What's Wrong With Certain Classes?


Advice

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Ronin3058 wrote:
Kat Tenser wrote:


Because a wizard can buy more spells and add them to his spellbook. This can be done as easily as adding any equipment to your gear list. Sorcerers do not have the same luxury.

Who decides which equipment is available?

As easy as a GM can say there is no sword he also can say there is no scroll in the shop.
This means of course even a wizard doesn't have always the right spell in his spellbook.

So if a wizard is more powerful than any other class, it's the GM fault.
(you can replace wizard with any other class)

okay. so lets say the DM says no, no scroll shops, no enemy spellbooks to capture, etc.

The wizard still has 41+INT options in a given situation. The Fighter has one: smash with a weapon.

Either way, wizard is still ahead as far as versatility.

If your GM is going to do that to you, There is still Cleric, Druid, Oracle, Sorcerer, Witch...All classes without spellbooks, all of which give greater versatility than a Fighter, Rogue, Paladin, Barbarian, Ranger, Cavalier etc.

Plus, the various 6th level casting classes (Magus, Inquisitor, Bard, Summoner, Alchemist)which are also quite versatile... and they use spells.

Basically, any spellcasting class is going to be more versatile than a non spellcaster. Thats just the way of the D&D/Pathfinder world.


Not many classes have problems, and some are easily dealt with.

Monk: MAD, lack of synergy in ablities, and magic items to help attack are not only expensive, but take up a slot other characters get to use for AC.

Sorcerer: Not really a problem with this class by itself, but with all the ways a wizard can get his stuff and keep all the wizard's advantages as well. Sorcerous blood feats, metamagic feat rods, and magical arcane bonded objects are the culprits here, rather than the sorcerer class itself.

Cavalier: How easily is he going to be seperated from his mount?

That's really about it, from my own experiences.


the 15 minute workday: The idea with various levels of truth behind it that high level adventurers can work for 15 minutes, blow through your encounters, and then leave to rest and restock their spells.

Alchemist The melee alchemist is a better sneak attacker than the rogue. The Bomb alchemist can nova for a few rounds per day and do some pretty sick damage and debuffs.

Barbarian: Will one shot foes up till about level 5

Bard: Is a jack of all trades, a master of buffing. People think they're silly and weak

Fighter: The ability to move or do your full and expected amount of damage can eat at them a bit.

Rogue: Sneak attack is more difficult to pull off than expected. Stealth rules make it difficult if not impossible to sneak up on non humans (see the thread why jack be nimble can't steal a chicken) Magic is better at skills than skills are (Disguise vs alter self, Climb vs Fly, stealth vs invisibility)

Ranger: Largely seems to do what its supposed to do. People complain less now that they're not locked into two weapon fighting.

Oracle: Has a few very powerful options, but generally a fun and versatile class.

Magus: There's only one real build for it: High dex, scimatar wielding dervish dance. It does a LOT of damage , and its confusing whack spell whack combo

Wizard: Save or die spells end combats boringly. There is NO reason to be a generalist.

Inquisitor: Very good all around character, can do nearly anything fairly well. Makes a better rogue than the rogue, especially with haunts taking the place of traps as things DM's love to kill people with.

Paladin: causes alignment arguments. Can open some serious cans of whoopass if your baddie is an evil dragon or outsider.

Sorcerer: Not quite as good as the wizard because of slow spell progression. Doesn't get as many spells as a specialist wizard even though they're supposed to have more. If not as versatile as a wizard because they know so few spells: often only 1 at their highest level.

Ninja: Is a good rogue fix: would completely replace the rogue if people didn't mind re-skinning it.

Samurai: Seems like a funny fighter to me.

Cavalier: Gettiing the horse into the adventure can be a pain.

Druid: Anything you can do i can to better... Good spells, good buffs, utility, very powerful wildshape forms. The melee fighters bane is the problem that when they move they can't full attack. The druid has access to animal forms with pounce.

They also come with an animal companion that, properly geared and buffed, will beat up a rogue and take their pick pocketing money.

Summoner: Problem 1: math is hard. Most summoners are built wrong. Problem 2: you can easily build an eidolon or synthesist that will roflcopter a fighter.

Witch: Make a save or die.

Monk: its two main assets are flurry of blows and a high movement rate. Flurry of blows requires that you hold still. its supposed to be an unarmed fighter but hits better with the temple sword.

Gunslinger: Does ungodly amounts of damage and can't miss: TOuch ac either stays mostly static or actually DROPS against tougher enemies.

Cleric


Kat Tenser wrote:
okay. In a campaign, fighters (in my experience, which you imply is gathered solely from reading online forums) do one thing: They deal damage. Wizards can do that to.

Do they? Can they do as much as consistently as the fighter?

Kat Tenser wrote:
They can also scout, they can infiltrate, they can provide battlefield control. Maybe they can't do it RIGHT NOW, but give them 8 hours of prep time, they can do just about anything.

And here we have theory crafting at it's finest. This is just the reverse of my fighter example, instead of feats, you're just using spells. How many spells per day are you giving your wizard? Remember that's spells per day not spells per 8 hours of rest. A Wizard can't get up after sleeping 8 hours, unload all their spells in 15 minutes, then sleep another 8 hours and restock. A spell slot can only be filed once per 24 hours.

Kat Tenser wrote:

What I was referencing (which you derided without fully understanding) is that in a one on one combat situation with two builds, both built independently by different people, the wizard will win nine times out of ten. This I have seen over and over again, but only in character optimization forums: my group has no need to run PvP scenarios to settle optimization debates/arguments.

This, combined with ANY experience with an actually optimized wizard in a real campaign, should disprove any theories that the game is balanced.

Oh no I understood it, I just don't agree. Balancing is not who can take who in a fight. The Paladin's code of conduct is part of balancing does that help him win or contribute to a loss in some PvP tourney? Nope, but it still helps balance the class. So does a Cleric's choice of god(ess). The number of skill points a Rogue gets is part of that balance, but doesn't really contribute much to a PvP contest.

Kat Tenser wrote:
A wizard can fulfill more roles than a fighter in a real campaign.

Again, not sure I agree. A Fighter can take stealth and Shadow Armor, now he's the Fighter role and the scout role at the same time, without an 8 hour rest. Take the Lore Warden archetype and it's even more plausible.

Kat Tenser wrote:

A wizard can defeat a fighter in single combat more often than not.

Ergo, Wizard is more powerful/versatile than the fighter.

I don't think anyone said it wasn't, but we're not talking about power or versatility, we're talking about balance.


Duskblade wrote:
Oh, and for the record, there is nothing wrong with asking a community for help or opinions, so lets stop being so short-sighted, shall we?

If you had asked for opinions, you might have a point. That is not what you asked for, though, so chuck the condescending attitude.

You wanted to know, "what are the things that make each class strong/weak?" Your stated goal was to correct the imbalances present in the class system. That's not opinion you were looking for, you need factual statement and record to even attempt your goal. That's why asking for information as you did was worthless: there are no factual statements or records regarding class imbalance. It is all a matter of opinion, and unless you already have your own opinions on the matter you have no business attempting to remedy a perceived problem that you have not experienced.

If you truly want to address class balance, play all the classes and come to your own conclusions first; because class imbalance is entirely opinion-based you are not qualified to "solve" the issue until you have identified it yourself.

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Kamelguru wrote:
Something 2E did right, and no edition did afterwards was to accept that all classes are NOT equal, and put different requirements in terms of both stats and XP.

This made character level basically a meaningless number, and didn't solve any of 2e's problems and wouldn't solve 3e's. The stat requirements just meant that unlucky, weaker character were even weaker because they had to choose weak classes.

Meat wrote:
I've got a DM that LOVES Monks and frequently makes insanely lethal Monks to put up against our PCs. Not one-shot potential, but it's no longer a surprise to me when a Monk enemy shreds half my HP in a single turn. It makes me look at what people are saying, and what I'm seeing in practice, and wonder just what kind of games people are being stuck with.

Monks have a pretty limited skillset that isn't hitting people, and their defenses are much less useful in a party, where intelligent foes can simply focus on more-dangerous, easier-to-kill party members (e.g. anyone who isn't a monk).

As for the main question, rather than rehash my previous arguments, I'm just going to relink them.

Pathfinder classes by tier, shortly after UM was released. The only major change since then is that monks are even more stuck in a weird spot, in that they need to ruthlessly minmax to participate effectively in combat.

Why tiers matter


@Jodokai

IF the wizard is more powerful/versatile than a fighter... which you say no one is arguing...

How is that balanced?

You can argue all you like, but I guarantee that most people will have had similar experiences in game: Spellcasters are more versatile characters, able to more adequately provide avenues and outlets for player creativity; they have the tools to get around and/or defeat any obstacle or opponent.

Anyone familiar with game design or "theory-crafting" will tell a similar tale: Spellcasters have numbers and mechanics on their side. Not only that, they have access to the only legal way to bend and break the rules of the game, namely, spellcasting.

I personally don't mind (anymore): in ancient myth and lore, spellcasters were particularly feared.

However, pretending to the contrary, or otherwise ignoring empirical data, does not make the classes balanced.


As much as I hate to say it, Class Tier is a good guideline for class power. The trick is that it seems to matter more and more as you get to higher level, that's when things really start to show through. Wizards end up knowing so many spells that they end up more concerned with figuring out which of their spells to prepare for just-in-case situations than anything else. The non-humanoid monsters get to the point where martial characters can be left in the dust.

I've been through two 1-20 campaigns (War of the Burning Sky, with Pathfinder addaptation in one) and in each the problem starts coming down to to spells versus martial. The wizard and the warmage exceled, the rogue and archer didn't in the one I ran. In the one I played in the Archer did well basically because the DM willed it so (guess who got the artifact weapon that changed shape and scaled in level?). Otherwise only my Jade Pheonix Mage and the most tenatious Crusader I have ever seen survived.

Monks may be good against casters at lower levels, fighters and barbarians may deal consistant damage, rogues may destroy when they get flanking setup, but once those better spells come out the wizard/sourcerer/whatever will be the MVP even if they aren't running a spec build. They start going over/around/through/below obstacles that leave martial characters and some partial casters stumped/dead.

