
Dragon78 |
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Monk
-I hope for ki blasts(both ranged touch and area effect options) doing force damage.
-Walking on walls/ceilings, levitation, and eventually actual flight.
-Ki based force fields and protective barriers.
-Ghost touch built into the class.
-Legendary feats of strength, agility, and/or will.
-Striking the ground and causing damage to all in a line or radius around you.
Martials
-Legendary feats of strength like throwing and catching boulders.
-Can use their melee weapon to reflect single target spell back at caster.
-Abilities were they can strike multiple targets like a rain of arrows, sword attack against every enemy in a line, barrage of daggers in a cone, creating energy/force/wind with your weapon, etc.
Rogue
-Dex to damage option that you can get at level 1.
-Legendary feats of agility and speed like running on walls/ceilings.
-Increase movement/base speed options.
Kineticist
-Unarmored options for any version/element.
-You can choose to start with your blast or kinetic blade with no cost to use ether, and can choose to get both early if you want.
All
-Keep immunities, resistances, and other defenses the e1 versions had.

FaerieGodfather |

Martial & Monk
I will second all of Dragon78's Martial and Monk suggestions. All of them. There are no more suggestions for anyone else to second.
Rogue
I am strongly opposed to allowing anyone to get DEX to both attack and damage, but I'd like Rogues to get DEX to all attacks and INT to finesse damage instead.
Hoping Rogue's Edge/Skill Unlocks are default.
Spellcasters
I want to see all spellcasters get better cantrips as class features: like non-scaling 5e cantrips and/or Reserve Feats from 3.5 and Warlock Invocations/Witch Hexes.
Clerics
I want Clerics to have Warmage-style casting with an extremely restrictive spell list, enhanced by starting Domains and the ability to acquire additional Domains.
Druids
I want Druids to be spontaneous casters with basic (full) spellcasting and basic wild shape abilities, and have to choose which ability to focus on. I hope they have multiple branches on either path.
Bard
I want the Magician archetype's Expanded Repertoire class feature to be standard for all Bard archetypes.
Sorcerer
I want every Bloodline to have the option, like the Dragon Disciple, to trade some spellcasting ability for enhanced bloodline abilities.
I want Sorcerers to have a narrower class spell list and more bloodline bonus spells with multiple-choice options.
Wizard/Witch
I want to see these as options within the same class, with spellbook/familiar/eidetic preparation and multiple class spell lists as options.
Arcanist-style casting.

Dragon78 |
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Druids
-Do not down play wild shape(or make polymorph weaker and/or less versatile)
-Give more bonded options then just animal companion and domain.
Cleric
-Make deity choices have more of an effect on your character such as weapons, armor, skills, etc.
-Make channeling stronger and what you can channel and it's effects based on domain choices like the fire domain can cause fire damage, heal
fire subtype creatures, and/or grant flaming property to all allies' weapons/natural attacks/unarmed strikes.
Sorcerers
-Let sorcerers choose if they want more spellcasting power or if they want more bloodline powers.
-Add aquatic and verdant bloodlines to the core ones.
All
-Make it easier for anyone to get animal companions and/or familiars but maybe not both at the same time.
Hunter
-Make hunters more martial focused.
-Let them get magical beast companions.
War Priest
-Make them an actual martial class.
-Make deity choices matter more like the Cleric.
Swashbuckler
-Let them get Dex to damage at level one.
-Give them abilities that increase mobility/base land speed.
Medium
-Let them choose one spirit guide that stays with them for the entire adventure.
-Make the class easier to use and create.

