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Well, first I have to get to play something in Pathfinder (in contrast to all the 1st Edition AD&D experience I built up long ago).
But I can make some forecasts (and have Pathfinder character ideas for these listed in my profile):
- 1st Edition AD&D tie-in: Wizard (we used to call them Magic-Users, and these were my favorite in 1st Edition)
- 1st Edition AD&D tie-in honorable mention: Sorcerer (see Magic-User, but with a one-track mind)
- 1st Edition AD&D tie-in yet another honorable mention: Arcanist (see Magic-User, but best of both worlds)
- So many potential builds, so many ways to be awesome: Oracle
- So many other ways to be awesome: Witch
- Ways to be awesome, with spells and class features that you can use to keep going even when you run out of spells: Almost any 6/9 caster, Bloodrager, and Witch again
- The Dark Horse, Off the Beaten Path, Take 1: Fighter -- I want to make use of some of the cool stuff that has come out for Fighters in the last 2 - 3 years to make a Fighter that is a lot more than just a Hammer
- The Dark Horse, Off the Beaten Path, Take 2: Rogue -- not just any Rogue, but I want to take what is probably the Messageboard's most common typo, and make it into a character concept: THE ROUGE
Wait, are you saying that you've spent 6300 posts discussing rules but you haven't played Pathfinder yet?

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For me, Fun characters aren't determined by class, so much as by build. The more ludicrous sounding the build, the better.
Equipment Trick (Rope) Half-Orc Warpriest (alt-racials to have Whip and Spike Chain profs)
Anyone specializing in an odd weapon or non-weapon (beat them to death with a Guitar)
Finagle the rules to max out a special power pool. Swashbuckler with max panache and extra tricks.

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I love the summoner. I love being able to create and define the relationship between summoner and Eidolon.
This is followed up by oracle for simular reasons. You define the relationship between the Oracle and the divine. My favorite was a bone Oracle who had Zyphus wanting to be her boyfriend. That can be played so many ways.

UnArcaneElection |
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UnArcaneElection wrote:Wait, are you saying that you've spent 6300 posts discussing rules but you haven't played Pathfinder yet?Well, first I have to get to play something in Pathfinder (in contrast to all the 1st Edition AD&D experience I built up long ago).
But I can make some forecasts (and have Pathfinder character ideas for these listed in my profile):{. . .}
A lot of those posts were for some other purpose. But I have been doing a lot of studying (including putting together some builds, and earlier following some actual game play) so that when (if?) life ever permits, I'll be not just ready, but REALLY READY. I have to say: It's been rough these last several years, especially but not limited to the last 3+2/3. I've been studying for longer (and my AD&D 1st Edition experience goes from the late 1970s into the late-mid 1990s), but the first post recorded for me on these Messageboards was Mar 23, 2014, which was already in the time that the health of some family members was going downhill catastrophically (and just 2 weeks before another catastrophic event in this department). Fast-forward (if you will) past all that, and now that this kind of thing has diminished, I am trying to save my job, and it hasn't been going well. I feel like the -80 `C freezer of one of the nearby labs: Compressors in marginal status, and keep trying to recover to set temperature, and then somebody opens the door and lets the hot room air in AGAIN . . . So while your observation sounds astonishing at first, it isn't really surprising from this end.

SmiloDan RPG Superstar 2012 Top 32 |
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Things I like in a character:
1. Versatility. This usually means a combination of skills and spells. I also like having a lot of utility in the exploration and social aspects of adventuring.
2. Optimizing Action Economy. I like having THE RIGHT AMOUNT of swift, move, standard, and immediate actions--plus attacks of opportunity. Having companions and summoned creatures also help with this, but I don't want to hog all the table time, so I have to be careful with this.
3. Buffing. I really like making my allies better at what they're doing. I tend to lean towards divine casters for the healing, too. But I also like to flank and use Aid Another.
4. Durability. I also like being able to take one for the team. Mechanically, this means having a good AC/CMD, lots of hit points, and good saving throws. I have been known to draw AoOs so another PC can do something would normally draw an AoO without peril.
5. Mobility. I really like PCs that are fast and are good at acrobatics, climbing, jumping, even boating, riding, and swimming. I also like the be able to escape dangerous situations and I also like to chase down enemies so they don't escape.
6. Something Subversive. I like paladins that aren't sticks in the mud, druids that aren't hippy tree huggers, wizards that aren't bookish nerds, barbarians that aren't dumb brutes, etc. I really like it when it's something truly subversive and surprising, and not simply being not a stereotype.
7. Complexity and Interesting Synergies. I like it when it takes a bit of effort and resources to get an effect going. This can be self-buffing, moving into position to flank and set up a sneak attack, using magic to do battlefield control, manipulating the environment for tactical advantage, or moving into position so I can bull rush an opponent off a cliff.
8. Sustainability. I like characters that don't run out of their special abilities. I rarely play 9th level arcane casters because of this, but I did enjoy playing a witch because of the hexes.
9. Countermeasures. I like being able to thwart the plans of my enemies. I've actually used the Improved Counterspell to good effect with a druid.
10. Trump Cards. I like having the right tool for the job. I also like to have special equipment and magic items and special abilities for emergency situations.
I've had fun playing druids, paladins, inquisitors, clerics, and rangers. I played a half-orc wannabe-Conan witch. I played a dwarf barbarian 1/magus X that used a dwarven waraxe in a variety of ways (two-handed Power Attacking rage, one-handed Spellstrike and/or Spell Combat, etc.). I think I would really like playing a shaman or oracle or slayer or swashbuckler or ninja or alchemist or warpriest or investigator or unchained rogue or skald.