HOWEVER, this mainly holds true in modules. If you are running homebrew or are flexible as to how you run your module this can/will change. You can make the fights require your casters to panic, your martial characters to shine. Most classes have certain advantages that really work, theory crafted or not. Wizards may be able to prepare for batman-esque contingincies, but sometimes even they get caught wth their pants down (even if it requires an unholy dragon wearing a mask of woven liches (an archer made that fight winable))


I suppose I should add that it is almost unfair to compare classes during the last 5 or so levels. It seems most campaigns either run out of steam or wrap up before this point, which means that the class disparity is much less noticable.

Early on the classes are much more balanced, with casters sometimes being at a disadvantage (the barbarian has following step and the rage power to pursue you when you flee?). My wizard favoring friend even admits this weakness.


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Ah, Martial-Caster Disparity. Welcome back! It's been a while. Would you like a drink? What'll yah have?

*glugluglug*

So, how's Wizard doing? Cleric? That's nice.


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Class imbalances exist because we all need something to talk about after the Doritoes are gone.

In all seriousness...they do exist, though there's also a lot of getting worked up over them, probably more than there should be.

However, if it wasn't Pathfinder, it would be something else, some other system.

We just have to accept these things if we're going to work with one another, and accept that some of the anger has some sense behind it...and also be willing to step up and say, "Okay, let's move on and do something fun for a while, and come back to this later--because xyz is getting heated and we're not accomplishing anything except getting more and more upset over the same thing."

This is not being dismissive so much as it is saying: We need to come back to it later, when things have had a chance to chill, and decide if it's really a thing, how much of a thing...and how we can and should present it in a positive manner. Because all we're doing at this point is repeating, and becoming more upset, more angry.

The positive manner is important. Cycling, abrasive anger tends to throw up defenses and cause a deaf ear. "Oh, that's just so and so going off again." It's Peter and the Wolf.

Tossing, "I'm so smart I can do it better" and "everything is wrong forever" on top of that just throws up the walls even higher and thicker. Because it reads as arrogance more than criticism.

Worse, perceived arrogance makes enemies of others who might listen and who otherwise might offer support.


Kat Tenser wrote:

@Jodokai

IF the wizard is more powerful/versatile than a fighter... which you say no one is arguing...

How is that balanced?

I don't know how else to say it. You seem to feel that if A can beat B in a single 1vs1 fight then A must be the ROXXXOR. If campaigns were 1 class fighting another class in 1 vs 1 fights, you might have a point. If the GM give the Wizard the module prior to playing so the Wizard can prepare, you might have a point, but since none of those things typically happen, you are very off. The only way you'll actually see what I'm talking about, is play a wizard in an actual campaign that you don't know what's going to happen. See how "all powerful" you really feel. Then try it without a fighter or similar melee type defending you and see how well it goes. While you may not know it, the reason a Wizard is able to cast spells and feel powerful is because of the wall of steel in front of him.

Kat Tenser wrote:
You can argue all you like, but I guarantee that most people will have had similar experiences in game: Spellcasters are more versatile characters, able to more adequately provide avenues and outlets for player creativity; they have the tools to get around and/or defeat any obstacle or opponent.

And we're back to theory crafting. The Wizard has the potential to get around obstacles, if they're psychic enough to know they're coming.

Let's do a little experiment, make a Wizard that you would use in a campaign, pick your spells. Create your spell book and use standard Wealth by Level. I'll take encounters from published adventures and we can see first hand how much of what you say is simply unfounded theory that gets regurgitated from forum to forum.

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Jodokai, you are trotting out some old and tired arguments.

Jodokai wrote:
I don't know how else to say it. You seem to feel that if A can beat B in a single 1vs1 fight then A must be the ROXXXOR. If campaigns were 1 class fighting another class in 1 vs 1 fights, you might have a point.

Nobody is saying this. If in fact someone is saying this, they are wrong.

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If the GM give the Wizard the module prior to playing so the Wizard can prepare, you might have a point, but since none of those things typically happen, you are very off. The only way you'll actually see what I'm talking about, is play a wizard in an actual campaign that you don't know what's going to happen.

This is true for all classes, though, except that the wizard has a limited ability to adjust their skillset on the fly (by leaving spell slots open to solve problems that don't have to be solved the second they come up) and a huge ability to come back tomorrow with a new skillset for those problems that can wait a day. Contrast this with the fighter, who has one main ability and a handful of skills he can never change except over many levels.

The wizard can solve a variety of problems right now, many problems in 10 minutes, many more problems in a day, and basically any problem with a bit of money, access to a large city, and a day or two.

The fighter cannot solve a problem unless he can kill it or solve it with his three or so skills.

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See how "all powerful" you really feel. Then try it without a fighter or similar melee type defending you and see how well it goes. While you may not know it, the reason a Wizard is able to cast spells and feel powerful is because of the wall of steel in front of him.

There are many problems with this.

First, wizards are not the only high-tier class. Clerics and druids are nearly as versatile, and have no need of bodyguards.

Second, wizards are possibly the best class in the game (arguably druids are on par) at putting up literal or figurative walls between enemies and themselves. In fact, I would argue that using this ability to separate and debilitate enemies is the wizard's best combat role. By contrast, melee classes are terrible at this; most of them can only "block off" a 12.5' radius circle at best, and even then only until they are overwhelmed.

Third, this is a blue-key-blue-door problem. If the only thing a fighter can do in combat is hold enemies off of the wizard, then the GM is constrained to give the fighter enemies to hold off in every combat, and not overuse enemies that bypass, ignore, or overwhelm the fighter in this role. This is similar to the way that the 3.0/3.5 rogue made it difficult to run an anti-undead campaign.

Quote:
Let's do a little experiment, make a Wizard that you would use in a campaign, pick your spells. Create your spell book and use standard Wealth by Level. I'll take encounters from published adventures and we can see first hand how much of what you say is simply unfounded theory that gets regurgitated from forum to forum.

Make your own thread if you want to run Same Game Tests, but run other classes through the same gauntlet, too. Also, make sure your gauntlet has some non-combat challenges, as well.

Also, read this post first.


Jodokai wrote:
Kat Tenser wrote:

@Jodokai

IF the wizard is more powerful/versatile than a fighter... which you say no one is arguing...

How is that balanced?

I don't know how else to say it. You seem to feel that if A can beat B in a single 1vs1 fight then A must be the ROXXXOR. If campaigns were 1 class fighting another class in 1 vs 1 fights, you might have a point. If the GM give the Wizard the module prior to playing so the Wizard can prepare, you might have a point, but since none of those things typically happen, you are very off. The only way you'll actually see what I'm talking about, is play a wizard in an actual campaign that you don't know what's going to happen. See how "all powerful" you really feel. Then try it without a fighter or similar melee type defending you and see how well it goes. While you may not know it, the reason a Wizard is able to cast spells and feel powerful is because of the wall of steel in front of him.

Kat Tenser wrote:
You can argue all you like, but I guarantee that most people will have had similar experiences in game: Spellcasters are more versatile characters, able to more adequately provide avenues and outlets for player creativity; they have the tools to get around and/or defeat any obstacle or opponent.

And we're back to theory crafting. The Wizard has the potential to get around obstacles, if they're psychic enough to know they're coming.

Let's do a little experiment, make a Wizard that you would use in a campaign, pick your spells. Create your spell book and use standard Wealth by Level. I'll take encounters from published adventures and we can see first hand how much of what you say is simply unfounded theory that gets regurgitated from forum to forum.

And you completely ignore my point where I say most people will have had a similar experience to mine in actual game: wizards have more tools to get around obstacles and opponents. The fact that wizards can beat martial types in single combat is merely to show that fighters are not the best at single combat: that spells provide more options than "smash"... And that fighter cannot compete with these options.

I am sorry my experiences mirror those of better players and game designers than myself... It explains why you see the same opinions and theories "regurgitated" on forums though. Maybe there is something to that.

Silver Crusade

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Paizo makes an effort. Most of the 3.5 books were not even spellchecked, let alone playtested. Is Pathfinder balanced? No. But it is a shining golden god to anyone who has endured years of 3.5 printing things like Complete Warrior's Samurai A.K.A. "play a 3.5 Fighter except you don't get to pick your feats and you get less of them."

The Exchange

Ruggs has a good point.

But I'll post this anyway. Casters might win in a combat. I won't place my money on it though.

RPG Superstar 2010 Top 32

Evil Lincoln wrote:

Ah, Martial-Caster Disparity. Welcome back! It's been a while. Would you like a drink? What'll yah have?

*glugluglug*

So, how's Wizard doing? Cleric? That's nice.

Some of the people who missed this the last time around are still comparing classes in head-to-head fights, though. Education is an ongoing obligation.

Silver Crusade

character strength depends on the circmumstance

zombies all around you spread out and coming at you

better to have 3 bazooka rounds--the wizard?
or a pistol with a clip that never runs out--the warrior who doesnt have a limit on how many attacks a day?

at lower levels ac can bust encounters. In some scenarios monsters can't hit the warriors ac except with a 20. at higher levels that changes.

sometimes it is the warrior that is more powerful--sometimes the wizard. sometimes they both might be dead if someone without roguish abilities is around.

think of it this way--which is better for fighting? a grenade launcher, a pistol, an assault rifle or a shotgun?

they all have their use---for example room to room fighting in a house and a grenade launcher dont go well together. especially if that grenade launcher only has a limited number of rounds. Yeah you can lob the grenades without entering--but what if you have to enter.

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Karal mithrilaxe wrote:

character strength depends on the circmumstance

Right, and powerful classes are capable in more circumstances. Particularly non-combat circumstances.

Silver Crusade

depends on how many high level encounters there are. As many have said before, if you let the party rest after the wizard blows all of their spells--yeah wizard is powerful. but if wizard blows all their spells by noon and the party continues on??

it is the difference between a GL with 4 grenades and a pistol that never runs out of ammo

if you always stop combat til the GL gets its 4 grenades back--it gets real powerful.

in real combat, that guy with 4 grenades may not be participating in every combat--but instead saving them up til there is a target that is worthy.


Heaven's Agent wrote:
Duskblade wrote:
Oh, and for the record, there is nothing wrong with asking a community for help or opinions, so lets stop being so short-sighted, shall we?

