OP / Broken Classes


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Sovereign Court

Depend on the campaign. Wizard/Sorcerer in general have the most tools to deal with any situations that the dm can throw at them, which is actually the biggest reason that they are considered power classes.

For example in an undead focused campaign, Paladin and Cleric are going to destroy hordes of undead with holy powers and magic that would put most Wizards and Sorcerers to shame.


Squishy wizard/sorcerer

Or you could just be a druid with the same or better levels of battlefield control and not being squishy.


Pathfinder Adventure Path Subscriber
Baron of the Sands wrote:
What do you think are the most powerful or broken classes in Pathfinder? explain why you think so.

I don't think any class is broken. For me that's a GM campaign management issue.

That aside, I think specific subsets/builds of classes are more effective.
My list has some of the same as others...
Core classes:
Barbarian, Invulnerable Rager. High damage, very hard to put down.
Bard. Diplomancer builds.
Cleric. Full caster...with armor.
Druid. Full caster...with furries.
Wizard. Full caster reality bending. Teleportation subschool for a get out of jail free card, Admixture for battlefield glass-making, Conjuration for making monsters' lives miserable, Divination for going first...always, etc.
Any archer build. Not as hard to counter however.

Non-core:
Alchemist. Mutagen exploiting, touch attacking Su.
Magus. High damage, but fragile.
Oracle-Heaven's plus Color Spray.
Oracle-Time.
Oracle-Dual-cursed.
Summoner, Master. Summon spam. PITA to track. Takes the usual issue with summons (action economy, swiss army knife of tools) and adds standard-action plus min/level duration. Plus summon-attack-dismiss-resummon cycling.
Summoner, Synthesist. Dump physical stats, inflates point buy. Though in the long run less powerful than other options.
Summoner's Eidolon quadraped pounce build at low levels.
Witch with Slumber Hex. 1/day/creature that isn't immune to sleep/save or die. Though 1 round/level makes it manageable at beginning levels.

Oh and...

Anything with Mythic.


@Rerednaw

You know you listed most of the classes in the game?


Commoner. If a PC is playing a commoner, there are lots of mechanical issues that crop up.

(Tongue in cheek.)


K177Y C47 wrote:
Umbriere Moonwhisper wrote:
Nicos wrote:
Lumiere Dawnbringer wrote:
even if the synthesist had the ability to benefit from cure spells. it would still be inferior to the baseline summoner. which is highly limited in spell versatility to battlefield control and buffing.
But not survivality.

baseline summoner has the same, possibly better survivability

synthesist fuses the health pools?

the summoner as a baseline, already kinda blurs the health pools, the eidolon is a lot easier to heal, and while they might share item slots. they have better action economy

action economy contributes more to survivability than 1 fused abomination. it's the issue with magic changed monsters in Disgaea 4. they maximize 1 humanoid unit's offensive and defensive power, but decrease the number of enemy units and make it easier to gang up on that one big foe.

yeah, that useless prinny might transform into a super bow for your archer. but it is easier to kill an archer with a super bow, then an archer and a prinny.

The thing you have too look at is just HOW MUCH of a buff being fused is though. Yes, it is easier to kill 1 guy than it is to kill 2. But when that 1 guy has a rediculously higher AC, Higher Saves, A LOT more HP, and MUCH better stats across the board then that actually puts that in question. Synthesists tend to be much harder to kill than either the baseline summoner AND the Eidolon because they can "stack" magical items (i.e. since you are the Eidolon, you can wear magical items and the "both of you" benefit from it) allowing you to do things like pump up your Eidolon AC with things like Ring of Prot and Bracers of Armor while also benefiting from the now rediculous AC.

This.

Besides, the enemie do nto need to kill the eidolon just target the summoner with a save or die and he coudlñ just die before the fight start.

Doing that to the synthesyst is just much dificult.


Synthesyst still have half-actions. We have one in our current RotRL game. We're level 7 and he has already peaked out in terms of relative power.


Put me down with the "summoners are stronger than synthesists" camp. More actions and the eidolon is expendable.


Marthkus wrote:
Synthesyst still have half-actions. We have one in our current RotRL game. We're level 7 and he has already peaked out in terms of relative power.

I'm playing a Synthesist. I've reached level 7. I haven't come close to peaking. I still haven't taken a real hit point of damage. I doubt I'll peak any time soon. I picked up heroism and fire shield. I expect to be one of the few classes able to use fire shield in melee. I'm also getting good use out of Arcane Strike.

Synthesist seems pretty damn tough.

