
LunarVale |
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Occultist, hands down. I never get tired of coming up with new Occultist builds, and they perform so differently depending on the build order that even if you end up heading in a similar direction long-term, they can feel like a completely different class because of how different they are in the interim. They do suffer from really needing to burn a standard action at the start of most battles to unleash their full strength, but two thirds casting, occult skill unlocks, and the suite of other utility features they bring to the table more than makes up for it in my eyes.

Merellin |
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Occultist, hands down. I never get tired of coming up with new Occultist builds, and they perform so differently depending on the build order that even if you end up heading in a similar direction long-term, they can feel like a completely different class because of how different they are in the interim. They do suffer from really needing to burn a standard action at the start of most battles to unleash their full strength, but two thirds casting, occult skill unlocks, and the suite of other utility features they bring to the table more than makes up for it in my eyes.
The Occultist does seem like an awesome class! It has been high on my list of things to try for a long time. The only 6th level caster that can have full BAB if built right, (Trappings of the Warrior seems really good for a melee Occultist.) I really need to get to trying it soon. :D

MrCharisma |
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I'm playing 2 frontline characters at the moment. Both are the only front-line characters in the party.
Remus the Aberrant Primalist Bloodrager. The Aberrant Bloodline gives me reach with whatever big honking weapon I can find (a Chainsaw - we're playing Iron Gods), and also with Trip/Bull-Rush/Reposition/etc maneuver, which is great. The Strength Surge rage power means that I can auto-succeed at those combat maneuvers if I want. Spells are great for buffing, and for out-of-combat utility. I also took a level of Brawler so I can flex into niche feats if I want to.
Winifred the Haunt Collector Occultist is a really fun utility caster and knowledge monkey. She's also perfectly capable of holding the front line with a Transmutation Implement, a reach weapon and Combat Reflexes. She has 14 STR and no other combat feats, and she's totally rocking the front line completely alone ... which is rediculous. She's extremely mobile, versatile and capable, and she's completely my own creation.
Aside from them I really love Paladins, Magi, Investigstors, Warpriests ... any front-line character who has utility options to go with their combat prowess.

zza ni |
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synth summoner (if allowed)
Voom fighter (gloom+vanom blade archtypes) for the spittle tree nurfs and free magic weapons
warpreist (calamity caller or a forge-priest), cause they are hella fun.
unchained monk with jabbing style. at high levels with the right build can nab like 15 attacks a round. with medusa's wrath \ elbow smash \jumping kick (to get close) etc, jabbing master get really over powered at these rates. i one round killed every creature on the end of rise of the runelords with this build. and had a great ac and saves to boot.

MrCharisma |
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A toss-up between Paladins and Fighters.
I'mboringa traditionalist.
Nah Paladins are definitely in my top 3. I love the feel of a holy warrior, and I like Martials with some utility to them; Paladins fit perfectly.
Fighters not so much - I like to have a little magic - BUT I do love what you can do with that many feats. I've designed some Warpriests around all the bonus feats and it's nearly as good at feats as a Fighter. I can see the apeal of the Fighter if you want a less magically inclined Feat-Monster.
They're not boring, they're classic!

DeathlessOne |
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Hmm...
I've stopped thinking of classes when I try to answer questions like these and have shifted towards more of a 'I can build something for that out of just about any class'. But, if I had to answer and keep it limited to a single class (no multi classing)...
Paladin. It is just built for the that role and has all the tools it needs to get up there, stay up there, heal itself, and hammer at the opposition. Barbarians and Bloodragers are a close second for me, provided they are built properly. An Id Rager Bloodrager with the Kindness focus at level 7+ is actually superior to a Paladin (in my opinion) from that point on. Slap on the VMC Paladin option and ... well, let me play one.

HeHateMe |
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Personally I like Warpriest, Inquisitor, and Occultist. I also love Druids once they get Wild Shape. Prior to Wild Shape, Druids are really dull (I hate hiding behind an Animal Companion). After 4th lvl though, they are alot of fun. Hunter with the Feral Hunter archetype is quite fun too, for the same reason (I love Wild Shape).

VoodistMonk |
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Hmm, yes, if I am going to be out front, I am going to want access to Weapon Training... Cut/Smash From the Air, in particular. Yeah, you can get there with the Martial Focus feat (and I have), but it's just not the same.
That pretty much narrows my choices down to:
Cavalier (Disciple of the Pike)
Fighter
Magus (Myrmidarch)
Monk (Sohei)
Warpriest (Molthuni Arsensal Chaplain)
I am pretty okay with that, too. Depending on the campaign, I can probably make something from that little list work.

Mark Hoover 330 |
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Wizard.
As a frontliner I'd probably pick one with Vanish at level 1, Invisibility at level 3, and so on. I'd also give them a focus on buff spells and summoning. They'd stand really close to the frontline and have their summoned creatures do all the work.
Why not just pick summoner? Well, b/c I've sat through too many "wizards can do everything, most of the time better than all the other classes" threads and now I'm jaded and cynical. Wizard is my default answer for everything.

