
Volkard Abendroth |
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Dasrak wrote:So, Fighter need even more books, from even more product lines?Guy St-Amant wrote:What happened to Fighter being the worst PC class?Weapon Master's Handbook happened. Skill Monkey Fighters are a thing now. Hell hath frozen over.
I use more books from more product lines on my magus than I use on my fighters.

Guy St-Amant |
Guy St-Amant wrote:I use more books from more product lines on my magus than I use on my fighters.Dasrak wrote:So, Fighter need even more books, from even more product lines?Guy St-Amant wrote:What happened to Fighter being the worst PC class?Weapon Master's Handbook happened. Skill Monkey Fighters are a thing now. Hell hath frozen over.
And if you remove those only needed for spells?

Volkard Abendroth |

Volkard Abendroth wrote:And if you remove those only needed for spells?Guy St-Amant wrote:I use more books from more product lines on my magus than I use on my fighters.Dasrak wrote:So, Fighter need even more books, from even more product lines?Guy St-Amant wrote:What happened to Fighter being the worst PC class?Weapon Master's Handbook happened. Skill Monkey Fighters are a thing now. Hell hath frozen over.
All of them.
Most of the spells I use are core.
Mage Armor, Shield, Reduce Person, Mirror Image, Alter Self, Glitterdust, Haste, Fly, Dimension Door, Greater Invisibility, etc. Most of best spells in the game are in the core rule book. The only non-core spell I regularly memorize is Bladed Dash.

Shinigami02 |

A magus that doesn't immediately list Shocking Grasp, the punner in me won't let me say it's Shocking, but it's certainly surprising.
On a more on-topic note, as much as I love the Rogue, I also remember doing most of Curse of the Crimson Throne with a Core Rogue. I was easily the weakest member of the party, and that actually didn't change *that* much when Unchained came out.

Cavall |
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So wait fighters using books = bad
Spell casters using books for spells = acceptable?
Pathfinder releases books. You buy the books and use them. If that makes you better, good. Saying one can use it for one thing but a fighter class can't for another is goal post moving.
Fighters are enjoying a renewed life. Good for them. They earned it.

Blackwaltzomega |
Everything's situational. There is no right answer, or even good answer, to this in a game of infinite possibilities.
The hell there isn't.
There are possibilities and then there are possibilities.
If a class can be excellent if you have even a basic understanding of resource management and battlefield positioning, like most of the core casters, it's pretty safe to say that the class is likely to be good.
If a class can be excellent if possibilities like "that player has exponentially more system mastery than everyone else playing the game," which tends to be the only time the core-only monk isn't a bad joke 3rd edition played on us all, I would still call it the worst class.
The core monk's design is a mess devoid of synergy that Paizo has been working to improve with every book after the core rulebook. The fact that you can indeed complete an adventure with it means absolutely nothing in discussing how the classes stack up mechanically. I can complete an adventure with a commoner or expert or warrior, doesn't mean I'm ever going to consider them just as good as PC classes.
There are clear and obvious answers to this question. The Core Monk is barely functional as a PC class because its class features are all over the place and work against each other; it gains more movement speed than any other class but unlike the Unchained Monk cannot USE said movement speed in combat since it is reliant on Flurry of Blows to not be a martial that's bad at fighting. With its low BAB and TWF dependency, the Monk's accuracy is the worst of all core martials by a very wide margin. Its power to become omnilingual, which could be useful in out of combat situations, doesn't come in until level 17, at which point an intelligent character can be fluent in 20 or so languages which is often more than most settings even have to keep track of. And that's assuming you GET to 17, which is a very big IF since most games taper off closer to 10 or 12.
There are two things the core-only monk can do; have a decent AC without armor (Sometimes. On 15 point buy, unlikely) and run and jump really well. So yes, the possibility exists that you might run with a GM that allows 25 point buy and has a lot of puzzles based on movement speed and long jumps while enemies have very low AC, but this is a much more remote possibility than the possibilities most other classes require to shine.
Hell, the core rogue is outclassed by an embarrassing number of classes at its niche as a skill monkey, but the circumstances that make it work (ie, lots and lots of traps, the GM angling for an obscure skill check only the rogue took, and ready availability of flanking) are far more likely to ever come up than ones where the core monk looks good.