Dark Archive

A properly built synthasist is darn near immortal; summoners suffer from that "squishy in the back" issue. They can also take feat lines real eidilons can't, like trip lines. They have more attack and damage than a barbarian, better saves than a monk, and are full casters to boot. So yes, Synthasist is the most powerful; though no GM really allows them.

There are "power combos" for most classes these days; the 100 point fireball wizard 7 / sorcerer 1 is certainly "up there"; as is the 10d6 magus and the Lore Warden / Manuever Master. The more books that are around the more you can cherry pick out a perfectly insane character in nearly any feat.

Heck, even rogues get a nod with their "Thug" archtype mixing with any number of classes that can get free intimidate checks (Swashbuckler for instance) to make creatures perpetually run away from you.


I don't get how summoners are the "squishy in the back" any more than clerics are. They are a d8 HD class that can cast in armor. O.o


Thalin wrote:
So yes, Synthasist is the most powerful; though no GM really allows them.

I GMed a game for a synthesist. He was a venerable synthesist with Str 1, Dex 1, Con 1, Int/Wis/Cha = super high. Everyone called him Old Man Pollock. He sat in a rocking chair on the back of the wagon the party traveled around with. He was hilarious. He, unfortunately, was also the only PC who died in that game (well, fortunately for the other PCs that is).


Ashiel wrote:
I don't get how summoners are the "squishy in the back" any more than clerics are. They are a d8 HD class that can cast in armor. O.o

In a couples of ways

Cleric have good fort save for example. Cleric have more chances to save against drow style poisons for example, if the summoner fail his eidolon get banished.

Cleric will have a higher will save.

Another one is the link class feature. Do you want your eidolon to use belt of str or do you want to use a belt of con yourself? Do yyou want your eidolon to have a amulet of migthy fist or do you want an amulet of natural armor for yourself?

A synthesyt does not have this conundrum.

Of the summoner can just use all the items and focuson his summon monster abilities but then a master summoner will be a better choise than vanilla summoner.

Master summoner is prbably the strongest of the three.

Dark Archive

Yep, Master Summoners are the most powerful. Nothing quite like making teams of angels go through the dungeon while the rest of the party has sandwiches outside.


Thalin wrote:
Yep, Master Summoners are the most powerful. Nothing quite like making teams of angels go through the dungeon while the rest of the party has sandwiches outside.

They are glorified one trick ponies.


Marthkus wrote:
Thalin wrote:
Yep, Master Summoners are the most powerful. Nothing quite like making teams of angels go through the dungeon while the rest of the party has sandwiches outside.
They are glorified one trick ponies.

It is a really good and versatile pony.


2 people marked this as a favorite.
Marthkus wrote:
Thalin wrote:
Yep, Master Summoners are the most powerful. Nothing quite like making teams of angels go through the dungeon while the rest of the party has sandwiches outside.
They are glorified one trick ponies.

Wizards are one-trick ponies. All they do is cast spells.


Nicos wrote:

In a couples of ways

Cleric have good fort save for example. Cleric have more chances to save against drow style poisons for example, if the summoner fail his eidolon get banished.

This is no different than any other character. At low levels, anyone, including the barbarian, is pretty likely to get taken out by an unlucky roll on a saving throw. However, and here's the kicker, delivering that arrow is fairly difficult since you have to get through the summoner's...

AC = 10 + 4 (chain shirt) + dex (+2 is probably fair) + 16.
Then if the summoner is crouching (see combat) he gets a +2 vs ranged attacks.
If the summoner has someone, anyone, including his eidolon or a summon monster between him and the ranged attacker, he gets another +4 to AC from soft cover.

Quote:
Cleric will have a higher will save.

Not necessarily. Plenty of the clerics I play have a +4 Will save at 1st level. Pretty similar to Summoners who also get the +2 to Will at 1st level.

Quote:

Another one is the link class feature. Do you want your eidolon to use belt of str or do you want to use a belt of con yourself? Do yyou want your eidolon to have a amulet of migthy fist or do you want an amulet of natural armor for yourself?

Of the summoner can just use all the items and focuson his summon monster abilities but then a master summoner will be a better choise than vanilla summoner.

Not really an issue. Just makes your magic items more expensive. But since summoners are arcane casters, we can take Craft Wondrous item and still get 75% off the effects we get. My eidolon wears a belt of Constitution, and I wear a Vest of Constitution. I wear armor, he gets the bracers.

Quote:
A synthesyt does not have this conundrum.