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Like many here I have trouble choosing just one "most fun". I'm often the DM of our group but on the chance I do get to play, I think that my top 5 go-to classes would be;
Wizard: I love the "controlling the universe" vibe, spellcasting, and sheer number of different options they have. Diviner and Abjurer at the top of those!
Kineticist: While I haven't gotten to play with every element, I tried a hydrokineticist and it was really fun! Some of the most fun I've had in 'finder, honestly. I played him in Skull & Shackles so I really got to take advantage of the water-based options.
Occultist: So many powers! I love choosing from items and relics and building story based around how the character gets them, what their history may have been, and really tying myself into the world, but also gaining a fair amount of power from it.
Bloodrager: Smash & cast, what's not to love? I find that elemental is my favorite bloodline, and just being this elementally charged behemoth bashing and leaping across the battlefield is just ...really fun. Don't think, just act, and bash.
Magus: I love the gish, what can I say? Like bloodrager you have smash and cast but there's more thought and versatility with magus. I feel like it really does combine the best facets of wizard and fighter.

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I ♡ the Summoner. Eidolons are super fun to customize and they have limitless RP potential. They're really powerful when you want them to be, offering lots of leeway for oddball, flavorful builds. Even the Unchained version shares these benefits, aging like fine wine as more and more interesting options are created for it.
I ♤ the Swashbuckler. I get an odd joy from pointing out the flaws, like being a pirate who gets sea sick thanks to a low fort save or being more valuable as a dip then a base class. I enjoy making builds that poke fun at the concept, such as my high Str, Cha-dumping brute with a greataxe and a spiked gauntlet. Playing my fencing "Swashbuckler" who's mostly unchained barbarian is an absolute delight.

DungeonmasterCal |
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Time Thief (super genius games)
Hands down the most fun class I've ever played (well, in the d&d/pathfinder ruleset anyways). You get to manipulate time, what could possibly be cooler than that.
I absolutely love the Time Thief and Time Warden. A Time Warden became one of my group's most memorable foes in our last campaign. I haven't had a chance to use a Time Thief against them yet, but will most likely do so in our upcoming start from scratch new campaign.

UnArcaneElection |
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I ♡ the Summoner. Eidolons are super fun to customize and they have limitless RP potential. They're really powerful when you want them to be, offering lots of leeway for oddball, flavorful builds. Even the Unchained version shares these benefits, aging like fine wine as more and more interesting options are created for it.
{. . .}
I would love the Summoner, but find it irritating that you can't adjust the Eidolon's ability scores, except for changes that you get from picking a different base form -- they're all dumb brutes (except Aberrant is a dumb Toon) without much in ANY of the mental scores, with Intelligence dumped so hard that you would have to invest a prohibitive amount to get it into positive modifier territory (apart from what you might be able to get out of items). Spiritiualist has almost the same problem, except that a Phantom's Charisma is actually noticeably (although not greatly) above average. And then Unchained Summoner had to restrict Eidolon themes instead of making Eidolons associated with specific planes an archetype (or set of archetypes).

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I see what you mean, UnArcaneElection. Fixed ability scores can be problemati when building an intelligent minion. You can, however, simulate intelligence. The Skilled evolution can be applied to a handfull of skills, including Int based knowledges or fields of higher study such as spellcraft. Skilled in diplomacy or bluff means your creature could be capable of eloquent speech.
4 skill points per HD (before stat points or some racial class bonuses) means your eidolon has a functional baseline to build off of. Consider skill points as an abstraction of actual education and experience: this puts the Eidolon ahead of multiple pc classes. "Big dumb fighter" indeed.

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Rosc wrote:I ♡ the Summoner. Eidolons are super fun to customize and they have limitless RP potential. They're really powerful when you want them to be, offering lots of leeway for oddball, flavorful builds. Even the Unchained version shares these benefits, aging like fine wine as more and more interesting options are created for it.
{. . .}I would love the Summoner, but find it irritating that you can't adjust the Eidolon's ability scores, except for changes that you get from picking a different base form -- they're all dumb brutes (except Aberrant is a dumb Toon) without much in ANY of the mental scores, with Intelligence dumped so hard that you would have to invest a prohibitive amount to get it into positive modifier territory (apart from what you might be able to get out of items). Spiritiualist has almost the same problem, except that a Phantom's Charisma is actually noticeably (although not greatly) above average. And then Unchained Summoner had to restrict Eidolon themes instead of making Eidolons associated with specific planes an archetype (or set of archetypes).
For what it's worth, I designed an Archetype for Wayfinder 17 that increases Int by 4, Cha by 2 and reduces Str and Dex by 2 each, and makes a mental stat your increasing stat. Check it out. I would love to see an honest reaction. I slapped some Hell's Rebels fluff on it. I also did a witch archetype that effectively dumps int (Elder Gods don't need a functioning brain to have a meat puppet to say the words and make the signs at the proper time).