If you had asked for opinions, you might have a point. That is not what you asked for, though, so chuck the condescending attitude.

You wanted to know, "what are the things that make each class strong/weak?" Your stated goal was to correct the imbalances present in the class system. That's not opinion you were looking for, you need factual statement and record to even attempt your goal. That's why asking for information as you did was worthless: there are no factual statements or records regarding class imbalance. It is all a matter of opinion, and unless you already have your own opinions on the matter you have no business attempting to remedy a perceived problem that you have not experienced.

If you truly want to address class balance, play all the classes and come to your own conclusions first; because class imbalance is entirely opinion-based you are not qualified to "solve" the issue until you have identified it yourself.

I'm not really in the mood to argue semantics, so lets just go ahead and drop the whole 'asking for advice vs. asking for facts' issue. In the same instance, I could argue that your 'assumptions' about what I was really asking for to begin with could have been just as off, but I imagine your whole claim about 'already knowing what I was REALLY asking for' was just a little slip up on your part (no biggie, it happens).

If I wanted facts, I'd ask about history, mathematics, or maybe even the laws of physics. However, in this thread, I wanted advice (or if you will, a consensus) on what other players felt were lacking in certain classes. I have my own opinions of course, but it would seem to make more sense to ask for multiple perspectives from players who have vastly more experience with certain classes than I do. After all, I already know the issues I have with classes, but there is always that chance that I am 'overlooking' something, and thus I ask the forums to see if I can find other individuals who can perhaps lend me some extra insight.

And there you have it.

Though I must say, I never imagined that you actually had to be 'qualified' to do research into a problem that you didn't already know the answer to. I mean, that just sounds...illogical, doesn't it? ;)

Anyway, if you have any 'advice' of your own that you'd like to give in regards to the issues with certain classes, please feel free to share them. Otherwise, lets go ahead and drop this debate before it gets out of hand. I imagine that it is in both our interests to keep the threads clean. Thanks again buddy.

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Karal mithrilaxe wrote:
depends on how many high level encounters there are. As many have said before, if you let the party rest after the wizard blows all of their spells--yeah wizard is powerful. but if wizard blows all their spells by noon and the party continues on??

Then the party is better off for the wizard having made those early encounters very easy. Moreover, other classes have limited resources, too: while martial classes have no X/day limit on swinging their swords, they do have X HP before they die, and are typically forced to stand in the range of melee attacks to do their jobs.

On top of this, this per-day limitation only applies to combat and non-combat challenges that need to be solved today. Prep spellcasters can retreat and retool when allowed to do so, while other classes either rely on consumables to do so or cannot do so at all.


Duskblade wrote:
Alchemist

This is a class with no "core", IMO, mechanically. It buffs and does damage. It buffs and casts personal spells. Some (the vivisectionist) can sort of sneak attack. Some can poison things. Some throw bombs. It's not very different from a cleric with a high Strength score, all told.

I'm in a Kingmaker campaign, and at one point we had three alchemists, all multiclassed. All could crank their AC scores with Shield "potions".

They're not more powerful than spellcasters in general, but they're not as squishy either.

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Barbarian

Probably stronger than the fighter. Rage stacks with pretty much anything, and gives you better bonuses than what the fighter gets. (For instance, a 1st-level fighter can probably afford to take Weapon Focus (whatever), while a 1st-level barbarian probably can't. However, rage effectively gives you a +2 bonus to hit, which is a greater bonus than Weapon Focus gives. If the barbarian took Weapon Focus, well, it stacks... At 4th-level, the fighter gets Weapon Specialization, giving him the same kind of bonus damage, or slightly less, than rage gives.

Compared to a fighter, barbarians generally have more hit points, a better Reflex save (a slight increase), a better Fortitude save (rage boosts Con), a better Will save (boosts with rage, also gets better with Indomitable Will), better speed, slightly better damage (a bit better than the Weapon Specialization chain), better skills... The only area they're clearly inferior is AC. And then comes the armored hulk archetype...

At the lowest levels, the barbarian is probably the best class at direct damage and staying alive to dish out that damage.

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Bard

*Sigh*

Paizo didn't experiment enough with changing classes, IMO. Inspire Courage, the bard's best ability, doesn't even give you a +2 bonus until 8th-level.

The bard is sort of a sorcerer and rogue rolled into one, with less spell choices and no sneak attack. The bard's special abilities are its music, so people tend to focus on that. Unfortunately, they're rather weak.

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Fighter

Fighters, surprisingly, don't have a clear role. They have clear benefits: among the best hit points, the best AC bar none, the best attack bonus generally, and the most feats. This certainly makes them one of the stronger classes at low levels. Unfortunately, feats are somewhat weak. Many feats don't have level requirements, and in theory the feats that a 20th-level fighter could take aren't any better than what he could have taken at 1st-level, he just has more than that.

In theory. In practice, Pathfinder does a better job with fighters than WotC ever did. I like those critical hit feats, even though they don't trigger all that often. They have level requirements, let fighter do what they couldn't at lower levels, and make sense in-universe. (Cutting someone's face around the eyes and blinding them makes sense; it's not magic.)

The fighter is often viewed as the "generic" class and often used in arguments about why magic is overpowered. The fighter only has one good saving throw and it's based on a stat that isn't raised organically. Of course, plenty of classes, even casters like the wizard, suffer this problem. Compared to the barbarian, the fighter has weaker saving throws.

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Rogue

In stark contrast to the fighter, the rogue's non-combat role is crystal clear. It's role is so strong, your party can be severely hampered if you go into a dungeon without a rogue. You sneak, you find and disarm traps, and once combat breaks out, you sneak and try to unload damage on things.

The rogue has such a tremendous skill range, including all the social skills, they can be the party's face by default, even if they have a low Charisma score.

Once combat breaks out, rogues are swingy. Unlike in 3e, sneak attack comes up against nearly anything, I think. But rogues have low hit points and their two weak saves are the worst to have low saves in.

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Ranger

A weak class. Like the rogue, the ranger's non-combat role is crystal clear. Unfortunately, their in-combat role doesn't make sense. They're basically two or more combat classes tied around a non-combat theme. I personally think a lot of ranger non-combat stuff should be some sort of feat package that anyone can take. The "stereotypical Legolas clone" ranger would then have the class Archer, with the "ranger" package.

Rangers are weak in part because archery is weak. The stat split does very bad things to your damage, and you need some non-core feats to compete. A fighter can spend the same feats to dish out the same amount of hurt, plus they can use the Weapon Specialization chain to dish out even more hurt than a ranger can hope to. (Of course, the fighter doesn't have the ranger's non-combat abilities, and can never hope to have them. But I get the feeling rangers are far better as PCs than NPCs, because you see the PC's skill checks.)

Rangers can also go into dual-wielding mode. I will try to avoid mentioning Drizzt snarkily... well, maybe once or twice. Like the monk this is very poor design. Rangers are mobile, but dual-wielding forces you to stand still. It also has absolutely, positively nothing whatsoever to do with their non-combat role. I've never heard of someone who would go hunting with a pair of hand axes.

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Oracle

We had one in our campaign for a short time. It's like a cleric, but a bit weaker and far swingier. You can overwhelm an encounter if you happened to have the right spell (in my Kingmaker campaign, the oracle PC twice used Invisibility to Undead extremely effectively) but things can go wrong if you don't have the right spells. (Because it's like a sorcerer, the oracle cannot change it's spell selection to suit the next day's encounters.)

While I've not seen an oracle at higher than 3rd-level, I've seen psions at high levels in 3.x, and this leaves me worried. An oracle with, say, Destruction, can keep spamming that spell until something dies. (A psion with a similar power kept doing the same thing, even as early as 8th-level or so with the Fatal Attraction power.)

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Magus

We have one, but I've seen little of it in combat.

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Wizard

The most powerful class, also has the greatest liabilities. The fundamentals are weak. You have low hit points, two bad saves, one halfway good save, poor AC, poor attack bonus, poor damage... the only thing making you useful are your spells.

Which are AWESOME. At low levels, you only get a few, but you can pick the best ones (eg Color Spray, Sleep) to kick butt. You can even crank your save DCs so opponents have no realistic chance of succeeding. (We have a wizard PC who started with an Int of 20. He picked a race with an Int bonus, naturally.) At higher levels you'll literally be killing things with a single spell. Each turn.

At high levels, spells cover all your weaknesses. In fact, some of those spells are overpowered. Greater Invisibility, I'm looking at you. Until the extremely high levels, nothing can ever beat your Stealth score when stealthed. I recently saw a thread suggesting (incorrectly, I hope!) that using Glitterdust on an invisible creature still gives you nearly impossible Perception checks.

There are balanced defensive spells. I love Mirror Image. I call it balanced because it doesn't just cover weaknesses (mainly the low AC, but also makes it difficult to target a wizard with an attack spell), but because a non-caster can deal with the weakness. A fighter can keep swinging, dissipating images... but that means they're wasting swings that aren't cutting the wizard to ribbons. Mirror Image is thus powerful but not broken.

This doesn't take into account utility spells. Wizards have the widest range of these, and can leave slots open to fill them later. DMs can go nuts trying to deal with Scrying and Teleport Without Error.

I run 4e but play Pathfinder. 4e fixed a lot of utility powers (usually rituals) by giving DMs control over what you can do with them. The best example is probably Linked Portal, a teleportation ritual that lets PCs teleport to pre-placed Teleportation Circles. Which are found only in a few places, such as major temples crammed with clerics, paladins and lay fighters, wizards and rogues.

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Inquisitor

I don't know this class at all.

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Paladin

Much better than the 3.0 variant. The paladin is basically a fighter with weaker offense (due to stat-splitting) but you have the cool Smite Evil ability. They get much better saving throws and better defenses all-round (eg being immune to disease).

The paladin has a very strong role. Unfortunately, it has an unplayable code of conduct.

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Sorcerer

Like the wizard. Your spell selection is much worse, but your spamming ability is more powerful. I think it appeals to a different kind of player than a wizard player, but isn't necessarily stronger or weaker. It is certainly a weaker class in my hands.

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Ninja

Samurai

Completely unfamiliar. I don't even understand why there's a samurai class when there's already a fighter class.