Arkham Joker |
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It has to be Warpriest (Molthuni Arsensal Chaplain).... such a beast.
Good saves, armour, weapons, HP, weapon training.... and can swift action self heal and buff and later swift action War blessings.
If you really want to piss your DM off, invest a few feats and start doing some decent Standard Action Summoning to top it all off.
BEAST....

Tim Emrick |
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I'm not sure if I have a favorite class, but the two most effective front-liners I've played in PF 1E are:
Dwarf stonelord paladin: The archetype loses spells, smite, and divine grace, but the defensive stance ability makes him an excellent tank. Taking fatigue as his first mercy was essential, so that he can get back into the stance again quickly when he needs to move on to another opponent. His damage output might be a bit low for a martial of his level, but he can outlast a lot of foes--and when he could finally afford a holy weapon, that made up for a lot.
Human ranger/fighter: Out of all my PCs, thus is the one I've most optimized for damage output (though not to the extreme that a couple players in the same game go to regularly). He wields an impact earth breaker, and his feats are mostly related to Power Attack and Vital Strike. He does occasionally full attack (where most of his damage is his impressive static bonuses) but usually he's a mobile murder machine. I made him primarily a ranger rather than a fighter because I wanted him to have useful skills outside of combat. He has archetypes that replace spells with tricks, and favored enemy with a more flexible bonus, both of which have been very useful on a regular basis. He has just a few levels of fighter for the heavy armor proficiency (so he could upgrade to mithral full plate) and more bonus feats.

Scavion |
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Wizard.
As a frontliner I'd probably pick one with Vanish at level 1, Invisibility at level 3, and so on. I'd also give them a focus on buff spells and summoning. They'd stand really close to the frontline and have their summoned creatures do all the work.
Why not just pick summoner? Well, b/c I've sat through too many "wizards can do everything, most of the time better than all the other classes" threads and now I'm jaded and cynical. Wizard is my default answer for everything.
Wizard can do everything, but not necessarily as well as other classes. For this particular instance, a Herald Caller Cleric would be devastating. The Monster Tactician Inquisitor is also a rock solid choice for being a frontliner w/ summons.

MrCharisma |
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Mark Hoover 330 wrote:Wizard.Wizard can do everything, but not necessarily as well as other classes.
Honestly, I've never see the "wizards are teh bestest" argument as anything more than a big-ol' boast.
Are wizards good? Sure. Are they the strongest class? I can even see an argument for that (though I would argue back). But there are definitely classes who are better at a lot of things.
Having said that, this thread isn't really about the "best" class, it's about your favourite. If Wizard is what you love then who am I to tell you to change?

Scavion |
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Scavion wrote:Mark Hoover 330 wrote:Wizard.Wizard can do everything, but not necessarily as well as other classes.Honestly, I've never see the "wizards are teh bestest" argument as anything more than a big-ol' boast.
Are wizards good? Sure. Are they the strongest class? I can even see an argument for that (though I would argue back). But there are definitely classes who are better at a lot of things.
Having said that, this thread isn't really about the "best" class, it's about your favourite. If Wizard is what you love then who am I to tell you to change?
*shrug*
I thought it'd be fun to address what might be considered stronger than a wizard with that kind of strategy.
If I were to say what my actual favorite front-liner is...

MrCharisma |
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Sorry Scavion, I actually thought your post was great. Didn't mean to imply otherwise.
Honestly my post was a bit contrarian for a "favourite class" thread, so I probably could have not-posted it and it would have added just as much to the thread.
So: Wizard, interesting; Herald Caller, great! I'll have to look up the Armiger.
Please continue, and ignore me if I start telling you you're wrong =P

Mark Hoover 330 |
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I've only gotten to be a player in PF1 a couple of times, and then I didn't mess around too much with archetypes. I don't know if I have a favorite right now. I'd say one thing I go to all the time for frontliners though is having an Animal Companion, Familiar or Mount.
For me melee is just more fun if you've got flankers. A good AC or Mount can also add significant damage, but just a Small sized Valet Familiar delivering both a Flanking and Aid Another bonus is an extremely helpful resource.
Speaking of frontliners with friends and the Valet archetype, let's hear it for shared teamwork feats! Cavaliers, Hunters that one Inquisitor with an AC, they get built in "teams" for these feats and some can be really cool. Outflank, Pack Flanking and Distracting Charge; now when your halfling is mounted on their wolf and the wolf charges, both of them get +6 to their melee attacks!
My fave combo so far has actually been Warpriest (Divine Commander)/Hunter. Free TW feats, a Mount from warpriest, AC from hunter, and if you have a kind GM running a home game like I had, the mount and AC are one and the same for advancement and such. Spells, swift buffs and healing, decent fighting prowess with tons of accuracy bonuses after level 6, that was a really fun character!

strayshift |
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Favourite is not necesarily the most optimised so I'll pick what I've played.
1. 5 levels of armoured hulk barbarian, the rest 2 handed weapon fighter. Fast, in-your-face-well armoured violence. The biggest pure damage numbers, the least subtlety.
2. Half-Orc Oath of Vengeance Paladin. Probably the hardest to kill character I've had.
3. Goliath Druid (+ companion). Bigger is better in this case.
4. Infernal Eldritch Scion Magus + eldritch heritage, strongest character I've had plus magic.

