In your opinion, which classes get to do the coolest stuff at high level?


Pathfinder Second Edition General Discussion


Pathfinder Rulebook Subscriber

High levels are being able to do super cool stuff. In your opinion, which classes get to do the most cool stuff at higher levels? What is your favorite high level cool thing a class gets?


High level gunslinger stuff is my pick. Hair trigger is really fun to just say screw initiative, and this enemy in particular. For casters, an 18th level oracle can go with blaze of revelation and have an unlimited focus point pool at the risk of dropping dead when it's over, which is metal.


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What do you mean by cool stuff? Looks cool? Or highly effective and wrecks the enemy? Almost every class looks amazingly cool at high level. If you want highly effective at high level, fighter, rogue, almost any full caster because high level spells are nasty, giant and dragon barbarian, wild shape druid, swashbuckler with perfect finisher.

Those classes do some crazy stuff at high level in terms of wrecking enemies. I've seen it in play.

Sovereign Court

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In my experience casters do have their caterpillar-to-butterfly moment some point in the higher levels, when you have so many high impact spells per day that you can really throw them around in every encounter.


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I like how high-level rogues basically become cartoon characters. Double jumping, slipping through keyholes, etc.


Pathfinder Rulebook Subscriber
Deriven Firelion wrote:

What do you mean by cool stuff? Looks cool? Or highly effective and wrecks the enemy? Almost every class looks amazingly cool at high level. If you want highly effective at high level, fighter, rogue, almost any full caster because high level spells are nasty, giant and dragon barbarian, wild shape druid, swashbuckler with perfect finisher.

Those classes do some crazy stuff at high level in terms of wrecking enemies. I've seen it in play.

I was interested in what different people found cool!

But personally if I had to pick I would prefer looking cool over actually being effective. I like insane high level nonsense!


ranger rogue and fighter

action economy high level feature and feat are nice and easy to understand


From a looks incredibly cool perspective:

Wild Shape Druid: It's fun to turn into monsters.

Monk: No one can jump higher, farther, walk on air, turn into a glowing ki form that gives you feel of The Last Dragon or some anime you've seen where you turn into an energy body while doing martial arts. And martial arts looks cool.

Draconic or Giant Barbarian: Looks amazing to turn into a raging dragon and tear things apart. Also looks cool to turn into a giant and start wrecking everyone around you with immense reach and an enormous weapon.

Shadow Sorcerer: I find it cool to use the power of the shadows to destroy your enemies bringing the shadows around you to life to attack your enemies.

Rogues: Rogues can do some crazy stuff. Lots of skills. Crazy debilitations. Become undetectable even to magic unless someone uses a level 10 divination on you. Leap around the battle, disarm insanely powerful traps and locks, and have a skill for everything.

Casters: The obvious. Lots of flashy powerful spells, Teleport around, fly, haste. PF2 did come up with a lot of very cool high level spells like controlling sand storms while launching lightning on people. Summon angels, demons, and other creatures. Casters look amazing.


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Perpdepog wrote:
I like how high-level rogues basically become cartoon characters. Double jumping, slipping through keyholes, etc.

I had a rogue in my Night of the Grey Death game. Dude was perma-sneaking and playing peakaboo with Gray Gardeners.


Monk's Perfect Form, Golden Body
Ranger's Accurate Flurry, Masterful Companion, Manifold Edge
Rogue's Master Strike, Reactive Distraction, Hidden Paragon, Enduring Debilitation, Blank Slate
Summoner's Twin Eidolon
All lvl 17 or more casters' due many lvl 9 spells like Weird are super cool and devastating.


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I gotta give a shout-out to my favorite niche build cheese of the Rules Lawyer Tyrant Champion. Stand next to your buddy. If the enemy attacks your buddy, jump in the way of the blow with your shield, taking some of the damage, then demand that the foe kneel and apologize for having the temerity to harm you. If they kneel, then grab them (with your grapple weapon) so they're stuck on the ground. Next turn, if they attack anyone before first escaping the grapple and then standing up (provoking an Attack of Opportunity), you can do it again, except they're on the ground and can't kneel now, so you get to punish them for failing to follow your orders.