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Cavalier

You get a good mount, but fewer feats than a fighter. In 3.5 there was a feat called "Wild Cohort" that could basically turn any regular animal into an animal companion. You could replace this class with a feat.

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Druid

The druid used to be all over the place in 3.x. Pathfinder fixed it up but good. There's now a casting build and a wildshaping build. A wildshaped druid is pretty similar to a barbarian, but with a lower attack bonus. Unfortunately the wildshape doesn't give enough AC.

The spells that a druid can cast are fairly thematic and given the right mix of flexibility and restrictions. They're a little too heavy on buffing though. It's easy to salivate over all those options without realizing you can't have them in a typical combat.

Druids have some neat utility spells, although they're much more restricted than what a wizard can have. Still, Teleport through Plants? I like!

Druids are pretty close to top tier, and are also time sinks in combat. My own druid PC is 6th-level, can wildshape (three attacks per round), has a bear companion (three attacks per round) and can summon bears (three attacks per round) which last multiple rounds. Naturally I had to practically make a spreadsheet to keep three extra sets of stats (me, me wildshaped, my companion and my summons - which are boosted by Augment Summoning). He doesn't have that many spells (can only cast 2 3rd-level spells per day, due to not great Wisdom, since he focuses on wildshaping) but during that time can easily outdamage any other PC. The barbarian, the cavalier, anyone. At higher levels he could summon more powerful bears, or if ignoring his archetype... elementals. I haven't done the math on elementals but IME from 3.x there's no point of using Summon Nature's Ally IV or less on elementals.

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Summoner

Witch

Unfamiliar with these classes, but have seen anecdotal evidence that the summoner is overpowered.

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Monk

The worst-designed core class in 3.x. It's even worse than the ranger and that's saying something. It has terrible stat splits, it's core features (high speed and flurry of blows) don't work together... and it's confusing. How does flurry of blows work now? With two separate BAB scores? I don't even remember.

It has Rule of Cool conflicting with an extremely narrow niche. There are people who want to play the monk like Bruce Lee (stand still, trade attacks, use Flurry of Blows) and there's people who want to zip and hit things. There's people who don't want all those goofy magical abilities. However, it seems to have been designed solely to tumble at high speed past the front line and stun spellcasters who have low Fort saves (so not demons with spell-like abilities). Bruce Lee never did that.

The monk needs heavy optimization to be viable. Because Paizo didn't start the monk from scratch, it'll forever be in the scrappy heap.

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Gunslinger

Only seen a little of this one. I don't like how it's balanced. Why are bullets so expensive? Needs more grit. Could possibly be fixed with a few house ruled feats though (mainly those that give it more starting grit).

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Cleric

One of the original four classes, the cleric has a very specific role - best healer ever. Alas, that's a very narrow role, so it was given more roles. Too many.

Healing: A. I won't say A+, because the ranged healing spells are high level and weak (except Mass Heal, which is easy to waste). Low-level healing spells take the whole turn due to being touch range - you have to move and touch your ally, not just stand back and say "YOU WILL BE HEALED!"

Out of combat healing is a lot better. Or just get a Wand of Cure Light Wounds. I personally don't find that style of play annoying.

Backing up this role, clerics have all the good restoration-type spells. I was a bit shocked to find my druid did not have Remove Blindness, which half my party needed urgently last session in Kingmaker. For this reason, more than healing spells, clerics are essential to a party.

Fundamentals - Your hit points, AC and attack bonus are all pretty good. Unlike a wizard, a surprised cleric isn't a dead cleric. By contrast, your defensive buffs aren't the crazy invincible buffs that a wizard can enjoy. Instead, they're just numerical.

Buffing - clerics are so good at buffing, they all seem to have the same stats. All clerics seem to have good Strength and Con to make buffing work properly. Those spells see lots of use at mid-level before you stop trying to do the fighter's job and start dishing out Destruction at higher levels. It's easy for a new player to try to pump up with all the buffs, but that's a waste of time.

Clerics also have above-average defensive buffs. NPC clerics actually have it better. Protection from Spells gives a +8 bonus to saving throws, but this doesn't stack with a Cloak of Resistance. An NPC can choose not to buy one and enjoy the entire +8 bonus, rather than the +3 the PC gets. (Un)holy Aura and similar spells give out similar benefits.

Control - like wizards, clerics have some control spells. They're missing out on the best ones (you have Hold Person but not Hold Monster... why?) but you still have Cause Fear, Blindness/Deafness, Command and other such nastiness (target all save types!) and spells like Blade Barrier and Sunburst at the higher levels.

Death - possibly better than the wizard, which is saying a lot. Slay Living, Harm, Destruction... IMPLOSION! The latter bypasses Death Ward, I believe, since it's not a death effect. All high-level clerics should be taking these spells.

Blasting - your only good one is Flame Strike, but there's also Searing Light and a few others. Spiritual Weapon is a kind of "off-blast" that never seems to land a hit.

Turn Undead - so much simpler than the 3.x version, you might actually remember how to use it without consulting that funny chart. Makes clerics situationally powerful against the undead.

Clerics are just slightly down from wizards in the chart, IMO. You have better fundamentals, use if you're always getting surprised, but you can't flat out put the fight on your terms the way the wizard can.


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Evil Lincoln wrote:

Ah, Martial-Caster Disparity. Welcome back! It's been a while. Would you like a drink? What'll yah have?

*glugluglug*

So, how's Wizard doing? Cleric? That's nice.

The many tentacled being of pure black doom accepts the offering from the dark overlord of emancipation complimenting him on his choice of headgear in a language that would cause a mortal to fall into gibbering madness as his gray matter leaked from his ears. It inquires in a voice that is not a voice in that it reverberates the soul rather than the all too fragile ear canal as to the status of the servants mate and offspring.


at the earliest levels when AC breaks the game and the monsters need 20s to hit the fighters ac of 23 but only 15s to hit the mages ac of 17, who do you think those limits on hps affect more?

the fighter probably has 14-16 hps and the mage has probably 7-8.

unless you are fighting a single monster at a time, and if it is an intelligent monster can block it off from rest of party, I have yet to have a GM who didn't have monsters going after the rest of the party. we usually have to maneuver ourselves into a chokepoint to have the fighter protect us, because the gm has the smart monsters go after our squishys. so a lot of our squishys use one of their 3-4 daily spells for mage armor. leaving them 3 spells for the day. if they dont use a mage armor later also--leaving them only 2 spells in a day.

RPG Superstar 2010 Top 32

Hakken wrote:

at the earliest levels when AC breaks the game and the monsters need 20s to hit the fighters ac of 23 but only 15s to hit the mages ac of 17, who do you think those limits on hps affect more?

the fighter probably has 14-16 hps and the mage has probably 7-8.

What level is this? Nobody has AC 23 at level 1. Also, at level 1 Sleep is a thing that exists; level 1 wizards flip a coin to end fights and plink with a crossbow, while martial classes stick their necks out and hope the edge of a crit doesn't come down. Again also, there are classes that are not wizards. (Clerics and druids do quite nicely in melee.) Again again also, non-combat challenges, they are also a thing that exists because this is not Diablo.

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unless you are fighting a single monster at a time, and if it is an intelligent monster can block it off blah blah

There are levels other than level 1. There are challenges other than combat. There are powerful classes other than the wizard. There are combat surroundings other than dungeons.

Martial classes do have things they can do that other classes cannot easily replicate. However! These things are highly situational, and more-powerful classes have many more situational abilities, and tend to have the ability to switch between these situational abilities under some circumstances.

Lemme rehash and update some stuff to explain this line of thinking.


two adventures

halfplate armor +8
large steel shield +2
defender of society +1
taldor duelist +1
shield focus feat +1

trust me--not much is going to hit that.

sleep should not exist just because a wizard or any caster has blown their spells--sometimes it should not be possible just to stop and come back when they have full spells again. in fact with clerics--you wake up at 8am--get your spells and by noon you blow them all--it specificaly says you dont get them again til 8 am the next day--even if you rest from noon til 8pm

in PFS there aren't a whole lot of non-dungeon encounters---just ask any cavaliers or mounted samurai


Caster-Martial Disparity God wrote:
Evil Lincoln wrote:

Ah, Martial-Caster Disparity. Welcome back! It's been a while. Would you like a drink? What'll yah have?

*glugluglug*

So, how's Wizard doing? Cleric? That's nice.

The many tentacled being of pure black doom accepts the offering from the dark overlord of emancipation complimenting him on his choice of headgear in a language that would cause a mortal to fall into gibbering madness as his gray matter leaked from his ears. It inquires in a voice that is not a voice in that it reverberates the soul rather than the all too fragile ear canal as to the status of the servants mate and offspring.

GORUM BE BLASTED AM GOING TO BEAT YOU BACK INTO HOLE YOU CRAWL OUT OF.

WHY YOU AM NOT JUST STAY ASLEEP LIKE ALL OTHER TENTACLY EVIL MONSTERS ON THE WEEKEND.


Karal mithrilaxe wrote:

character strength depends on the circmumstance

zombies all around you spread out and coming at you

better to have 3 bazooka rounds--the wizard?
or a pistol with a clip that never runs out--the warrior who doesnt have a limit on how many attacks a day?

at lower levels ac can bust encounters. In some scenarios monsters can't hit the warriors ac except with a 20. at higher levels that changes.

sometimes it is the warrior that is more powerful--sometimes the wizard. sometimes they both might be dead if someone without roguish abilities is around.

Well, an efficient wizard would just D-Door out of said zombie situation. Or teleport to his safe house. Or summon a better fighter than the fighter to kill things for him, then drop a "bazooka round" as well.

The martial character though... he is stuck there, forced to fight his enemies like a man... which means he very well might die like a man.

The wizard lives to fight another day, when things are to his advantage: timing, spell selection, enemy distribution, etc.

The only thing the martial types are better at is overcoming obstacles when time is a sensitive issue: The wizard has to wait a day to re-select his spells for a given situation. Martial types can overcome it RIGHT NOW... perhaps. but it is risky and less efficient.

Once again... give a wizard time to prepare, and he's got the situation handled better than anyone: But that is entirely dependent on time and preparation.