FaerieGodfather |

Druids
-Do not down play wild shape(or make polymorph weaker and/or less versatile)
You know, I feel like this is a response to my suggestion, but I actually agree with you-- a wild shape focused Druid should be a MoMF/Warshaper with better spellcasting.
I just think Druids should have to choose between Tier 1 caster and Tier 3 caster/beatstick.
Cleric
-Make deity choices have more of an effect on your character such as weapons, armor, skills, etc.
-Make channeling stronger and what you can channel and it's effects based on domain choices like the fire domain can cause fire damage, heal
fire subtype creatures, and/or grant flaming property to all allies' weapons/natural attacks/unarmed strikes.
All of this.
All
-Make it easier for anyone to get animal companions and/or familiars but maybe not both at the same time.
Yup. If a character has both, they should be combined.

kyrt-ryder |
1 person marked this as a favorite. |
Dragon78 wrote:Druids
-Do not down play wild shape(or make polymorph weaker and/or less versatile)
You know, I feel like this is a response to my suggestion, but I actually agree with you-- a wild shape focused Druid should be a MoMF/Warshaper with better spellcasting.
I just think Druids should have to choose between Tier 1 caster and Tier 3 caster/beatstick.
Honestly I'd like to see Cleric and Druid replaced with a single, 6th level [or 7th if that's a change PF2 is making] class that can either represent a religion and serve a god with appropriate flexibility to pursue any of those roles, or to venerate and emulate and cooperate with nature.
Then we open up archetypes/alternate specializations for Mages.
Note this isn't intended to make Wizard types MORE flexible as-is, but rather to create more potential diversity of characters with somewhat tighter themes.

QuidEst |
1 person marked this as a favorite. |

Barbarian:
- More damage-soaking options, more hitpoint recovery options. Let me build for decent damage, but make them feel indestructible.
- More monstrous options. That might be Bloodrager's space, though. (Hey, Mark's on this, so we might see something like that…)
Bard:
- Feeling less like I'm singing/playing in combat. I dunno, Bard is close to one of my characters, but never felt quite right. Perform (Act) and Perform (Comedy) just never felt like they were actually ways to buff allies in combat, even less so than playing an instrument. Distinct feels for the different types of performance would be nice.
- We're getting options on the class, which is a huge plus!
- Not gonna lie, Spell Kenning would be a mighty fine thing to steal.
Cleric:
- Options for good and evil. Options that are neither. Cleric felt pretty focused on holy stuff before. A Cleric of Iomedae or Torag felt fine. A Cleric of Lamashtu or Rovagug was in the wrong class.
- Options that let you fit deity flavor more, or feel like the matter more to their deity? Being able to get help from an outsider, or more flavorful domains.
- We're getting options on the class, which is a huge plus!
- More spells like Ceremony. Cleric had so few utility spells- they helped the community by healing/curing things, and hurt it by inflicting those conditions.
Druid:
- Options for decay, rot, fungus, infection, parasitism, swarms of rats, flocks of crows, and everything else ominous and encroaching about nature. Trees are not very interesting as flora goes, and throwing tigers at people lacks imagination. I'd love for Druid to create infections with fort saves and the mind-affecting tag, even if it's a lot later than enchanters gets similar things.
- More fey stuff. Getting a bonus on saves against them if you didn't also get stuff for dealing with them. Have a fey bargain class feat of some sort! (Even if I'd be too scared to take that with my current GM.)
- Different focuses for Wild Shape. A specialization for animals, a specialization for elementals, and so on. I want to be able to make a Druid that turns into swarms of things. I'd love for a fey-specialized Druid to come out, getting options for turning into them.
Fighter:
- Eh, it's Fighter. Sounds like you're doing that well enough.
Monk:
- Playing the flute while beating people up. That's all I need. CG alignment would be nice for that, but I'm willing to compromise.
Paladin:
- Insinuator Antipaladin. Perma-summons.
- Options for chosen, learning-it-as-they-go types.
Ranger:
- I don't want to have to choose whether or not to hate humans. The "choose to be bad at this game or choose to explain being a serial killer in your backstory" is not fun.
Rogue:
- A way to cover all those endless profession skills. I want the option to be able to do any job.
- An easy way to avoid demanding a flanking buddy. Please. I hate having to spend a bunch of stuff to not be so needy in combat.
- Mockingbird from Vigilante.
- Eventually, I should be able to take the king or queen's spot and get away with it.
- Sucking less at saves.
- Early access to Legendary skills.
Sorcerer:
- Rakshasa bloodline. Sorry, it's just a theme I like for Sorcerer. Hedonistic characters are fun.
- A single flexible daily spell known.
- At least two spells known at a new spell level, at least three at first level.
- Easy way to get a familiar without messing up too much of your bloodline. Bonus points for bloodline-themed familiars.
- Concealable spells.
Wizard:
- Talking familiars.
- Cool, thematic school powers, with a little more focus on balance. (Divination being the best thing in the game at initiative got annoying.)
- Concealable spells.

