis. IMO is the magical class that best uses the PF2e action economy potential and don't fall into most spell slot system restrictions and problems.


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Very basic, but I still love the Cleric. Free Heal spells is so incredibly good for survivability, and the domain focus spells add so much flavour to a character. It's not a flashy class, but I love being the problem-solver, whether it's people on low HP, having status conditions, or needing to blast enemies. I agree that the early levels aren't super exciting, but once you reach level 5 or so, spells start to do really cool things. I'm always happy to take the healer role in a party, mainly to just feel good about letting other people shine.


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Rogue: It's such a well-designed class that does so many things well. The rogue finally feels like a rogue. Just an all around amazing martial.

Sorcerer: Sorc is the new wizard. Most versatile and interesting to build 6hp caster in the game.

Magus: They brought over the class fantasy from PF1 about as well as it could be done. Very locked in class, but does the thing it is supposed to do very effectively and efficiently with useful feats and builds all the way up.

Barbarian: Giant and dragon mostly. It is a brutal class that gets more brutal as you rise in level. One of the few classes that feels like a monster at level 20.

Monk: Versatile, fun, effective and scales well as you level. Feels a bit weak at lower level, then gets very strong.

Support Ranger: The ranger is great at support. It synergizes well with strong martial groups. Not as good with casters, but if you have a martial heavy group the support ranger can be better than any other class at boosting the party.

Druid: Fun, versatile 8hp caster that can melee or cast well. Good build options.

Dark Archive

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Animist. It lets me access a wide variety of playstyles in a single character. I'm the kind of person who has so many characters I want to play but the inability to play most of them, so being able to swap from blaster to martial to controller to sneak to healer depending on my mood is a godsend.


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Bard: I like support characters, and this is the best class in the game at it. I also like "larger than life" personality characters, and that's kind of how Bard's work given how many of their class features require performing or otherwise grabbing the spotlight. Hell, Counter Performance is effectively just "your thing doesn't work because I drown it out with my thing."

Cleric: See above about support characters. Cleric does have more direct options for doing its own thing instead of that, as well. Lots of options for play with domains and deities. Kind of ironic since I'm Atheist, but I've played a lot of Clerics and enjoyed them all.

Rogue: Lots of skills means you always have something to do in a given scene and I really like that. Also lots of ways to build one and they tend to work (though Ranged is somewhat locked into Mastermind unless you have an ally helping you out).

Fighter: Always found this class a hit with folks that don't want a complex class and just want to hit things. It does that really, really well, and people that want that are going to have a good time with it. There's more to it than that, of course, but I've never had someone say "I just want to hit things really hard" play a fighter and be disappointed.

Thaumaturge: Gonna go against the grain on this one. Lots of variety in implements, with enough of them being good that you see some really varied setups. It's really good at "I know things about everything and some of it is even true" which makes for a fun time at the table with all the stuff I get to make up due to Dubious Knowledge (YMMV, some groups do not enjoy that aspect). Hand juggling for implements can be awkward but it does make you think about how things are going to work in play, which I like. And of course, dealing extra damage to an enemy because you happen to know that they really hate Garlic never ceases to entertain me (again, YMMV). It's one of the most popular classes in my group so it seems to work pretty well for us.


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Kineticist. Really enjoy the whole infinite casting concept.


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Now that I notice that the head of the topic is in plural. So I will add some other classes that I like:

(Remastered) Alchemist: Due it very high flexibility with alchemical items and rechargeable along the day.

Bard: Due its very solid chassis plus its supportive spells and very interesting spell list.

Druid: Due its also high solid chassis with one of the best list os focus spells and one of the best spell list.

Rogue: Because it is very versatile class good in basically every role that you need it to be (except spellcaster) while keep a very high number of skills.

Summoner: Due its unique mechanics, high eidolon customization and very good action economy.


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The Magus because it is IMO the best class at exploiting weaknesses and the kinectist is a very versatile class that can pull off all sorts of concepts and and truly feel different depending on the choices you make


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Fighter: The best iteration of the class I seen in a TTRPG. Its the ultimate "simple, but effective" class in the system and I like it for it.

Kineticist: I think the overall class could be a bit stronger and I certainly have some issues with some elements, but the kineticist is easily the most customizable class in the system and it allows me to play something like a caster without having to bother with vancian casting.

Rogue: Like the fighter, its the best iteration of this class I seen in a TTRPG. I always liked skill monkeys and this is the ultimate skill monkey.