PossibleCabbage |

The Core Monk can be strong with system mastery and archetypes (Zen Archer, Sohei, Tetori, the Nornkith, and some stacked archetype builds can all be strong.) It's just that these don't necessarily represent the fantasy of the monk and can be tricky to build, hence the UMonk.
The Core Rogue, I think, was only made decent pre-Unchained via the alternate version of the class.

Rhedyn |

Hmmm idk, rogues can archetype for 6th level wizard casting now (eldritch scoundrel). Meanwhile I think the best fighter's can get is 4th casting and I can't remember that archetype name.
Chained monks can be optimized to be even better than unchained monks, its just hard.
Fighters never really got a proper face lift but they can plug a lot of holes, eventually...
I would say ninja is the hardest to optimize. All the chained rogue baggage, but no spellcasting, and once true-sight or blindsight comes into effect, you are basically screwed.

Sarcasm Dragon |
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commoner
Commoners are only week if you view the game as a competition to see who can do the most damage like an MMO. In a REAL LIFE Pathfinder game, the GM can just arrange things so that the commoner can shine. If you are finding commoners are overshadowed then you're just a bad GM.
Besides, I was playing a commoner the other day and I rolled TWO critical hits in a row! Seriously, that's how awesome commoners are. No one else was that powerful.

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Hmmm idk, rogues can archetype for 6th level wizard casting now (eldritch scoundrel). Meanwhile I think the best fighter's can get is 4th casting and I can't remember that archetype name.
This is a super weird comparison, like saying a paladin is worse than a bard because it only has 4 levels of spells. That's not really the point of the class, those 4 levels of spells are just gravy on top of all the other things it can do.
I'll admit that eldritch scoundrel is actually a pretty good archetype, while Child of Acavna and Amaznen is pretty bad. But I also don't know anyone who would take fighter to be a spellcaster over the other options, like playing a bloodrager. You are right though, rogues do make better spellcasters.
UnArcaneElection |

Sounds so far like a general consensus on the core Rogue and Monk.
This does indeed seem to be the consensus, while among the more recent classes, Swashbuckler is rather weak (not as bad as a Core Rogue, but maybe as bad as a Core Monk), and Medium has potential to do interesting things but also potential to be really unreliable due to the location dependency for channeling Spirits.

PossibleCabbage |

This does indeed seem to be the consensus, while among the more recent classes, Swashbuckler is rather weak (not as bad as a Core Rogue, but maybe as bad as a Core Monk), and Medium has potential to do interesting things but also potential to be really unreliable due to the location dependency for channeling Spirits.
You could probably break it down as the weakest class of each category:
IMO-
Core: Rogue
Base: Gunslinger (Cavalier?)
Hybrid: Swashbuckler
Occult: Medium

Mathmuse |

So wait fighters using books = bad
Spell casters using books for spells = acceptable?Pathfinder releases books. You buy the books and use them. If that makes you better, good. Saying one can use it for one thing but a fighter class can't for another is goal post moving.
Fighters are enjoying a renewed life. Good for them. They earned it.
In my current campaign, I invited a friend who never roleplayed before to join us. I was in favor of letting him chose his class, which probably would have been wizard due to his tendency to overplan and powergame (evident in non-roleplaying activities). However, the other players talked him into playing a fighter, because it was a good class for beginners.
He had several bad newbie ideas, such as wanting one of every weapon so that he could Quick Draw to the best weapon for each combat. I directed him to some Fighter Guides on the Internet, and thus, he discovered Advanced Armor Training and Advanced Weapon Training. Those are some of the most complex rules for class abilities in Pathfinder. He acted like he had found the secret fighter cheat codes. I had to explain in several rounds of email before he was clear on the costs and benefits of those options.
Thus, "fighter using books" converts the fighter from a good beginner class to a beginner nightmare. I would have preferred an Unchained Fighter class, instead. Still would like it, in fact.

PossibleCabbage |

It's sort of counter-intuitive that the fighter is among the most complex classes in Pathfinder, but I will say that this is not the first D20 game where this has been the case.
There's nothing wrong with there being a range of complexity for classes in different categories, so something has to be the most complicated martial, but perhaps there should be some disclaiming pushing new players towards Barbarians and away from Fighters.