ChibiNyan |
1 person marked this as a favorite. |

Monk
-I hope for ki blasts(both ranged touch and area effect options) doing force damage.
-Walking on walls/ceilings, levitation, and eventually actual flight.
-Ki based force fields and protective barriers.
-Ghost touch built into the class.
-Legendary feats of strength, agility, and/or will.
-Striking the ground and causing damage to all in a line or radius around you.
Do I smell Final Fantasy Tactics!?
I wish Monk Heal didn't suck. It's pretty cool in games like Final Fantasy.

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Alchemist: a clearer distinction and focus with the class. The PF1 Alchemist does mutagen, bombs, infusions, throw alchemical weapons. Although there’s a Dex mutagen available, it kinda seems like the design niche that the class covers is trying to be ‘“spellcaster/healer/melee and ranged combatant”. So covering all the bases.
Make mutagen better...a LOT better, and make it an option. Give alchemists the choice of being bomb throwing maniacs, stubby vivisectionists OR mutagenic brawlers
Barbarian: Unchained Barbarian because “RAAAAARGH! I DO MATH NOW” is not the class Fantasy. Rage powers should always be crazy awe inspiring things
Bard: expanded repertoire baseline sounds great; stealing spell kenning from skald does too
Cleric: more stuff that can be swapped out in archetyping is a good start, more ways to make clerics different from each other is better
Druid less wildshape
Fighter the preview looks solid
Monk bit less MAD. Give them a self and maybe others healing as baseline (steal the healing hand powers for base monk, because they are unimpressive for a focused healer but decent for a frontline combatant)
Paladin Grey and redeemer archetypes stackable, Vindictive Bastard in Core.
Ranger pretty good place atm, be interested to see the new version maybe combine the Hunter into it because teamwork feats are bae
Rogue Unchained AND if they’re holding daggers they function as Knifemaster by default, no class feature swaps. Also clean up the language on sneak attack stacking with other classes to save me stupid arguments on Facebook . Having that monk wall running stuff as a talent? Yes please.
Swap out a bunch of that stuff for the Eldritch Scoundrel and give them the spellthief stuff from Sandman bard
Sorcerer bloodlines are superthematic, let’s make them count. Scalable bloodline powers so you always want to use them as much as witches do hexes. Bloodline appropriate Familiars.
Wizard: being able to do the bonded wizard stuff with your bonded item is very cool, can we make that a baseline class feature?
I kinda liked the familiar “change the species” function from 5e, but dislike having to take up a spellslot to do it.
Chronomancer is a cool archetype but split it off from Wizard, ditch the spellcasting altogether but keep temporal spells as SLAs, give them the talents from RGG Time Thief as options and class features from Chronomancer, steal some stuff from the Time revelation oracle, bump the melee proficiency up a bit (not fighter high, maybe rogue level)

ChibiNyan |

I wish that Favored Enemy and Favored Terrain stop belonging to the "Base" Ranger. Those abilities are impossible to balance. They are either god-tier or useless.
Also they put a lot of pressure on the GM. Specializing in killing certain stuff is fine, but I think it's better as a niche archetype for a niche campaign (Like those cool Castlevania archetypes for like Carrion Crown). Not all campaigns good for it.