That's one of the perks of being a synthesist, just like one of the perks of being a summoner involves having a completely expendable brute, along with completely expendable minions, along with being roughly as hard to kill as a cleric (especially at higher levels where mithral and celestial armors are a valid tactic), along with having more action power.

The synthesist is more vulnerable to CC. If the synthesist is hit with hold person, or sleep, or paralyzed by a mummy's fear, he and his eidolon is out of commission. Meanwhile, if a summoner is hit with hold person, his eidolon is still a threat and is intelligent enough to protect the summoner or even grab up the summoner and retreat with him before he can be coup'd.

Quote:
Master summoner is prbably the strongest of the three.

Agreed.


The archetypes Zen Archer and Tetori monk seem too powerful to me. Maybe part of the problem is the grappling rules.


wait what
have you played a grappler above level 7?


Ashiel wrote:
Nicos wrote:

In a couples of ways

Cleric have good fort save for example. Cleric have more chances to save against drow style poisons for example, if the summoner fail his eidolon get banished.

This is no different than any other character. At low levels, anyone, including the barbarian, is pretty likely to get taken out by an unlucky roll on a saving throw. However, and here's the kicker, delivering that arrow is fairly difficult since you have to get through the summoner's...

AC = 10 + 4 (chain shirt) + dex (+2 is probably fair) + 16.
Then if the summoner is crouching (see combat) he gets a +2 vs ranged attacks.
If the summoner has someone, anyone, including his eidolon or a summon monster between him and the ranged attacker, he gets another +4 to AC from soft cover.

Quote:
Cleric will have a higher will save.

Not necessarily. Plenty of the clerics I play have a +4 Will save at 1st level. Pretty similar to Summoners who also get the +2 to Will at 1st level.

Quote:

Another one is the link class feature. Do you want your eidolon to use belt of str or do you want to use a belt of con yourself? Do yyou want your eidolon to have a amulet of migthy fist or do you want an amulet of natural armor for yourself?

Of the summoner can just use all the items and focuson his summon monster abilities but then a master summoner will be a better choise than vanilla summoner.

Not really an issue. Just makes your magic items more expensive. But since summoners are arcane casters, we can take Craft Wondrous item and still get 75% off the effects we get. My eidolon wears a belt of Constitution, and I wear a Vest of Constitution. I wear armor, he gets the bracers.

No.

The summoner shares the slots with the eidolon. If you buy an amulet of migthy fist so your eidolon hit harder and bypass Dr then the summoner can not use the neck slot.

The same for every other slot.

So, does the eidolon hit harder or the summoner have more AC/hit points? you can not have both at the same time.

Dark Archive

I've played Grapplers above level 7; he can grapple down dragons without too much issue :). +32 Grapple check is solid for level 10.

But the Manuever Master is a better grappler (and manuever character) than the Tetori; they do have the one-trick option to overcome Freedom of Movement, but that's it.


Nicos wrote:


No.

The summoner shares the slots with the eidolon. If you buy an amulet of migthy fist so your eidolon hit harder and bypass Dr then the summoner can not use the neck slot.

The same for every other slot.

So, does the eidolon hit harder or the summoner have more AC/hit points?...

Please read my posts if you're going to respond to them.

Shadow Lodge

1 person marked this as a favorite.

I see I'm not needed here.


Ashiel wrote:
Nicos wrote:


No.

The summoner shares the slots with the eidolon. If you buy an amulet of migthy fist so your eidolon hit harder and bypass Dr then the summoner can not use the neck slot.

The same for every other slot.

So, does the eidolon hit harder or the summoner have more AC/hit points?...

Please read my posts if you're going to respond to them.

Ok, my bad.

Your arguments need custom magic items and I rather prefer to not go there.


Nicos wrote:
Ashiel wrote:
Nicos wrote:


No.

The summoner shares the slots with the eidolon. If you buy an amulet of migthy fist so your eidolon hit harder and bypass Dr then the summoner can not use the neck slot.

The same for every other slot.

So, does the eidolon hit harder or the summoner have more AC/hit points?...

Please read my posts if you're going to respond to them.

Ok, my bad.

Your arguments need custom magic items and I rather prefer to not go there.

It's not a custom. It's part of the standard rules. You don't have to homebrew a magic item. It's just a standard rule that adding different item abilities together costs +50% more.

RAW, you can put a ring of protection effect on a ring of sustenance for +50% cost. No homebrewing necessary.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I don't think Vest of Constitution is standard however. I'm pretty sure they condensed the stat boosters to belts and headbands for physical and mental stats respectively for a reason.