Wultram |
Fighter ain't a good beginner class. You need to optimize it to hell and back unless you want to play cop#24 next to justice league.
But yes Core rogue is by far the worst class power wise. Design wise it is core monk. Technically the latter could be said to be gunslinger, but it is more a case of gun rules being in the top 5 worst things paizo has ever published.

Blackwaltzomega |
Cavall wrote:So wait fighters using books = bad
Spell casters using books for spells = acceptable?Pathfinder releases books. You buy the books and use them. If that makes you better, good. Saying one can use it for one thing but a fighter class can't for another is goal post moving.
Fighters are enjoying a renewed life. Good for them. They earned it.
In my current campaign, I invited a friend who never roleplayed before to join us. I was in favor of letting him chose his class, which probably would have been wizard due to his tendency to overplan and powergame (evident in non-roleplaying activities). However, the other players talked him into playing a fighter, because it was a good class for beginners.
He had several bad newbie ideas, such as wanting one of every weapon so that he could Quick Draw to the best weapon for each combat. I directed him to some Fighter Guides on the Internet, and thus, he discovered Advanced Armor Training and Advanced Weapon Training. Those are some of the most complex rules for class abilities in Pathfinder. He acted like he had found the secret fighter cheat codes. I had to explain in several rounds of email before he was clear on the costs and benefits of those options.
Thus, "fighter using books" converts the fighter from a good beginner class to a beginner nightmare. I would have preferred an Unchained Fighter class, instead. Still would like it, in fact.
Personally I feel like the fighter is a terrible class for beginners. Rangers and Paladins are much better classes to learn the game with.
People think the fighter's easy to learn because it has basically no class features without archetypes and splatbooks, but even at its most basic form the fighter is based around feats and feats are extremely overcomplicated for a beginner to have to grapple with them every time they gain a level. Option paralysis, bad feat choices hitting the class disproportionately hard, and the sheer complexity of feat trees means it can be tricky for a beginner to have a good time leveling up their fighter. Feat bloat makes the class difficult to advance in until you've got enough understanding of the game to cut through the chaff.
On top of that, you don't LEARN anything about the game playing the fighter so you don't get better at running a character. A ranger's easier to level up because fighting styles take "you can grab anything from this gigantic couple of chapters but you're on your own for making them work together" and condense it down into a small list. Decision paralysis is negated because if you want your ranger to be an archery guy the archery bonus feats are just put right there and you know which ones you can pick and when. The ranger's skill ranks allow new players to experiment with various skill niches and see how to interact with Pathfinder outside of combat, while the ranger's animal companion and spell list at level 4 offer a fairly straightforward learning curve into the magic system and action economy. Rangers and Paladins are both designed to be fairly easy to just pick up and play while introducing new things as you get a few levels in to widen your understanding of how the game works. Fighters are easy for beginners to mess up, and don't provide many learning opportunities because the class requires some wrangling to touch on other elements of the game besides attack and damage rolls.

William Werminster |

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Core rogue isn't even that good of a skill monkey. The average Investigator has as many skill ranks as a rogue...Investigators get 6/lvl; rogues get 8.
...along with extracts and inspiration.
Which, in order to receive, they must forfeit sneak-attack, evasion, and all those Talents. (Studied Strike is quasi-similar to Sneak Attack, but is a PITA to bean-count, takes longer to get, is weaker, and can't exploit all the feats, items, and PrCs that trigger off SA -- and you'll never be able to "nova" like a full-attacking rogue pasting a flat-footed opponent.) The investigator's will saves are better, at the trade-off of eating more damage from AoE.

Wu Nakitu |

Wu Nakitu wrote:Core rogue isn't even that good of a skill monkey. The average Investigator has as many skill ranks as a rogue...Investigators get 6/lvl; rogues get 8.Quote:...along with extracts and inspiration.Which, in order to receive, they must forfeit sneak-attack, evasion, and all those Talents. (Studied Strike is quasi-similar to Sneak Attack, but is a PITA to bean-count, takes longer to get, is weaker, and can't exploit all the feats, items, and PrCs that trigger off SA -- and you'll never be able to "nova" like a full-attacking rogue pasting a flat-footed opponent.) The investigator's will saves are better, at the trade-off of eating more damage from AoE.
You've messed up that quote.