oksananana |
I gots some pretty creative ones for Fighter.
I think it'd be cool if alot of fighter's abilities offered some kind of utility so I tried to add some utility to this fightering
- A fighter that can swing the blade fast/hard enough that it heats up and glows white hot and inflicts fire damage for a while
- A fighter that swings so quickly it generates sonic booms and deals AOE damage/dazes to enemies that can hear.. Alternatively opt for a fighter that can shout so loud or thunderclap to do the same effect. Utility.. you can alert people. Scare away creatures. If its a shout, message over long distances.
- A fighter that can dig his feet and if need be weapon into the ground to prevent being knockbacked, + balance improves. Super defensive ability. Maybe it could help him climb better by digging his feet into the ground
- A fighter that stomps so hard he walks through difficult terrain with ease. Uneven ground? Destroys it. In combat he deals trample damage through squares he overruns like he does at the moment. Maybe its not just stomping.. he's just got power in his stride in general, and breaks through snares, things holding him back. Walls even. Bricks? Pathetic, mr muscle just walks right through.
- A fighter that pounds the ground so hard he knocks prone the grounded enemies with poor balance. Or so hard he creates uneven ground/difficult terrain. IDK, it could like mask footprints I guess.. but in the process you leave big ol' craters around.
- A fighter that can throw teammates.. and spears, and everything, pretty far. Even enemies probably. Bowl some goblins down with their goblin friends. Anyway you just hurl things around, obvious utility benefits.
- Muscle memory or well trained or something named, like, 'protocol' - The fighter's Mundane Contingency. IDK how a fighter could have an especially valuable contingency though unless a bunch of important combat manoeuvres flooded the game.
- Fighters who hold their breaths for super long. Benefits to swimming going down in the water, getting choked and whatnot. Maybe you could even blow out air hard enough to extinguish fires.
- Fighters who shoot off shockwaves, and/or slicing winds, from the strength of their swings, dealing a little bit of AOE damage, extinguishing fires and rain and other things briefly.
- Fighters with such instinct (muscle memory like before) instilled into their physique they can replicate skills they have no training in.. using their STR or DEX stat over IDK, WIS or CHA? Bit farfetched. Use muscle over brain to read book. Kinda badass though.
- Mimicry skills that they've seen. Maybe more of a Rogue thing tho, when you're straight up stealing other people's gig.
- Fighter teach the Art of War super well, teaching other teammates temporary weapon proficiencies or improved BABs or whatever with short pep talks. Maybe this is the Fighter's answer to summoning op people to fight on your behalf. Beh, a powerful magical ally? Check out this commoner I spent 5 minutes drilling sword techniques with, he can beat you with the power of plot device.
- Latent abilities.. can use other feats temporarily. Maybe just in moments of desperation or something he gets benefits. Utility in temporary feats.
- Adrenaline dumps. Just a self buff. Theme how you will.
- Second winds, a self buff.
- Rending space with the unerring, trained precision of your sword slashes combined with good torque behind the swing. Dimension doors, plane shifts even.
- Sleep walking except you get to fight while doing it. Sleep fighting, its genius. The 24/7 fighter.
- Pack mule is a Tome thingy but its so good. You have a nice ability to haul stuff around, good for transportation ish a nice idea. Utility feat really.
- Fighters with battle instincts so prescient he sees combat happen before it happens. He recognises exactly how things go down. Literally foresight. Maybe if he has like 'Battle Tactician' feat or something that flavourwise improves his relaying communication to teammates he can provide them with Foresight too.
- Echolocation. Rogueish feat sort of but ultra cool blindsense is ultra cool. See behind walls.
- Curving arrows, mundane. Look at that real life Lars Anderson guy. He can IRL curve arrows by shooting them angled. Just exaggerate it like we do for all mundane things, wapow you got curving arrows that can shoot around walls.
- Fire so many arrows into the air you have a blanket of arrows falling for a few rounds people who step in range take damage from the cascading arrow deathswarm. Utility.. is like a flare.
- Convert slashing/piercing/smashy damage into another type. Broadside hits, halfswording, hilt smashy/stabby action, corner of the warhammer hitting hard, IDK. Just cool way of switching out weapon damage type for much needed versatility in mundaneland.
- Logistics mastery, boost teammate movement speed, give extra actions.. in social settings also. Walk around QUICKER.
- More of a rogueish thing. Misdirect your enemies so bad, they hit themselves. Super super cool.
- Time Stands Still, ripped off from ToB because is a cool idea. A warrior that syncs mind and body, moves temporarily (at cost of great toll on body so limited usage) at speed of thought. Super kewl. Time Stop basicaly.
- This is a stretch because its AWESOME. You know how Wizards have Wish to do whatever, Clerics have Miracle? Well in the myths Hercules went around performing Wishes except without dumb Arcane humdrum. He just went out and did the bloody deed and got tantamount results. Fighters maybe could pull off the same. Give a Fighter at level 17 6 hours, a few days during Downtime and he can do a 'Legendary Deed' and do the same thing Wizards wanna. Nothing a Wish can do that a wandering Fighter can't with a bit of time and the right skulls to crack.
Okay.. that's an idea vomit but I'm sure some nice ideas can be salvaged from the burning pile. This was nice to expel from my system.