RPG Superstar 2010 Top 32

Hakken wrote:

two adventures

halfplate armor +8
large steel shield +2
defender of society +1
taldor duelist +1
shield focus feat +1

trust me--not much is going to hit that.

So, after dumpster diving a bunch of random non-core junk and spending more than standard wealth, he's good against straight melee bruisers for a level or two. On top of this, he's a lopsided character who has no significant abilities besides "Pretty please, hit me instead of people who can do things."

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sleep should not exist just because a wizard or any caster has blown their spells--sometimes it should not be possible just to stop and come back when they have full spells again. in fact with clerics--you wake up at 8am--get your spells and by noon you blow them all--it specificaly says you dont get them again til 8 am the next day--even if you rest from noon til 8pm

The spell. Sleep. The first-level one. I did capitalize it for a reason.

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in PFS there aren't a whole lot of non-dungeon encounters---just ask any cavaliers or mounted samurai

Yeah, but who cares about PFS? This is not the PFS forum, we are not just talking about Pathfinder: MMO Style. The game continues past level 12, and challenges other than PFS's scenarios exist.

Anyway I was working on effortposting, I should do that instead of picking on people rehashing stale arguments.

Silver Crusade

Kat Tenser wrote:
Karal mithrilaxe wrote:

character strength depends on the circmumstance

zombies all around you spread out and coming at you

better to have 3 bazooka rounds--the wizard?
or a pistol with a clip that never runs out--the warrior who doesnt have a limit on how many attacks a day?

at lower levels ac can bust encounters. In some scenarios monsters can't hit the warriors ac except with a 20. at higher levels that changes.

sometimes it is the warrior that is more powerful--sometimes the wizard. sometimes they both might be dead if someone without roguish abilities is around.

Well, an efficient wizard would just D-Door out of said zombie situation. Or teleport to his safe house. Or summon a better fighter than the fighter to kill things for him, then drop a "bazooka round" as well.

The martial character though... he is stuck there, forced to fight his enemies like a man... which means he very well might die like a man.

The wizard lives to fight another day, when things are to his advantage: timing, spell selection, enemy distribution, etc.

The only thing the martial types are better at is overcoming obstacles when time is a sensitive issue: The wizard has to wait a day to re-select his spells for a given situation. Martial types can overcome it RIGHT NOW... perhaps. but it is risky and less efficient.

Once again... give a wizard time to prepare, and he's got the situation handled better than anyone: But that is entirely dependent on time and preparation.

you are pretty much saying the same thing I did.

ok I play mainly PFS--you have to have your spells written down when you show up before the brief. And usually you are sent right to adventure (via society teleport or something) with no time to change. So if the wizard has D-door or teleport set up--and doesnt use them--take those spells off of available ones he can cast. so instead of 2 spells available at that level he now has d-door or teleport taking up that slot. if it was not memmed it is not like he can ask the zombies to wait while he sits to memm it.

a wizard with time to prepare is indeed the most powerful. But I don't see that often where the wizard has the right spell prepared. They usually have one of each type of thing--to be more universal---meaning they are not optimized with spell specialization for that particular fight.

Heck give me any class and let me know exactly what I am facing and will need and I will do better (by having the right potions and scrolls and protection)

I do not play wizard but say a 7th level evoc specialist wizard

6-1st
5-2nd
3-3rd
3-4th

I choose mage armor, 2X shield, 3 magic missiles
flaming sphere, mirror image X2(because in PFS--there will be at least 4 fights), hideous laughter, scorching ray
3rd=fireball, hold person, lightning bolt
4th= black tentacles, ice storm, stone skin

with four fights in PFS--I have 6 defensive spells---1 mage armor will last the whole time probably---so the other 5 get divided up--say 1 shield each of first two, 2 mirror image on last two fights and stoneskin on very last fight. leaves me pretty protected.

I now have 3 magic missiles, flaming sphere, hideous laughter, scorchign ray, fireball, hold person, lighting bolt, black tentacles and ice storm for my four fights. 11 spells--not bad.

the 3 magic missiles do what four missiles at 1d6+1--so about 12 missiles at 1d6+1--or average of 54 points of damage.

fireball-say 10d6 with CL adds--so average of 35 points of damage--save for half--if you have evasion--save for none.

ice storm 5d6--no saves---so about 20 points of damage to everyone in 20 ft radius---nice. but not killer

black tentacles--yeah that is a nice one

as you can see---his spells are not going to be much more than 120 points in each fight---saying he gets 3 offensive spells a fight out of the four fights. and that only because the area of affect ones like ice storm and black tentacles will get multiples.

saves and SR cut down what looks like great damage--a lot.

now lets give him the d-door and the teleport--well teleport is fifth---so just the d-door. so he loses a level 4 spell--stoneskin?--so only mirror image up in last round--fair enough

is he powerful--yep. Is it as awestriking as everyone makes it sound?--not even close. cause he did not know what to face so had to choose several different spells.

now take the same wizard and let him know what he is facing--and only one combat so he can blow his wad?-----oh yeah---jaw dropping.

but at 7th level--how many melee are not going to be doing about 40 dpr? so in 3 rounds--they will keep up with the wizard.

wizards do shine in control---walls, pits, black tentacles---but once again---if they cast those--take away the fireballs, ice storms etc. They basically delay the enemy and separate them so the melee can kill them a few at a time--since the control centric wizard wont have the dpr spells to do it.

Silver Crusade

and yeah--I know there are people who can build better wizards. I can however build a better gunslinger or archer who will one shot the monsters coming in with no limit on how often I can do it. They will be doing a LOT more than 40 or even 80 dpr at level 7.

the limitation to a spell caster is the number of spells per day---once they reach that--they use a sling, bow, or acid splash or daze (all highly innefective at that level)

RPG Superstar 2010 Top 32

Tier effortpost go.

Let's talk about tiers. JaronK wrote an essay dividing 3.5's base classes into tiers of power, based on their ability to overcome challenges. A powerful class is capable of solving many challenges, while a weak class can solve few. A powerful class is relatively resistant to mishap, while a weak class is forced to take frequent and dangerous risks. Read his essay for a breakdown of what the tiers are, what they mean, how they're useful, and how they were created.

If you're not yet convinced, let me offer three examples: one from my own game, one from Red Hand of Doom (a well-regarded 3.5e published adventure written by James Jacobs), and one from one of the 3.5e Eberron adventures. For these examples, we have a five-person party: a cleric, a sorcerer, a bard, a fighter, and a monk.

For the first adventure, a white dragon has attacked a caravan and stolen the crown jewels and added them to its hoard, and is now sleeping in its lair. The dragon's lair, filled with traps, is on top of a mountain in a freezing mountain range.

  • The cleric almost certainly has spells that can help find the dragon's lair. Once they get there, he doesn't have to worry about the cold, and indeed even gets to be the one who makes sure nobody freezes. He might be able to bypass the arduous climb entirely, or even give the entire party that ability. He might be able to bypass the traps, depending on their nature. Spells can do nasty things to a dragon from range, and even if the dragon completely outclasses the party the cleric may or may not have spells that allow the crown jewels to be snatched out from under the sleeping dragon's nose, or enough skill to talk the dragon into selling or giving them up.
  • The sorcerer might be able to deal with the search, cold, or climb, and if he can he can do it for the whole party. He's probably not going to be able to deal with more than one or two traps, unless all of the traps are the same sort and he happens to have the spell for it. Like the cleric, he can do cruel things to a sleeping dragon or steal the jewels or possibly even convince the dragon to give them up.
  • The bard has a mix of skills, magic, and abilities to help find the lair in the first place. Once there, she might be able to deal with the cold, and might be able to deal with the traps or the climb. If she can deal with any of these, however, she can probably do it for the whole party, but at greater relative cost in resources than the sorcerer. She also has an excellent chance to be able to talk or trick the dragon into giving up the jewels, even if the dragon outclasses the party in combat. If it comes to combat, she's either reliant on very risky save-or-disables or weakish plinking; bard combat abilities are much better suited to larger fights than standup fights with hardened foes.
  • The fighter might be able to make the climb; he doesn't get many skills. He can't do much to help with the search, cold, or traps, and if the dragon outclasses the party he can't help there, either. If it is a stand-up fight with the dragon, however, he does a good job of mixing it up. He might be able to intimidate the dragon into giving up the jewels but that seems a bit unlikely.
  • The monk can almost certainly make the climb but can't really help the rest of the party do that. He has nothing to help with the cold, probably can't help much with the traps, can't sneak in to steal the crown jewels, definitely can't talk the dragon into giving up the jewels, and probably isn't any great shakes in the resulting fight because of his low damage and the typically high fort saves of dragons.

Here's one from Red Hand of Doom.

The bridge scene:
The party needs to destroy a bridge over a chasm, before an enemy horde crosses it. The bridge is guarded by a nasty dragon, and the opposite side of the bridge is guarded by a large force of troops, many of which are archers. The party needs to identify a weak spot (which is in range and sight of the archers) and destroy it quickly, or else bring enough raw force to obliterate the towers on one side or simply wreck the bridge. This is intended for a challenge for a party who doesn't yet have Disintegrate and the like. The party is allowed plenty of time and opportunity to reconnoiter, because, if they approach this as a straight-up fight, they will almost certainly die.

  • The cleric can determine the weakspot with divinations, protect the party from ranged attacks down the bridge, damage or weaken the weakspot with spells, and help hold off the dragon. At this level, he may even be able to do the recon from a safe distance with divinations.
  • The sorcerer is similar to the cleric, but somewhat restricted. He will probably be able to do some of these things, but not all of them. He will be better at stymying the archers than the cleric, and his effective range against the dragon will probably be longer. He's unlikely to be able to identify the weakspot. Something the sorcerer can do that the cleric is unlikely to be able to handle is disguise himself as a guard, to scout out the bridge or ambush the guards.
  • The bard can come up with info on the weakspot in a few different ways. Her ability to help with destroying the bridge is limited, but she can run some major interference before or during the actual attack on the bridge. Sneaking into the towers and taking out guards, disguising herself as a guard and checking out the defenses, talking to the guards (either in disguise or interrogating captives)... these are all things the bard can do to contribute. Once the fight begins, she's good at helping suppress the troops or archers, but the dragon is a problem for her unless she gets lucky.
  • The fighter might be able to be able to look at the bridge and identify the weakspot, since he's the only one (besides the bard) with Knowledge (engineering) as a class skill. He's also best-equipped to wreck the weakspot, as he's the most likely one to have an adamantite weapon and the best user of such a weapon. He's also one of the best candidates for blocking the bridge while someone else works on the weakspot. He can, of course, help fight the dragon, too.
  • The monk can sneak up and take out some guards, but unlike the sorcerer and bard all he can do is sneak, not talk his way in or disguise himself, so he can't sneak around the dragon. He can try and hold the line on the bridge (he's tied for worst in this party at this, but he's not actually bad at it), or do a bit of damage to the dragon. He can try and rush down the bridge to go and attack the archers but that's near-suicidal.