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core rogue is not really a good skill monkey if you want to be good at skills you gata take something like the true professional archetype with that favored class bonuses human and the 2 feats that give skill ranks every level you get 14+int skill ranks per level
I'd rather be a halfling with much better bonuses on slightly fewer skills and keep my sneak attack dice (which True Professional forfeits).
Human?
-- That is what makes a rogue "weak".
AC? -2 relative to halfling (assuming human melee rogue race-bumped STR as routinely wont). Attack (finesse)? -2 relative to halfling. Perception? -2 relative to halfling. Stealth? -5 relative to halfling (and that's before armor-check penalties). Saves? All -1 relative to halfling.
No wonder they just die like mice in PFS.

UnArcaneElection |

Quote:Core rogue isn't even that good of a skill monkey. The average Investigator has as many skill ranks as a rogue...Investigators get 6/lvl; rogues get 8.Quote:...along with extracts and inspiration.Which, in order to receive, they must forfeit sneak-attack, evasion, and all those Talents. (Studied Strike is quasi-similar to Sneak Attack, but is a PITA to bean-count, takes longer to get, is weaker, and can't exploit all the feats, items, and PrCs that trigger off SA -- and you'll never be able to "nova" like a full-attacking rogue pasting a flat-footed opponent.) The investigator's will saves are better, at the trade-off of eating more damage from AoE.
Yes, but after you factor in the higher Intelligence that an Alchemist or Investigator will need for making extracts, the Alchemist or Investigator comes out even or ahead; often the Rogue won't be able to afford to put as many points in Intelligence, due to needing them not only for Dexterity, but also for Wisdom (the Rogue has a bad Will Save, where as the Investigator has a good Will Save), and it will get worse at higher levels when the Alchemist or Investigator can and likely will put most of the level-up points into Intelligence and the Rogue for all practical purposes HAS to put them somewhere else. For the same reason, but to an even greater extreme, Rogues come out only moderately ahead of Wizards in number of skill ranks per level, and the gap narrows as the levels go up.
As for nova on a flat-footed opponent, that's often not possible (or at least not practical) to set up reliably.
And by the way, some Investigator Talents are pretty good.

Lady-J |
Lady-J wrote:core rogue is not really a good skill monkey if you want to be good at skills you gata take something like the true professional archetype with that favored class bonuses human and the 2 feats that give skill ranks every level you get 14+int skill ranks per levelI'd rather be a halfling with much better bonuses on slightly fewer skills and keep my sneak attack dice (which True Professional forfeits).
Human?
-- That is what makes a rogue "weak".
AC? -2 relative to halfling (assuming human melee rogue race-bumped STR as routinely wont). Attack (finesse)? -2 relative to halfling. Perception? -2 relative to halfling. Stealth? -5 relative to halfling (and that's before armor-check penalties). Saves? All -1 relative to halfling.
No wonder they just die like mice in PFS.
pfs is garbage anyways

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Rogue ain't a bad skill monkey, it is just that there are better classes for the role, and to add insult to injury those classes are also better otherwise.
Of the neearing-a-(what?)-hundred classes in games, there are maybe three that are slightly better skill monkeys that rogues?
And none of them get Skill Mastery (if not a rogue archetype) or Sneak Attack (or at least not in the same capacity). I.e., if you take the rogue and turn him into one of those other guys, he gets weaker (at fighting and succeed-or-die sorts of skill-checks like Acrobatics).
"Weak" being the OP thread topic.

necromental |

Wultram wrote:Rogue ain't a bad skill monkey, it is just that there are better classes for the role, and to add insult to injury those classes are also better otherwise.Of the neearing-a-(what?)-hundred classes in games, there are maybe three that are slightly better skill monkeys that rogues?
And none of them get Skill Mastery (if not a rogue archetype) or Sneak Attack (or at least not in the same capacity). I.e., if you take the rogue and turn him into one of those other guys, he gets weaker (at fighting and succeed-or-die sorts of skill-checks like Acrobatics).
"Weak" being the OP thread topic.
Besides slight bonus on trapfinding, rogue does NOT get bonuses to skills (unlike bard, investigator, inquisitor or even ranger and alchemist). When he finally gets skill mastery most skills are made obsolete by magic (especially since most of skill monkey classes then get 4th lvl spells). Sneak attack is crap. Yes if you go two weapon fighting route you can nova on a victim that somehow remains in your full attack range but it's not reliable not even in effect (you can roll alot of 1s and 2s). And your accuracy is horrible as you are an only 3/4 BAB "fighting" class that hasn't got any means at all to boost your attack (unlike other skill monkeys who have both a class ability AND spells).