UnArcaneElection |
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^Do you have links to these?
I've wanted a Witch that can't spell, especially ever since the unfortunate Errata to Scarred Witch Doctor. Recently, Paizo has actually come out with one, but I don't think most Elder Gods are into the, um, particular specialties of this archetype . . . .

ManlyMan |
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Oh jeez. Um... I have a pretty long list.
Virtually every initiator I've played, whether it's from Tome of Battle or Path of War, has been hugely fun to some degree. Probably my favorite out of the bunch is a gestalt character for a two-player game I was in, and I like her enough to have adopted her to games I run as an NPC sometimes. She's a Musetouched aasimar Bushi Warlord 6/Landsknecht 5//Dervish Dancer Bard 11 who uses Mithral Current, Scarlet Throne, and Silver Crane maneuvers, basically fighting like if Lady Oscar was a Sailor Scout. Thanks to alter self being a Bard spell, she's also a father of five children from four different women, which I've used as a source of plothooks in games where she's an NPC, but that stems from her also being a Bard, not an initiator.
And, well, Bards are just dope as fug. They're like pizza, they may have a similar crust, but the variety of stuff you can have with them is nigh-infinite.
Paladins are ones that I strive to never be run-of-the-mill, stick-in-the-mud jerks who slow everyone down because they're being judgmental or somesuch. One of my more recent Paladins was a guy who strictly adhered to the Islamic laws of warfare, which proved very interesting when we were sent to aid an army that had been besieging a BBEG's castle and the surrounding city; he managed to call for a ceasefire (we were 12th-level or so) when he found out that dead bodies were being catapulted over the city walls (after knocking the commanding officer out cold for it when he refused to stop), removed the diseased bodies himself from the streets before burning them (which is not normally permitted by his tenets, but an exception is made when simply burying a large number of them would spread disease), and his concern for both the civilians and the dead earned the party personal audience with the boss man himself. Things didn't go so swell from there, nor did anyone expect them to (and who would?), but it was a pretty awesome feeling to have done something so crazy and have it turn out about as well as it could.
To be honest, I think the only PF class I've played that I don't really have any good experiences with is the Kineticist.

moonshiner1313 |

its not very powerful but its really fun especially at low levels is the Scroll Master Wizard Archetype. Its just so much fun when an enemy gets close and the Wizard just starts smacking them with scrolls. Also they are pretty cool once they get the ability to use their own stats when casting spells off scrolls, makes for effective cheap back ups when they run out of spells.

moonshiner1313 |
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I also love playing Clerics that are constantly pushing there religions. I had a Dwarf Cleric at level 6 that put all his money on a magical Armour and had an AC of 30, with a tower shield. all he ever did was preach nonstop in the battle field and preach nonstop to everyone about Serene. My friend in the same campaign ran a Female Paladin that followed my priest around preaching as well. His character was basically a nun that had a glaive disguised as a giant ruler with the Mercy ability. He would use the ability to intimidate everyone in site all the time. The nuns catchphrase was "Ima beat the SIN outa yea!!!" They made a great team, the cleric who could not hit crap just stood there blocking the halls in dungeons with his tower shield and preaching while the Nun beat everyone up with the reach weapon behind him.

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For myself, I tend to love strong combat characters. We're playing a modified-for-pathfinder run of Tomb of Annihilation, and my wild dwarf Primal Companion Hunter is hella fun. Giving up Animal Focus in exchange for giving my allosaurus companion Evolution points makes us a really flexible mounted combat duo.
Also have a deep and abiding love of Inquisitors, Bloodragers, Alchemists, and Kineticists.
EDIT: Second ManlyMan about initiators. I've played a Warblade and a Crusader/Deepstone Sentinel in Forgotten Realms 3.5 campaigns, and holy *wow* are they powerful! Paired up with a Runesmith/War-Weaver wizard and a war chanter bard and the Crusader was unstoppable.

Dilvias |

This is such a hard decision to make, but ultimately I think I'll give the nod to the kineticist. Mind, there are more classes that I haven't played than have, so there's a ton out there I have yet to experience even in part, let alone fully.
I have a player who absolutely loves her Kinetic Chirurgeon. Being able to play both a healer and a blaster without worrying about spell slots is exactly what she wanted. (I did house rule that she could swap gather power and composite blasts for additional utility talents, which helped.)