TriOmegaZero wrote:
I don't think Vest of Constitution is standard however. I'm pretty sure they condensed the stat boosters to belts and headbands for physical and mental stats respectively for a reason.

That's fair. But in either case it just means you add it to a different thing, hence the +50%. Okay, so my eidolon gets an amulet of natural armor and mighty fists. Okay, I have a cloak of resistance and natural armor.

In either case, I'm still getting a 25% discount off the market value 'cause I'm crafting it myself. If I wanted to be cute about it, I can grab Extra Traits + Alluring for my Eidolon and start picking up item creation feats on my eidolon, so we can both craft during our downtime.


Cloak of Natural Armor isn't a standard thing either.


Yep. A summoner has a gold tax to share items with his eidolon.


How accurate would this tier list be?

Tier 1:
Wizard, Witch, Cleric, Druid, Half-elf paragon surge oracle

Tier 2:
Oracle, Summoner, Sorcerer

Tier 3:
Inquisitor, Magus, Bard, Alchemist

Tier 4:
Ranger, Paladin, Barbarian

Tier 5:
Gunslinger, Zen archer monk, Fighter, Ninja

Tier 6:
Rogue, Monk, Cavalier, Samurai

The power level goes from left to right. The list is relative to each other, and does not mean the top do not have weaknesses.

The general idea is that Full casters > Spontaneous Casters > Battlecasters > 1/3rd casters > Mundanes.

To be honest these lines seem very obvious to me, I could be wrong about the placement in each tier but I have never seen anything that would make me put them a tier higher or lower.


CWheezy wrote:
How accurate would this tier list be?

You forgot the cavalier. Should be in Tier 6.


Yeah I forgot ninja and samurai too, whoops!


Half Elf Paragon Surge Oracle is probably Tier 0, spontaneous access to both cleric and wizard list is that good.

Paragon Surge using Sorcerer is Tier 1.

I personally consider Human/Half Elf FCB bonus spell using spontaneous characters Tier 1 as they get sufficient spells known to be able to have an answer to any situation they come across.

NB: I fully expect this thread to derail for a 100 or so posts on whether or not the tier system is a meaningful measure of anything. Have fun with that! :)


Wizards actually get some really powerful bonus things.

Arcane discoveries are better than any bloodline power imo, especially some of the dumber ones (Hello true name!)


It doesn't really matter. Wizards, Clerics and Druids are all in Tier 1 because they can, after 1 minute/15minutes/8 hours rest change their spell list to have a solution to a problem. Paragon Surge users can do much the same thing with a standard action and a level 3 spell slot. All of the full level 9 casters should be Tier 1 as they can all use Paragon Surge (whether via Expanded Arcana or Preferred Spell). Oracles get to a tier above everyone else because they gain access to almost every spell going.

In the face of that level of versatility pretty much every other class ability is irrelevant.

Also the True Name discovery has always struck me a being really rather weak. It gives you the ability to do something which you can already do and is limited to a single named creature. If your true named critter actually dies (and they can as they are called) you just lost the whole benefit. Planar Binding outsiders is really not all that difficult.


Well it is totally free, lasts forever, and is Total Control.

Planar binding is quite expensive and they can still shenanigan their way out of things, but with true name they are really boned. All the rules of planar binding go out the window with true name


*takes bait*

Marthkus wrote:
Thalin wrote:
Yep, Master Summoners are the most powerful. Nothing quite like making teams of angels go through the dungeon while the rest of the party has sandwiches outside.
They are glorified one trick ponies.

Summon Monster is among the least one-trick-ponyish abilities in the entire corpus of Pathfinder rules.


CWheezy wrote:

How accurate would this tier list be?

Tier 1:
Wizard, Witch, Cleric, Druid, Half-elf paragon surge oracle

Tier 2:
Oracle, Summoner, Sorcerer

Tier 3:
Inquisitor, Magus, Bard, Alchemist

Tier 4:
Ranger, Paladin, Barbarian

Tier 5:
Gunslinger, Zen archer monk, Fighter, Ninja

Tier 6:
Rogue, Monk, Cavalier, Samurai

The power level goes from left to right. The list is relative to each other, and does not mean the top do not have weaknesses.

The general idea is that Full casters > Spontaneous Casters > Battlecasters > 1/3rd casters > Mundanes.

To be honest these lines seem very obvious to me, I could be wrong about the placement in each tier but I have never seen anything that would make me put them a tier higher or lower.