Neriathale |
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I had a lot of fun with an ureban bloodrager, roleplaying the rage as more an "intense focus" than going beserk. It gives a lot of tactical options depending on the situation.
"You want me to keep the infinite waves ogf tntacles at bay while the wizard figures out how to close the portal? OK, Rage into Dex, shield of swings, and if one gets a lucky crit they hit my mirror image".
"You want me to just kill the dragon? Everything in strength, power attack, heroism, chunky dragon bits."

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Fighter. Fighters get so many feats they can go any which way.
I like to take in two levels of Rogue to boost Refl saves, grant Evasion, and give two dice of sneak attack on Flank (take the feat that gives an extra die of SA). Also take the feat that gives you Flank if the opponent is up against a wall.

strayshift |
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Fighter. Fighters get so many feats they can go any which way.
I like to take in two levels of Rogue to boost Refl saves, grant Evasion, and give two dice of sneak attack on Flank (take the feat that gives an extra die of SA). Also take the feat that gives you Flank if the opponent is up against a wall.
You may as well take 2 more and take weapon focus and a combat feat from the rogue talents at levels 2 & 4. Over the four levels you only lose 1 BAB and +2 on fort saves (but get +4 on reflex + evasion), not to mention the skill boosts and what would be +3d6 sneak attack with accomplished sneak attacker.

VoodistMonk |
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Drakaar wrote:You may as well take 2 more and take weapon focus and a combat feat from the rogue talents at levels 2 & 4. Over the four levels you only lose 1 BAB and +2 on fort saves (but get +4 on reflex + evasion), not to mention the skill boosts and what would be +3d6 sneak attack with accomplished sneak attacker.Fighter. Fighters get so many feats they can go any which way.
I like to take in two levels of Rogue to boost Refl saves, grant Evasion, and give two dice of sneak attack on Flank (take the feat that gives an extra die of SA). Also take the feat that gives you Flank if the opponent is up against a wall.
Four levels of Scout Rogue on a Greatsword-wielding, Gorum-worshipping, Vital Stike-charging, Weapon Master Fighter are awesome... easily worth the loss of one BAB. Take them at levels 4-7, right after you get Weapon Training. For a Weapon Master Fighter/Gorum's Swordmanship build, I actually prefer the Scout Rogue dip over my normal dip into Medium for Spirit Focus and Spirit Bonded armor...

strayshift |
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strayshift wrote:Four levels of Scout Rogue on a Greatsword-wielding, Gorum-worshipping, Vital Stike-charging, Weapon Master Fighter are awesome... easily worth the loss of one BAB. Take them at levels 4-7, right after you get Weapon Training. For a Weapon Master Fighter/Gorum's Swordmanship build, I actually prefer the Scout Rogue dip over my normal dip into Medium for Spirit Focus and Spirit Bonded armor...Drakaar wrote:You may as well take 2 more and take weapon focus and a combat feat from the rogue talents at levels 2 & 4. Over the four levels you only lose 1 BAB and +2 on fort saves (but get +4 on reflex + evasion), not to mention the skill boosts and what would be +3d6 sneak attack with accomplished sneak attacker.Fighter. Fighters get so many feats they can go any which way.
I like to take in two levels of Rogue to boost Refl saves, grant Evasion, and give two dice of sneak attack on Flank (take the feat that gives an extra die of SA). Also take the feat that gives you Flank if the opponent is up against a wall.
My inner optimser forgot the 4 hit points as well...

randomtone |
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I've been playing a Goliath Druid from level 9 and now at 16 in Rise of the Runelords and she's been great fun as a two handed fighter and the ability to solve problems with spells at the right time. And I also play a 8th level Caster Druid with a big cat in the Iron Fang Invasion. Even at level 8 the cat one shots everything it charges when buffed, I have to use a lot of my spell slots to do so though. At level 9 the cat gets even better.

DeathlessOne |
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Paladin with a dash of Rogue (2-4 levels). Divine Grace + Evasion in Heavy armor is fantastic.
How are you getting around the armor restriction of Evasion?
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

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AceofMoxen wrote:Paladin with a dash of Rogue (2-4 levels). Divine Grace + Evasion in Heavy armor is fantastic.How are you getting around the armor restriction of Evasion?
Rogue, Evasion wrote:At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
By not reading, oops.