Now here's one from one of the Eberron published adventures.

The monster at the masquerade ball:
The fairly low-level party needs to sneak into a posh masquerade ball. The ball is being thrown by a diplomat/spy, and a rogue spy-turned-vampire is trying to make contact with her to arrange to be smuggled out of the kingdom. To complicate things, another group of spies is after the double-agent-turned-vampire as well. The ball is invitation-only, guarded by (innocent!) guards, and filled with the (also innocent) cultural creme-de-creme of the local aristocracy. Entering the ball obviously armed and armored is not an option; the local dress code is noble dress, costumes preferred, and no obvious weaponry. The party needs to get into the ball, find the double agent vampire, and stop him from escaping but also stop him from being captured by the other spies, all while avoiding getting arrested or creating a diplomatic incident.

  • The cleric might be able to talk his way past the guards or subdue them harmlessly. Once inside, he has a good chance of being able to spot the vampire, assuming he knows that the double agent is a vampire at this point, or he may be able to divine the costume the vampire is wearing. Otherwise, he's relying on class skills he may or may not have. With forewarning, he also might be able to subdue the vampire without harming the crowd, albeit not without creating a scene. If it comes to a straight up fight with the vampire and/or the other group of spies, he's hampered but not entirely incapable without arms and armor.
  • The sorcerer can probably sneak past the guards entirely, subdue them harmlessly, or talk/charm them into letting the party pass. Heck, he might even be able to come up with a free costume good enough to impress anyone who doesn't touch him. (Although, in Eberron, it might even be chic to have an illusory costume.) Once inside, he may or may not be able to work the crowd. He could possibly be able to magically locate and subdue the vampire, although the obscurity of the spells involved make this unlikely. If it comes to a straight fight, he's not impaired at all by the lack of arms and armor, but his ability to fight in a crowd is going to depend largely on his spell selection. Sleep is great, Glitterdust is practical but may require explaining to the constabulary, Fireball is right out.
  • The bard is in her element. She can deal with the guards even more effectively than the sorcerer, and might also be able to come up with an illusory costume. (She's less likely to be able to costume the party, however.) She can possibly suss the vampire out of the crowd or lure anyone who needs luring away from public areas. She's extremely limited in what she can do to the vampire without weapons or armor (and if she doesn't know that the double agent is undead, it could be a major problem for her), but she can manage the other spies or non-lethally redirect, disperse, or subdue the crowd as effectively as anyone.
  • The fighter is pretty limited. He can't bypass the guards other than beating them into unconsciousness, he's helpless in the crowd, he has no ability to spot the vampire double agent or the other team of spies, and he has no ability to subdue the vampire other than hitting him. When it's fight time, unless he specializes in grappling or extraordinary measures were taken to make sure he's armed, he's almost certainly helpless.
  • The monk is pretty out of his element, too. He can't do much to the guards besides being them unconscious. He can't work the crowd, and he can't subdue the vampire. On the other hand, he's the most likely to spot the other group of spies, since he will tend to have decent wisdom and trained Sense Motive and Perception. When it comes time for a straight-up fight, he's unhampered by the lack of arms and armor.

The cleric is tier 1; any given part of the challenge, he can at least help and possibly even solve it on his own. The sorcerer is tier 2; he has a possibility of being able to contribute to any part of the challenge and can most likely solve at least some of them on his own. The bard is tier 3; she can't do everything, but she's almost always got something helpful she can do, and in her limited specialty she shines. The fighter is tier 4; he's got a thing he does and does it well, and that's handy when it's needed but otherwise he stands quietly in the back and tries not to get in the way. The monk is tier 5; he's got a thing he does but it's not useful very often, and he struggles at doing anything else.


A Man In Black wrote:
Hakken wrote:

two adventures

halfplate armor +8
large steel shield +2
defender of society +1
taldor duelist +1
shield focus feat +1

trust me--not much is going to hit that.

So, after dumpster diving a bunch of random non-core junk and spending more than standard wealth, he's good against straight melee bruisers for a level or two. On top of this, he's a lopsided character who has no significant abilities besides "Pretty please, hit me instead of people who can do things."

with dex 14--I do the exact same with chain mail armor for 150 gp instead of half plate. total cost chain mail 150 and heavy steel shield 20 gp. Don't tell me people dont have ac 23 at level 1---way over half the warriors I play with are at 23 ac at level 1.

after two adventures--or the equivalent in non PFS--wealth will be close to 1K gp

I have GMed---I can't hit the warriors in most games unless I roll 20s. so my smart monsters go after the squishys---why keep pounding on something you can never hit while getting killed? dumb mobs--like zombies or skeletons--yeah they just pound away at the proverbial wall til they die--boring for all. I would not waste a spell as a wizard at them--why--just let the melee wipe up stuff that can't hurt your party. Save the spells for when needed.

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Hakken wrote:
blah blah blah combat

So how do fighters overcome challenges they can't kill with a sword?


adult dragons have SR 25---say a 10th level wizard. Every spell he casts has a 75% chance of failing--and losing the spell when it fails. You are better off taking a gunslinger--who will hit the ac 8 touch ac with 8 shots.

SR is a killer against magic. and if you do get through the SR--then the dragon has saves of +16, +10 and +15. target the reflex save?--the weakest? ok your 14d6 damage whatever--that would normally do 61 points damage (but if saved against 30) doesnt really hurt the dragon like a gunslinger or archer would. and it gets two saves SR and save against a caster.

roll yourself up an archer--use cluster shot and figure out what you would do to that dragon (ac 29) you would probably have +16 to hit on your first couple of shots at least--so say out of 4 shots (rapid, many, two attacks) you hit twice clustered---you will do about 30 points of damage at the least also. now which one will be able to do that for 10 rounds?

I am not saying wizards are not powerful. but they are not as powerful as you are all making them out to be (ie unlimited spells, miraculously always having the perfect spell memmed) I don't even play a wizard. I dislike the fact of being basicaly "disarmed" after my spells are gone. and squishy sucks.


Speaking as a PFS wizard you can do a hell of a lot better than that, especially if you're the only wizard and would otherwise play a barbarian or something. Haste makes Fireball look like a steaming sack of poo.

Leaving slots open (especially with Fast Study) lets you customize spells even if Drendle Drang has you woken up in the middle of the night. Running out of spells is also pretty rare after level 5ish - you just don't get enough combat rounds to cast them all and even a first-level spell can turn the tide. (If Chalfone Dalsine fails his save against Grease and someone grabs his sword, he's a kitten.)

Also, you're again talking about only combat encounters. PFS does tilt towards those, but the tier system also considers non-combat encounters that are much more important in modules, APs and GM-written games.


Hakken wrote:
Dragon calculations

The question is not "how do you kill a dragon?" Though I would have some things to say about that Wizard's tactics (direct damage? Seriously?) the point of the question is the other challenges.

1) Climb a freezing mountain range.
2) Pass through the trapped lair.
3) Acquire the jewels.

The Fighter has trouble dealing with any of those save "Acquire the jewels," and his only real option there is "beat the dragon to death and take them." You have to understand that the Tier system is not rating the ability of characters to beat things to death, but to deal with disparate challenges (including enemies). That Wizards and Clerics are very capable of dealing with a variety of challenges including enemies (not just by killing them, mind you) is why they are high tier. That a Fighter has trouble (or rather, has no abilities that help) with things that don't involve murder is why they are a lower tier. Continued comparisons of DPR between them are pretty much irrelevant to the point.


man in black--you keep mentioning clerics---you do realize they have the exact same 2 + int bonus to skills that a fighter does right? unlike an oracle who can just raise cha, a cleric has to raise cha and wis. so to dump?--con? dex? str? int?

if your fighter is dumping cha--the cleric is dumping int--so you wil have more skills. If neither dump, you have equal.

if the cleric puts his skills into heal and diplomacy---where do yours go? the cleric is also trying to raise knowledge planes, knowledge religion, etc----same as you--he has 2 skill points to do it.

you could have the exact same skills as the cleric.

wizard---2+int modifier--same thing

heck a gunslinger--which we have shown is just as powerful dpr wise gets 4+ int. and you are worried about wizards? the gunslinger will have twice the social skills.

in your example--the 2nd level cleric or wizard is using their spells to get past guards and crowd. If his spells are used against them--what does he use on the vampire? the cleric and wizard both with 2+int skills will do the same thing as the fighter---rely on skills and roleplay. charm or sleep those guards and before you get to the vampire they have probably broken charm or woke up and you have to fight them also. Once again--you overestimate the spell limit of casters. I am not going to use 3 spells or so on "innocents" before I even start fighting. doesnt leave me much left.


Mort the Cleverly Named wrote:
Hakken wrote:
Dragon calculations

The question is not "how do you kill a dragon?" Though I would have some things to say about that Wizard's tactics (direct damage? Seriously?) the point of the question is the other challenges.

1) Climb a freezing mountain range.
2) Pass through the trapped lair.
3) Acquire the jewels.