Chromantic Durgon <3 |

You're over stating the value of sneak attack.
Rogues have no practical way to make feinting a useful and realiable endeavour so they basically need a flanking buddy. Having your only damage boost be dependant on others is a real weakness of the class and damages their self reliance on a class that is supposed to be able to operate independently according to flavour.
It also encourages two weapon fighting which especially when just core was released meant rogue damage was sneak attack or nothing at all due to the focus on Dex. That's why unchained gave them Dex to damage.
As for their skills they get a lot of skill ranks true, although not as many as an Alchemist or investigator and they will likely be overtaken by Occultists, Psychics, Witches and Wizards. And that inquisitor archetype that makes them int based.
But quantity of skill ranks isn't the only quality which defines a skill monkey, things that can allow you to boost skills outside of ranks and also having complimentary ability score requirements. Or make them useful in other ways like the unchained rogue got with skill unlocks.
For instance if your looking for a skill monkey and a face, as is often the case, a bard, Mesmerist or inquisitor with the conversion inquisition will beat out a rogue nine times out of ten.
If you're looking for a knowledge skill monkey then bards, inquisitors, alchemists, Occultists and investigator are all stronger candidates.
Honestly investigators and alchemists don't really leave rogues with any niche at all so far as skills go and you can find whatever niche you need there will be another class besides those two which probably does it better in the face department. And most of them get spells too, which make rogue talents look rather poultry.
The only niche rogues really have is disable device. Which really isn't that hard to get around with a little bit of creativity.

JiCi |

You know, the rogue at least has some useful abilities, even if they are outclassed by others.
You cannot really say the same thing about the Fighter.
I'm so sorry, but... what does the fighter have that other classes don't?
The Fighter has redundant and worthless abilities...
- Bravery? Yeah, that's really gonna save you with that weak Will save.
- Weapon Training? Since when you're gonna use 4 different weapons?
- Skills? 2+Int mod... and STILL no Perception as a class skill... yeah because Knowledge is gonna save you...
- Fighter-exclusive feats? Still pretty lacking...
The bonus feats get a pass with the weapon tricks and so does armor training, but the rest is pretty lacking. Dude, the archetypes fix a MAJOR problem with the fighter: no specialization. You almost wish that you could have an archetype IN ADDITION of the Core Fighter.

wraithstrike |

Azurespark wrote:UMD.Guy St-Amant wrote:Which is still more than we can say about the rogue. A rogue would suffer just as much from random loot, while being less effective in combat than a fighter.Imbicatus wrote:Good at fighting until high levels play. Random loot is also one of the worst nightmare of this class.Guy St-Amant wrote:What happened to Fighter being the worst PC class?It was never the worst pc class. Even in the CRB it's good at fighting, it just can't do anything else.
UMD almost never comes into play. Generally you have a divine or arcane caster when it matters, and in other cases the character can already use the items. The rogue is still in last place if the GM is playing high enough on hard mode that the fighter is not doing well.

Wultram |
Wultram wrote:Rogue ain't a bad skill monkey, it is just that there are better classes for the role, and to add insult to injury those classes are also better otherwise.Of the neearing-a-(what?)-hundred classes in games, there are maybe three that are slightly better skill monkeys that rogues?
And none of them get Skill Mastery (if not a rogue archetype) or Sneak Attack (or at least not in the same capacity). I.e., if you take the rogue and turn him into one of those other guys, he gets weaker (at fighting and succeed-or-die sorts of skill-checks like Acrobatics).
"Weak" being the OP thread topic.
No not slightyly better. Lot better. Bard, slayer, alchemist,investigator, ranger, inquisitor and summoner all can compete or win rogue at the skill monkey role. And I am willing to put my money where my mouth is that I can create considerably better build than one is possible with the core rogue chassis.
Skill mastery while nice, isn't be all end all.(for example check out what bard gets) Sneak attack most certainly isn't something special.