oksananana |
More outlandish ideas
Grappling
- Grapple two at once because 4 limbs are a useful humanoid feature
- Rip off limbs. Arms go bye bye and so do your weapon wielding or spellcasting tendencies. Legs gone and your mobility sucks. Head away and your ability to be alive is severely hindered.
- Stop your enemy from moving at all. Or they get to move.. wherever the hell you want to, and if you want to slam into their friends with your grappled enemy in hand feel free to be the moving freight train you wanted to be.
- Save or die in the form of a Fort save based Choke to not die to breathlessness, and a STR vs STR check to see if they wriggle free.
- Test yourself, contest of strength against grappled enemy. One of you becomes super tired afterwards. Fatigue.
- Hurt your enemy but not 'hurt' hurt, just massage their tendons in unpleasant ways. Intimidation ability through you know, Cruciatus cursing your enemy in the flesh. Nonlethal damage.
- Use your enemy as a living bludgeon to strike other enemies.
- Groundslam in an unpleasant, weight based attack with your enemy. Powerbomb freaking dragons. Cool.
- Break spines, paralyze with the power of jiu jitsu
Use momentum in cool ways. Throw your enemies back with your hits. Out of sight, off bridges, mountains, the void of deep space. Nice.
OR much much cooler. Absorb momentum. When big ol Giant comes around and swings into you with a 2 ton axe you pirouette and become an orc sized spinning top and smack him with his own momentum and hit him with his own damage die. Super freaking cool.
Or just negate damage and instead absorb momentum for your own usage, getting thrown back a bunch of feet, into the sky to hit your giant enemy's face using their momentum against them. My favourite idea aside from the ignite blade by swinging it super quick thing
Oh yea, I forgot my original mundane but not really feat idea. IRL there is a lizard called the Jesus, I mean Basilisk, lizard that runs on water by slapping it with its feets hard enough the force of the water hitting back hits him hard enough to keep him afloat. Let Fighters run so hard they walk on water too, in a totally mundane and flavourful way.
Taunt entire groups of enemies, or have such a domineering combat presence you're hard to ignore
Swear oaths to kill certain enemies, until they go kaplow you do extra damage to them but conversely everyone not on your oath radar is less easy to beat up.
Shatter armor with your mega powerful blows. Including chitin and including dragonscales. AC goes bye bye and your damage goes into your unarmored and very scared enemy's gut.
Muscle wounds shut. Real thing, sort of. At least for this mundane exaggerated bugger (but which level 5 martial and above isn't in some absurd way) but its got some basis in reality like the walk on water idea. Increase blood flow to certain areas and in reality this actually does expedite healing. + Martial healing that isn't based on listening to encouraging words to heal axe wounds or passive regeneration, just take it okay. + ITS FLEXING WOUNDS SHUT. It's freaking cool IMO.
Blows so grievously wounding enemies lose some or all regeneration. More not just DPR boost feat goodness.
Attacks so scary psychologically they deal damage. Not just the terrifying schtick thats been done before. You literally KO enemies with your non lethal (or lethal, heart attack inducing) warhammer swipes.
Movement so fluid you walk with ease through thick fogs, run faster, fly faster. Freed movement, nice.
Leap and crash down so hard you're like a beautiful dwarf shaped meteor.
I even got a mundane way of generating radiant damage or blinding light that isn't a flashy grenade. The pistol shrimp generates a cavity of air or something that when collapsed generates a bit of bioluminescent light. Fighter cuts a vacuum into the air and when the cavity collapses, boom a bright flash. Radiant damage? + Blinding save? I think its a sick idea

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I wish that Favored Enemy and Favored Terrain stop belonging to the "Base" Ranger. Those abilities are impossible to balance. They are either god-tier or useless.
Also they put a lot of pressure on the GM. Specializing in killing certain stuff is fine, but I think it's better as a niche archetype for a niche campaign (Like those cool Castlevania archetypes for like Carrion Crown). Not all campaigns good for it.
Indeed; I have a Giant favored enemy vanilla ranger in Giantslayer and he's basically a walking death machine without giving up anything else in archetyping.