The Fighter has trouble dealing with any of those save "Acquire the jewels," and his only real option there is "beat the dragon to death and take them." You have to understand that the Tier system is not rating the ability of characters to beat things to death, but to deal with disparate challenges (including enemies). That Wizards and Clerics are very capable of dealing with a variety of challenges including enemies (not just by killing them, mind you) is why they are high tier. That a Fighter has trouble (or rather, has no abilities that help) with things that don't involve murder is why they are a lower tier.

ok I have dealt with the freezing mountain range. Guess what---clerics in general suffer worse than fighters. Yes we can endure elements---but we can get the whole party with it-to protect the fighter also. and there are cold weather gear. But guess who makes their saves vs the high altitude because of their higher con and fort saves?????? now if a cleric is raising chr and wis and the fighter is raising con and str---the fighter makes it and the cleric doesnt--who is hurt worse? same with sorcerer. or should the sorcerer just fly up to the lair himself--and get caught mid flight by a dragon?

passing thru a trapped lair? advantage to who? fighter could have as high a perception as the cleric and avoid just as much.

fighting the dragon---? like I said SR

it would take the whole party to do it--any of it.

if the cleric does not use their limited spells to deal with enemies, how do they do it? they have the same 2+int skills that a fighter does--a fighter could take the same skills if they chose. but instead the fighter will have different ones that the cleric won't.


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The point seems to continue evading you. That the Cleric can cast endure elements to defeat the challenge not only for themself, but for the party, is the reason for him being high tier. That a Fighter can benefit from it does not make him more versatile. The Fighter's only option is to try to walk through the mountains, offering nothing to the party in the process. If he fails a save he can't deal with the fatigue or ability damage, while the Cleric can remove them magically.

It isn't the perception checks that will help the Cleric bypass the traps. It is that he can summon a monster to disable or set off trap. He can cast Find Traps. He can remove conditions and damage caused by any that are accidentally tripped. The Cleric may not have all these spells prepared (though he should have many, knowing where he was headed). However, having any of them prepared is offering more than the Fighter in this scenario.

When we get to the dragon, you again jump to SR. SR is, frankly, rarely an issue. The cleric can summon monsters, protect the party with resist energy, use spells to try and avoid alerting and fighting the dragon entirely, or beat it to death with a weapon. The Fighter only has the last option. He is very good at it. Extraordinarily so. Nobody is better at beating things to death. However, the fact that that is the only available answer to challenges is the reason he has a low tier. Low Tier doesn't necessarily mean "bad," it just means "lacks versatility."


Take Boat wrote:

Speaking as a PFS wizard you can do a hell of a lot better than that, especially if you're the only wizard and would otherwise play a barbarian or something. Haste makes Fireball look like a steaming sack of poo.

Leaving slots open (especially with Fast Study) lets you customize spells even if Drendle Drang has you woken up in the middle of the night. Running out of spells is also pretty rare after level 5ish - you just don't get enough combat rounds to cast them all and even a first-level spell can turn the tide. (If Chalfone Dalsine fails his save against Grease and someone grabs his sword, he's a kitten.)

Also, you're again talking about only combat encounters. PFS does tilt towards those, but the tier system also considers non-combat encounters that are much more important in modules, APs and GM-written games.

told you--I don't play a wizard. but right there---if you cast haste---what are you relying on? your melee attacks? nope--you cast it ON the melee.

as a cleric my common spells are

1st bless X3, murderous command X2
2nd aid, hold person X2, silence
3rd bestow curse, prayer, summon monster
4th terrible remorse (will get one more wis next level at 8 to take me to 18 and bonus spell)

cleric of abadar with earth for 6 acid darts, and travel. domain spells longstrider, soften earth and stone, fly and dimension door.

If I have time--I will change them around--but usually those are ones I wind up going with due to no time to change. Yep they give me good flexibility. but without a fighter taking the pounding, I couldn't get my spells off. Oh--and I will freely take suggestions on better spell mix--but all my parties have been happy so far--I just ask what enemy is wearing to try to match my spells to their probable saving throws.

usually a bless for first 3 fights--or maybe save one for fourth fight along with the prayer. murderous command only if the melee look like they need help or (gaming the system) if I believe this is last fight of scenario. hold person--as it presents itself---if the scenario briefing makes it sound obvious no humanoids in last scenario--will use it earlier.

with 10 str being closest I have to a dump stat--my melee is pitiful--if I am out of spells or no appropriate spells for what we are fighting--acid darts or lite crossbow---both little damage but what the hey. OR I will go and aid another for a fighter and work as his flank partner.

I also have tanglefoot bags, thunderstones and alchemist fire to throw. even a net--but have not yet hit with that.


Mort the Cleverly Named wrote:

The point seems to continue evading you. That the Cleric can cast endure elements to defeat the challenge not only for themself, but for the party, is the reason for him being high tier. That a Fighter can benefit from it does not make him more versatile. The Fighter's only option is to try to walk through the mountains, offering nothing to the party in the process. If he fails a save he can't deal with the fatigue or ability damage, while the Cleric can remove them magically.

It isn't the perception checks that will help the Cleric bypass the traps. It is that he can summon a monster to disable or set off trap. He can cast Find Traps. He can remove conditions and damage caused by any that are accidentally tripped. The Cleric may not have all these spells prepared (though he should have many, knowing where he was headed). However, having any of them prepared is offering more than the Fighter in this scenario.

When we get to the dragon, you again jump to SR. SR is, frankly, rarely an issue. The cleric can summon monsters, protect the party with resist energy, use spells to try and avoid alerting and fighting the dragon entirely, or beat it to death with a weapon. The Fighter only has the last option. He is very good at it. Extraordinarily so. Nobody is better at beating things to death. However, the fact that that is the only available answer to challenges is the reason he has a low tier. Low Tier doesn't necessarily mean "bad," it just means "lacks versatility."

may I ask how he summons a monster to deal with the traps? My GMS would just look at me if I said I summoned a monster using the SM3 I have memmed and have him trip the trap. You cant automatically command the monster you summon. It will attack your enemies, but you cant tell it--take that path up there and turn right at the fork--unless you can talk to it. Heck most of my gms raise an eyebrow if I have the monster move to a flank position on its second move (after the post summon one). They prefer to move the monster.

yep--but my cleric protected your fighter from the cold---who protects me from the fort save for thin air? when we get there---you are in better shape.

Once again--out of 22 scenarios--I have had a chance to change spells--five times---less than 25% of the time. usualy it is---you arrive here---now go. that is why I have the set list above. even on the five I could change spells--the info given was vague enough, you didn't have much clue what you would be fighting. yes you could prepare endure cold if you wanted cause usually you knew area--but not monster.


Mort the Cleverly Named wrote:

The point seems to continue evading you. That the Cleric can cast endure elements to defeat the challenge not only for themself, but for the party, is the reason for him being high tier. That a Fighter can benefit from it does not make him more versatile. The Fighter's only option is to try to walk through the mountains, offering nothing to the party in the process. If he fails a save he can't deal with the fatigue or ability damage, while the Cleric can remove them magically.

It isn't the perception checks that will help the Cleric bypass the traps. It is that he can summon a monster to disable or set off trap. He can cast Find Traps. He can remove conditions and damage caused by any that are accidentally tripped. The Cleric may not have all these spells prepared (though he should have many, knowing where he was headed). However, having any of them prepared is offering more than the Fighter in this scenario.

When we get to the dragon, you again jump to SR. SR is, frankly, rarely an issue. The cleric can summon monsters, protect the party with resist energy, use spells to try and avoid alerting and fighting the dragon entirely, or beat it to death with a weapon. The Fighter only has the last option. He is very good at it. Extraordinarily so. Nobody is better at beating things to death. However, the fact that that is the only available answer to challenges is the reason he has a low tier. Low Tier doesn't necessarily mean "bad," it just means "lacks versatility."

the point apparently is avoiding you---I have conceded that given perfect knowledge and the opportunity to 100% prepare spells knowing exactly what they are going against, yes casters are awesome. I am pointing out to you that, that situation is rarely the case and casters very often find many of their spells of no use. My spell load---silence, 2 hold person==may never get used in many cases. bestow curse, hold person, murderous command---played dawn of the scarlet sun--if you know that end mob---everyone failed to land---and silence was handled by ability of BBEG also. Paladin and gunslinger were the heros in that one--lol pop in too close to a GS once--pow--you are dead.

my channels did come in handy. as did bless and prayer.


Hakken wrote:

adult dragons have SR 25---say a 10th level wizard. Every spell he casts has a 75% chance of failing--and losing the spell when it fails. You are better off taking a gunslinger--who will hit the ac 8 touch ac with 8 shots....

I am not saying wizards are not powerful. but they are not as powerful as you are all making them out to be (ie unlimited spells, miraculously always having the perfect spell memmed) I don't even play a wizard. I dislike the fact of being basicaly "disarmed" after my spells are gone. and squishy sucks.

If the dragon has SR, why target the dragon? buff the gunslinger so he's even better, and you are still contributing. Dispel any spells the dragon casts. You probably knew you were going to fight a dragon (being a wizard and having access to divination spells and all) so why not prep for it?

No one ever said wizards have unlimited spells... but they DO get Scribe Scroll as a first level feat, and they can easily pick up Craft X feat, (such as wands) for free.

So though the wizard may run out of spells, he ought to have plenty of spell trigger/spell completion items to get him out of the jam.

No, the wizard won't have the perfect spell memorized all of the time. I never go out the door without a an "oh crap" spell. You know, like contingency, D-Door, Teleport, Overland Flight/Fly, etc. Thus, after escaping the situation (which again, you probably should have known about via Divination Spells and prepared for accordingly, but whatever), you can come back with the RIGHT spells.

Wizards always have a way to survive a situation by mid levels. If a wizard survives an encounter, you can bet he can defeat in the next day, the next week, whatever.

The only way to prevent a wizard from being fully able to overcome an obstacle, is a GM saying "you must complete this task today, not tomorrow".

Wizards aren't "disarmed when their spells are gone, as I outlined before they ought to have wands and scrolls with them.

Wizards are squishy in a mechanical stance, but they have powerful spells that make "squishiness" a non issue. Mirror Image. Improved Invisibility. Fly. You can't hit what you can't see, what is out of your reach, and what you will miss 1d4+1 times anyway.

They very fact that you say "I don't even play a wizard" for x,y, and z reasons, explains more than your arguments.

You should try playing an optimized wizard, and then explain why you don't want to play one. x,y, and z won't be an issue.


Harken wrote:
* omitted for space*

You can command summoned monsters to do whatever you want if you speak their language. Clerics have the same base Fortitude save as Fighters, and can remove the effects of altitude sickness from themselves and others with lesser restoration, an absurdly common spell and wand.