The Mad Comrade |

The Mad Comrade wrote:Rogues are as weak as the party that fails to support them and each other, chained or otherwise.The party getting better by replacing the rogue with a slayer/barbarian/etc shows that the party is not the source of weakness.
Not in my direct table experience it isn't. Rogues that are not supported by the other characters are much less effective.

Wultram |
It isn't really a matter of opinion. Any class replacing the rogue from the party is increase in party strength. Now player skill and random element of rolls may change this, but that doesn't come from the class.
Also other than flanking, usually the ones supposed to be supporting could have done something that was better than their supporting action+whatever the rogue accomplishes.

The Mad Comrade |

Sneak attack most certainly isn't something special.
That so?
Given that sneak attack immune targets are far less common in PF than they were in 3.5, I disagree.
Slayer hits maybe 1-in-10 more often, packs half the sneak attack dice. At 7th-8th rogue is adding without any help 28-42 more damage per round to his base damage output to one target. Slayer adds half of that plus 2 points against a studied target. All the rogue needs is either initiative or flanking. Both are easy to arrange.

Wultram |
Initiative only works on round 1, and that assumes you win and are within charging distance. And you only get a single attack.
Flanking, is easy on open ground, in limited room not so easy. It is also easy against medium sized targets, against huge or larger not so easy. It may easily delay sneak attack dice by 1 round.
And since you brought up slayer. Let's take 7th level since that showcases one advantage of full bab, more attacks. And given that Slayer has access to ranger combat styles he can have improved two weapon fighting where as rogue with BAB of 5 yet does not. And this is assuming that the slayer goes for the fighting style to match the one that is better for rogue. So now slayer has 2 attacks on top of the rogue. Slayer has +2 BAB and studied target gives another +2 to hit and since slayer doesn't need to meet the preqs for those bonus feats they may have higher damage bonus due to starts as well. They have good fort save where as rogue does not, they have better profiencys, so higher AC or better stats elsewhere and better weapons.
Rogue has +2d6 damage in comparison.

necromental |

Wultram wrote:Sneak attack most certainly isn't something special.That so?
Given that sneak attack immune targets are far less common in PF than they were in 3.5, I disagree.
Slayer hits maybe 1-in-10 more often, packs half the sneak attack dice. At 7th-8th rogue is adding without any help 28-42 more damage per round to his base damage output to one target. Slayer adds half of that plus 2 points against a studied target. All the rogue needs is either initiative or flanking. Both are easy to arrange.
You're missing the fact (as a mentioned in my previous post), rogue is a 3/4 BAB class with no boosts to attack. Slayer has full BAB and study target to increase his attack even more.

PathlessBeth |
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Wultram wrote:Sneak attack most certainly isn't something special.That so?
Given that sneak attack immune targets are far less common in PF than they were in 3.5, I disagree.
Okay, back up a minute. Tell me, what does Sneak Attack actually do?
The answer is that it deals hit-point damage. You can argue about how frequently it will be used, but the fact is that even if you get Sneak Attack on every attack, the only thing it ever does is hit-point damage.Dealing hit-point damage in Pathfinder is not something special. Every single class in the game can do hit-point damage. Even the commoner. Sneak Attack is a class feature that allows a rogue to do more damage than a commoner. You know who else has that feature? Every other class in the game except commoners. They aren't all called "Sneak Attack," but they all do the same thing: increase hit-point damage.
For the Fighter, it's called Weapon Training. It boosts damage, just like Sneak Attack. For the Paladin, it's called Smite Evil. For the Barbarian, it's called Rage. For the Wizard, it's called either Magic Missile or Bull's Strength. They all do the same thing, and that thing is hit-point damage. There is nothing special about Sneak Attack, no matter how frequently you can use it.
If you want to see what an actually special class feature in Pathfinder looks like, look at the Barbarian's ability to shrug off mind-affecting effects with the appropriate rage power. Or the Paladin's Mercy. Or the Wizard's ability to fly. Those are all special because not every class can do them. Unlike dealing damage, which literally everyone in Pathfinder does.