Dragon78 |
1 person marked this as a favorite. |

Bards
-Give them bardic music that can grant fast healing, energy resistance, haste, sonic damage added to allies' weapons/natural attacks/unarmed strikes, etc.
-Bardic music that does sonic damage.
-Bardic music that does steady damage to all undead in within range of the performer.
Spell casters
-Casting melee attack spells does not provoke attacks of opportunity.
Monk
-No more alignment restrictions.
Sorcerer
-When they get a new spell level they actually know two spells not one.
Druid
-More fey based/focused options would be nice.

Dragon78 |

Kineticist
-Do not down play the power/effect of their kinetic blast.
-Keep their powers at will.
Ranger
-If combat styles are still a thing then lets start with more options. Also include natural attacks and unarmed strike options.
Rogue
-Give more magical options such as spell powers, minor supernatural abilities, some monster powers, etc.
Any
-Make natural attack focused classes/options good.
-Make weapon choices like crossbow, spear, etc. as good as sword, axe, bow, etc.
-Make it possible for most(if not all) characters/classes to get lay on hands and/or channel. Maybe as a divine gift/positive energy infused feat tree.

FaerieGodfather |

Sorcerer
-When they get a new spell level they actually know two spells not one.
This, but:
Sorcerers have a base spell list, narrower than Wizards, but make up for it by having a second spell list for their bloodline-- they can select these spells normally, but they also get bonus spells that must come from their bloodline.
And those bonus spells just happen to line up so that Sorcerers always get one when they get a new spell level.