It is important to remember that the Cleric does not need to have all these spells to contribute. A single endure elements, lesser restoration, find traps, or summon monster will contribute more than the Fighter to overcoming the non-combat challenges in the presented scenario. That he could contribute even more if he got to plan ahead does not change that. There is no binary here, no requirement of 100% knowledge. Spells are a toolbox, and even if you don't have something perfect for the task, the more it grows the more likely it is that you will have something that will at least work.

I think the issue here is that, looking at your spell lists, you have gone for very, very combat focused characters. Perhaps this is a result of PFS, I honestly have no idea or experience with it. However, to continue the example of a toolbox, yours are filled with screwdrivers, and nothing but. This is fine if all you ever need to deal with is screws (normal combat), but you are out of luck when you have to saw some wood or pound a nail (non-combat, or monsters with SR, or whatever). It also means that you don't feel so bad for the guy who has screwdrivers instead of hands (lower Tier classes), because he is still perfectly capable at the one thing that is important to you. There is nothing wrong with this sort of focus, mind you, but it isn't what the Tier system measures. The Tiers are about ability to deal with a variety of challenges, both expected and unexpected. Not capacity to deal with combat, which is what seems to be of import to you and to PFS.

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Hakken, can you please make an effort to make your point in one post, rather than three or four consecutive ones? Slogging through nitpicky tripleposts is a pain.

Anyway, consolidated counternitpick go.

Hakken wrote:
adult dragons have SR 25---say a 10th level wizard.

I don't recall mentioning any wizard in my example, but obviously you're going to buff other party members and use SR-proof spells before you use anything that's subject to SR against a dragon big bad.

Quote:
roll yourself up an archer--use cluster shot

Wizard please. I've done the math.

Quote:

man in black--you keep mentioning clerics---you do realize they have the exact same 2 + int bonus to skills that a fighter does right? unlike an oracle who can just raise cha, a cleric has to raise cha and wis. so to dump?--con? dex? str? int?

wizard---2+int modifier--same thing

Clerics have a better skill list and high wisdom, and wizards have high int. Both classes are (marginally) better at handling tasks with skills than a fighter is.

Quote:
in your example--the 2nd level cleric or wizard is using their spells to get past guards and crowd.

What part of "fight against a secret vampire in a mixed crowd where not being able to cast Fireball is a significant limitation" made you think that this was a second-level encounter? Besides, Charm Person lasts for hours and is low level. This is another situation where limitations lead to perverse effects: the sorcerer and bard are much more likely to be able to toss off multiple Charm Persons because it is a powerful spell and they are spontaneous casters, while the cleric can toss them off the same way, but is less likely to commit to so many casts of one spell.

Quote:
ok I have dealt with the freezing mountain range. Guess what---clerics in general suffer worse than fighters. Yes we can endure elements---but we can get the whole party with it-to protect the fighter also. and there are cold weather gear. But guess who makes their saves vs the high altitude because of their higher con and fort saves?

First off, I didn't mention high altitude, because you need to be 5000 feet in the air to have it affect the game. That's really far up, in "top of an exceptionally tall mountain" territory. To be honest, I have never in my life used the high altitude rules, and had to look them up.

Both the cleric and fighter (and monk) would be fine, because both are high fort classes that have no reason to dump Con. Why would a cleric ever have a low fort save? The main loser here is the bard, who might want to use martial attacks but won't have a high fort save. There's also Lesser Restoration, although that strikes me as wasteful.

Quote:
passing thru a trapped lair? advantage to who? fighter could have as high a perception as the cleric and avoid just as much.

Spells, Mort covered this.

Quote:
it would take the whole party to do it--any of it.

Obviously. In fact, I made a point of calling out where party members could cover for each other's weaknesses. Nobody's going to be handling this solo; instead, it's a matter of who is most likely to be able to handle each challenge. The cleric is most likely to be able to handle each challenge, and can handle more than most other party members, but nobody said he was going to handle all of the ones he could possibly cover, nor that he was going to do this alone.

Quote:
with 10 str being closest I have to a dump stat--my melee is pitiful--if I am out of spells or no appropriate spells for what we are fighting--acid darts or lite crossbow---both little damage but what the hey. OR I will go and aid another for a fighter and work as his flank partner.

Your cleric sucks pretty hard at melee, but this isn't a failing of clerics in general, just yours.

Quote:
Once again--out of 22 scenarios

There's a whole world of games that aren't PFS. Some of them aren't even set in Golarion! Shocking, I know.

Quote:
I am pointing out to you that, that situation is rarely the case and casters very often find many of their spells of no use.

Right, but they're better off than fighters, who have only one spell, even if they have infinite casts of it. If it isn't a problem that is solved by Hit It With My Weapon Of Choice, then fighters have a very low chance to be able to solve that problem ever.

Quote:
if you know that end mob

:/


ahh and I take it you and everyone commenting on how powerful they are--DO play a wizard?

see they brought up cleric--and I DO play a cleric--and i can tell you they are wrong about our versatility. It is good---but not THAT great. You saw my spell list--that is what I work with for four encounters---a lot of buffing others---then I plug away with a lite crossbow or my 1d6+3 acid arrow. Support class---not a class to be the hero in "usually"

PFS_-no scribe scroll--no craft x. so if we are talking about buying magic items?----well the fighter could buy fly items, endure--etc

are we bringing in expendables? which come closer to giving the fighter caster powers than giving the caster fighter powers.

you are right on one point however---clerics and wizards greatest contribution to the party is 'buffing' the others. with no one to buff we are not so powerful. a hasted cleric is not as scary as a hasted barbarian or rogue or archer.

so D-door memmed---you take the oh crap teleport and the rest of your party dies. that was one spell of another type you could not have to help your party. it was not a freebie. and do that many times, people dont like to adventure with you. Galaxius the great, sole survivor of twenty adventuring parties.

once again---I do concede---having 100% knowledge of what you will be facing and exactly what spells you need make casters "tremendously" powerful. Too bad that rarely happens. actually good thing it rarely happens---or your point would be much more valid.

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Hakken wrote:
ahh and I take it you and everyone commenting on how powerful they are--DO play a wizard?

I mostly GM, although RL has meant that I have no games at the moment. When I did still play as a player, I didn't play clerics or wizards much because they are boring and I tend to overshadow other players. I did play druids for a long time in 3.5 (and even wrote and maintained an omnibus guide to druids on the WOTC forums for quite a while), but they were just so crazy good in 3e, it felt like cheating.

Quote:
see they brought up cleric--and I DO play a cleric--and i can tell you they are wrong about our versatility. It is good---but not THAT great. You saw my spell list--that is what I work with for four encounters---a lot of buffing others---then I plug away with a lite crossbow or my 1d6+3 acid arrow. Support class---not a class to be the hero in "usually"

Or you can take melee-oriented stats and feats, use your self-buffs (which are still mostly better than the buffs you cast on others, even after two editions of nerfs), and rock face with a two-handed weapon. Again, your cleric sucks at melee, but this isn't inherent to the class.

Quote:
once again---I do concede---having 100% knowledge of what you will be facing and exactly what spells you need make casters "tremendously" powerful.

It happens occasionally, and more often when you plan to make it happen and don't play in a weird MMO-like Living game environment that is heavily focused on done-in-one single-session play. PFS isn't the entirety of Pathfinder.

Even if it never happened, though, some challenges are going to sit there, waiting to be solved, until you can get to them. Spellcasters have a huge advantage in these cases.


Mort the Cleverly Named wrote:
Harken wrote:
* omitted for space*

You can command summoned monsters to do whatever you want if you speak their language. Clerics have the same base Fortitude save as Fighters, and can remove the effects of altitude sickness from themselves and others with lesser restoration, an absurdly common spell and wand.

It is important to remember that the Cleric does not need to have all these spells to contribute. A single endure elements, lesser restoration, find traps, or summon monster will contribute more than the Fighter to overcoming the non-combat challenges in the presented scenario. That he could contribute even more if he got to plan ahead does not change that. There is no binary here, no requirement of 100% knowledge. Spells are a toolbox, and even if you don't have something perfect for the task, the more it grows the more likely it is that you will have something that will at least work.

I think the issue here is that, looking at your spell lists, you have gone for very, very combat focused characters. Perhaps this is a result of PFS, I honestly have no idea or experience with it. However, to continue the example of a toolbox, yours are filled with screwdrivers, and nothing but. This is fine if all you ever need to deal with is screws (normal combat), but you are out of luck when you have to saw some wood or pound a nail (non-combat, or monsters with SR, or whatever). It also means that you don't feel so bad for the guy who has screwdrivers instead of hands (lower Tier classes), because he is still perfectly capable at the one thing that is important to you. There is nothing wrong with this sort of focus, mind you, but it isn't what the Tier system measures. The Tiers are about ability to deal with a variety of challenges, both expected and unexpected. Not capacity to deal with combat, which is what seems to be of import to you and to PFS.

so say we take your approach and I do a shotgun approach to spells---then when we do combat--four encounters guaranteed a scenario---I have nothing to contribute. my generalist approach is dwarfed by your fighting. replace my spells and add endure elements, lesser restoration and find traps. so take out a first and two second level spells-- find traps last for 1 min/level--so for 7 mins--I find traps--unless I take it multiple times. lesser restoration--I can restore-1 party member.

so take away a murderous command and a hold person and a silence. Now my contributions to damage are 1 murderous command, 1 hold person, 1 silence, 1 bestow curse, 1 terrible remorse, and 1 summon monster --over 4 fights. so on ONE of those four fights I could actually cast two offensive spells. On the other 3, I only have one offensive spell to cast. yep I can use one buff on the party each round---so each fight--one round buff, one offensive spell---then plink with 1d6+3 for one round--then lite crossbow. 3 rounds into each fight, I turn into a person firing a crossbow once per round.

even out of PFS---a total of 14 spells per day basically. my 2+ int skills are no better than a fighters. anything I can diplo--you could too. not like clerics are one of the 8+ int skill classes.

do you really think a 7 minute find trap up an entire mountainside to a dragons cave is that great? or you could use your entire allotment of 1st level spells and make it last for 42 minutes. If you know right where the traps are to know where to cast it--do you need it?

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