Thaumaturge: This is probably my favorite class in the system. The flavor is really cool, the mechanics are both fun and interesting, and I always had a soft spot for monster hunter-like characters since a few of the characters I played over the years that I remember fondly were some kind of monster hunter. Its not a skill monkey like a rogue, but certain thaumaturges can be very competent skill monkeys too (specially thaumaturges with the tome implement, who arguably play like rogues that can retrain their legendary proficiencies daily). The only bad thing I could say about it is that some implement combinations can be just terrible.

Commander: It hasn't released yet, but I feel it could turn in one of my favorite classes on release as well. The idea of staying in the sidelines while using my teammates as weapons is a concept I always wanted to try, and despite Paizo saying that the commander isn't meant to be a lazylord, at least with the playtest version of the class I managed to build a pretty decent lazylord using tactics and the swashbuckler's One for All feat. I hope the class gets some Aid support on release though.


I think for me it would be the following.

Thaurmaturge. This one caught me by surprise but so much amazing flavor well implemented and allows for some very interesting concepts. I am really curious to try this one in SF2 as well. Could have a really high tech Constantine vibe going on with a giant energy pistol.

Envoy's Alliance

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Pathfinder Rulebook Subscriber

I've played three classes, Investigator, Swashbuckler, and Witch (all pre-master). I think I like the swashbuckler better as it mechanically encourages you to try weird and risky maneuvers that can create awesome or hilarious moments, depending on how it works out.


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Fighter: Just a great basis for your skilled at combat characters. Has several crazy good level 10 feats.

Barbarian: Remastered barb with heavy armor is easy and has noticeably more AC so is a beast in combat.

Kineticist: Amazing flavor and interesting abilities. Fun combos to make.

Thaumaturge: Great flavor of using tools to overcome obstacles, leans into a lot of different concepts.

Summoner: Spell casting, full martial companion, one of the best focus spells in the game, action sharing in combat and out. What's not to love. Fantastic RP potential in having two characters.

Grand Lodge

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I tend to favor support classes so...
Bard. Lots of fun. 1st round, buff the party and make it last, demoralize an enemy, or debuff them with Bon Mot, and either reposition, recall knowledge, or cast shield.
2nd round, cast a spell to buff my friends or debuff my foes, reposition to flank if necessary, Strike, or use a 1 action cantrip.
3rd round, heal a friend if needed, or start with the clean up with combat cantrips...


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I've honestly liked every class I got to play. My standout is probably the summoner though, because I like how flexible of a problem solver it makes you. Being effectively at two different places at all times is amazing. It also has a little bit of skill monkey in it, and I like skill monkeys. From a narrative and roleplay standpoint ... I just like having conversations with myself at the table, and the other players all seemed to like it, too.

I've also enjoyed playing my triggerbrand gunslinger. I liked moving around, finding a flank and then plapping some luckless mook for loads of damage and exploding them. It got even better once I started using a lot more Aid actions to help our party monk lock guys down with Grapples and Trips. Sadly that game went on pause right before the remastered G&G came out.

I'll also echo what others are saying about the kineticist and sorc. Kineticist strikes a real nice balance between casting and all-day resources, and the depth of each element means that I could build one for each game and still have different combos.
The sorcerer, it's just a nice, spells-all-day spontaneous class, and I am more a fan of spontaneous than prepped spells.

Radiant Oath

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Perpdepog wrote:
I've honestly liked every class I got to play...

I have liked _almost_ every class I've played, but role-playing aspects generally trump mechanics for me. As an example of this; Sparky, the Electric Bard. What makes Sparky so enjoyable is that he's a Goblin & (predictably) he's crazy. Not a lot crazy, not hurts the party crazy... but he wears fluffy bunny slippers everywhere he goes. And he's trying to start the Cult of Galactus.

Getting back to enjoyable classes: so far, in PF2, I've played 12 different characters from 10 different classes. The two that are doubled up are Champion & Ranger.


Pathfinder Starfinder Adventure Path Subscriber

I've liked most of the things I've played with.

Thaumaturge would probably have been my favorite if it weren't for the occasional "GM doesn't know how Esoteric Lore/Diverse Lore works so he won't allow what my class is supposed to do."

So instead, I'd say probably Battledancer Swashbuckler has been the overall most positive experience. Leading Dance to keep forcing the enemies into flanking positions, and then the big finisher when you've got the best possible chance of hitting.

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