Cole Deschain |

Without actually reading anybody else's entry in-depth, here we go! I'll be including literally every Paizo-produced Class in this assessment, not just the core classes we know are coming in the launch of PF2
Alchemists- Make it possible to focus on one or more of the things they do- I hate mutagen, for example, I would love the option to give it up to be better at bombs (hel-LO PF1's Alchemical Sapper!). Or have someone who passes on bombs and mutagen, but brews a mean potion for any and all situations. Right now, Alchemists are all over the friggin' place- and it should be possible to replicate that as well....
Arcanists- I really intensely dislike this class, because it doesn't really capture a "feel" that was missing... maybe bake its mechanics into some Wizard options? It always felt like "Wizards, but marginally less Vancian"
Barbarians- Rage should be terrifying. In addition to dishing out healthy heaps of damage, I'd like to see these guys play havoc with enemy morale because their raw ferocity should shake people- even people who know what to expect.
Bards- Options to ditch spellcasting to enhance bardic performance or pick up Sneak Attack or what have you. Bardic Masterpieces baked in from day one- and as an option even for non-spellcasting bards. For bards who do use spells... a more interesting list of arcane options would make me happy.
Bloodragers- I love them, so my big wish is that they come back in some form.
Brawlers- A sort of weird demi-fighter/quasi-monk... I don't know that they'd need to stay a class if a good unarmed Fighter or Armed Monk build were to be possible.
Cavaliers- Despite the class name, I'd make the mount more of an optional thing. I'm not that wild about them and don't use 'em all that often, so I'm going to stop here, because they seems to make their fans happy enough as they are...
Clerics- I miss my AD&D 2E Specialty Priests- making it possible for a Cleric to somewhat replicate those would be a lot of work- but I would totally love it.
Druids- Basically work for me as they are. If the Shifter is coming back, I might tone down Druid Wildshaping. Eh. We'll see.
Fighters- Make 'em flexible and I'm a happy man.
Gunslingers- The class is actually fine- it's the guns that should get a looking-over.
Hunter- I love this class, but if the PF2 Ranger has options for a more mystic, less martial focus, then maybe this one could go bye-bye...
Inquisitor- Another one I like... keep tweaks to it limited, maybe tone down some of its magical acumen...
Investigator- I'll be running one of these in earnest for the first time this year... so until I do, I'm keeping my mouth shut.
Kineticist- Maybe polish up the Burn mechanics in some way. I really like the Kineticist, but some of the bookkeeping is odd. More fleixbility to choose between being the blastiest blaster ever to blast and use of utility talents could be fun...
Magus- I love this class. I've seen others mention maybe accommodating more fighting styles than "one-handed weapon/open hand," and I'd be cool with that.
Medium- Everybody who saw it talks up the Playtest version of the Medium... I'll admit I never even glanced at it, so I can't really comment beyond saying that I almost never use the Medium class.
Mesmerist- I like it. A lot. All glory to the Hypnotoad.
Monk- I'd like to see the alignment restrictions on monks relaxed. I'd also like to see absurd feats at higher levels, whether physical (shattering adamantine with their fists, throwing Giants), mystical (running on air, elemental immunities), or spiritual (immunity to conditional effects, laughing off level drain, that sort of thing).
Ninja- Honestly... this could probably be folded into the Rogue class with minimal effort. So my suggestion, if the class were to stick around? Prove me wrong.
Occultist- I've played one, but man... I still do not really jive on this one. Not the implement stuff, that's fine, but in its martial weapon skill and other stuff that doesn't really fit the vibe I get off of the basic concept...
Oracle- I love 'em. More Curses, please.
Paladin- I'd like to see the alignment restriction relaxed. Maybe not eliminated, that seems a bridge too far. But I'd also like the Antipaladins to just get their own flippin' name. Unlikely, but, you know, defining yourself by what you aren't is weaksauce.
Psychic: I like 'em more or less as they are.
Ranger- Options to either ditch spellcasting completely (Skirmisher! YAY!)or embrace it at the expense of some marital acumen (Hunter?)
Rogue- I'm less concerned with Dex-to-Damage than many, but the Unchained Robgue is a good place to start... also, options to use the class chassis for less larcenous skill monkeys has a great deal of appeal to me.
Samurai- As with the Ninja, prove to me that it needs to be its own thing.
Shaman- Needs to feel more distinct from its parent classes than it does.
Shifter- I actually like the Shifter, but some of the errata to it could be taken a mite farther. Opening it up for crazier shapeshifting options would also have some appeal.
Skald- A Bard/Barbarian hybrid... much of what it does could be had by adjustments to the Bard. So put it in the samurai/ninja box: Convince me it needs to exist in PF2.
Slayer- I really like this class, but if PF2 Rangers or Rogues make it possible to mock one of these up... maybe it can go away. God, I'd have so many conversions to do...
Sorcerer- More bloodlines! MOER!!!11!!!
Spiritualist- In general, "pet" classes aren't usually my cuppa... but this one seems to do its thing reasonably well.
Summoner- I've never understood the necessity for this class- it feels like a Wizard archetype run amok. The Unchained version aligned it with Golarion's cosmology a mite better, and made it more of a "buddy up with your favorite type of Outsider" deal... maybe play up that angle? I dunno. My dislike and disinterest are sufficient that my opinion on them is probably best ignored. ;)
Swashbuckler- This poor thing. It occupies a niche that a different ruleset may well make possible for fighters or rogues to do. Into the bin with the samurai and ninja...
Vigilante- I like it far more than I should. Irrational favor. Disregard any noodlings I have on this class.
Warpriest- Could mmmmmmaaaaaybe be built out of new Cleric options, depending on what they do... if Clerics or Paladins open up sufficiently, these guys kinda feel superfluous. A shame, 'cause I like them. Samurai/ninja/swashbuckler/Warpriest...
Witch- I'd play up the Hexes and play down the spells...a folkloric witch could absolutely craft a curse, sure- but it was also as much something you were as something you did.
Wizard- Eh, who knows? They work (sometimes too well!) as they are.