You have to be at least level 16, and it involves a pretty specific build, but the raw unfairness of it is really entertaining to me (and totally on-brand for Tyrants).

Oh, and goblins. Goblins! Very Very Sneaky means that you can move at full speed while sneaking, and sneak and hide with no concealment whatsoever. Like, you still need concealment/cover if you want it to last past the end of your turn, but otherwise it's just not a concern. Even better, the combination of Bouncy Goblin and Unbreakable-er means that you can be thrwn out of the airship, plummet to the ground... and bounce up to half the distance you fell, having taken no damage. Then you continue to bounce (losing half the height each time) until you bounce less than 20 feet and are done.

The sheer all-day-every-day area effect blastiness inherent in a thaumaturge who's managed to get Wand up to Paragon is pretty cool too.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I've not gotten the chance to play one, but I love the idea of a cavalier reach fighter at 20. Only bummer is the weird large size mount and reach rules making it much more optimal to play a small character on a medium mount, and how some of your tactics are reliant on terrain. But getting a free movement into a bunch of enemies, whirlwind striking in lunging stance (or disruptive stance if you're against casters), and then AoOing all of them on their turn is wicked. And against a single foe cavaliers charge is super cool to me as well, giving a sweep circumstance bonus to your already high hit chance, and ending your turn out of your enemies reach (likely getting a free AoO if they come after you). You're like a personified fireball.


My favorite thing in terms of flavor is the Witch's Hut. Plus, in one of the games with access to firearms, this movable volume turned into a real monster, which acted as a scarecrow for the inhabitants of the Mana Wastes. It may not sound all that cool at first glance and requires a certain degree of masterful approval, but it's the closest thing we've got to a giant combat robot.


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Side note: You should expect my answer to change in... about a month and a half.


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My answer is six weeks premature, but I vote kineticist. The class will be in August's Rage of Elements.

I playest the new classes by including them in my ongoing campaign as a temporary party member. The 15th-level kitsune kineticist Collin joined the party shortly after the beginning of Prisoners of the Blight. The playtest ended while the party was deep in the blighted region, so we had no safe way to say goodbye to Collin. He remained with the party and reached 18th level at the beginning of the next module.

Thus, we saw Collin active at 15th, 16th, and 17th levels. A kineticist's elemental impulses are designed to substitute for non-cantrip spells but not require spell slots or focus points like spells. Collin acted like a Swiss Army Knife of magic, always having some elemental magic to help out. The party needed to cross a poisonous river, so Collin used elemental air to lift them over the river. The party needed to cure some innocents of disease, so Collin used elemental water to wash away the disease. A blighted animated tree used spores for blightsight, so Collin used elemetal air to blow away the spores and render the tree blind. The party split up and needed to reunite, so Collin used elemental air to extend the reach of the Message cantrip to a mile.

None of these elemental impulses was individually overwhelming, but since he bought new impulses with feats, he had lots of them at high level and served as the jack of all trades.

Sanityfaerie wrote:
Side note: You should expect my answer to change in... about a month and a half.

Hm, I think Sanityfaerie and I agree.


Illusionists. They can create permanent illusory objects or scenes and turn items permanently invisible, all of which refresh daily.


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QuidEst wrote:
Illusionists. They can create permanent illusory objects or scenes and turn items permanently invisible, all of which refresh daily.

I love level 8 Illusory Scene. If I play a caster who can get it they do. From that point on they become an absolute public nuisance, spreading graffiti wherever they go. In Age of Ashes he left a variety of very rude images of the Scarlet Triad getting kicked out of Katapesh.


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I admit that I'm kind of amused by it if only because it's a form of public irritation that, by its very nature, must have been created by one of the most powerful people in the world... especially if you upcast it to level 10 in order to frustrate people who'd otherwise be inclined to get rid of it with dispel magic.

Like, sure, they my not like the caricature, or the things that it's suggesting about their behavior with respect to farm animals, but on the other hand, it obviously could be so much worse.

Though... it is a power where you'll want to pick your targets judiciously.


Monk with ki form. Going super saiyan is rad

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