You think the battle casters are better against the environment than even an average geared optimized barbarian? I think Superstitious Invulnerable Rager Beast Totem barbarian should be in the same tier as he Magus. They can kill faster than any of those classes except possibly the Magus. The ability to move from target to target getting full attacks in melee is extremely powerful on top of reducing every physical attack by a substantial amount as well as being able to attack an opponent first when they are attacked.


Raith Shadar wrote:
CWheezy wrote:

How accurate would this tier list be?

Tier 1:
Wizard, Witch, Cleric, Druid, Half-elf paragon surge oracle

Tier 2:
Oracle, Summoner, Sorcerer

Tier 3:
Inquisitor, Magus, Bard, Alchemist

Tier 4:
Ranger, Paladin, Barbarian

Tier 5:
Gunslinger, Zen archer monk, Fighter, Ninja

Tier 6:
Rogue, Monk, Cavalier, Samurai

The power level goes from left to right. The list is relative to each other, and does not mean the top do not have weaknesses.

The general idea is that Full casters > Spontaneous Casters > Battlecasters > 1/3rd casters > Mundanes.

To be honest these lines seem very obvious to me, I could be wrong about the placement in each tier but I have never seen anything that would make me put them a tier higher or lower.

You think the battle casters are better against the environment than even an average geared optimized barbarian? I think Superstitious Invulnerable Rager Beast Totem barbarian should be in the same tier as he Magus. They can kill faster than any of those classes except possibly the Magus. The ability to move from target to target getting full attacks in melee is extremely powerful on top of reducing every physical attack by a substantial amount as well as being able to attack an opponent first when they are attacked.

but that is the Barbarian's only Trick, Damage

Shrugging off spells doesn't count because you also shrug off buffs from your allies

and that DR takes a while to build, plus the Raging HP total, while useful in raging combats. is useless when rage cycling and protects you from maybe one level appropriate enemy full attack

a Barbarian's Role is melee combat, but it is all they can do effectively

the paladin can heal out of combat and remove conditions, can serve as a party face, has similar saving throws, and has a variety of utilitarian spells

the ranger can heal out of combat, can serve as a scout and trapfinder, with the right build can be a face, makes a better archer, and can track. plus the ranger has utilitarian spells

a barbarian just fights really good in melee.


But the thing you have to remember is... Barbarians can kill things faster than most anyone. A raging CAGM Barb or a RAGELANCEPOUNCE is a VERy terrifying thing and will straight WRECK your team. AM Barbarian is also sheer rediculous...


K177Y C47 wrote:
But the thing you have to remember is... Barbarians can kill things faster than most anyone. A raging CAGM Barb or a RAGELANCEPOUNCE is a VERy terrifying thing and will straight WRECK your team. AM Barbarian is also sheer rediculous...

Barbarians are good at killing stuff

if i entered the Underground or the Abyss and i could bring a pouncing superstitious invulnerable rager barbarian with me, i would

but for the traps, i'd rather have an urban ranger or archaeologist bard

for spells, i'd rather have a witch, wizard, sorcerer, or arcanist

for infiltrating a ball run by a noble, i'd rather have have a bard

for healing, i'd rather have a cleric or life oracle

if i was on the vanguard for an army, i'd rather have a bard


CWheezy wrote:

How accurate would this tier list be?

Tier 1:
Wizard, Witch, Cleric, Druid, Half-elf paragon surge oracle

Tier 2:
Oracle, Summoner, Sorcerer

Tier 3:
Inquisitor, Magus, Bard, Alchemist

Tier 4:
Ranger, Paladin, Barbarian

Tier 5:
Gunslinger, Zen archer monk, Fighter, Ninja

Tier 6:
Rogue, Monk, Cavalier, Samurai

The power level goes from left to right. The list is relative to each other, and does not mean the top do not have weaknesses.

The general idea is that Full casters > Spontaneous Casters > Battlecasters > 1/3rd casters > Mundanes.

To be honest these lines seem very obvious to me, I could be wrong about the placement in each tier but I have never seen anything that would make me put them a tier higher or lower.

I'd bump the Ranger and Paladin up to tier 3. They are very well rounded and have a lot of problem solving. It's difficult to put a Paladin or Ranger in a situation they can't do something in. Both of them have some really good problem solving spells. Rangers even have the coveted freedom of movement on their spell list.


Tier 0;
Oracle (w/ Paragon Surge and Eldritch Heritage, Arcane)

Tier 1:
Wizard, Witch, Cleric, Druid, oracle (w/ Paragon Surge) sorcerer (w/ Paragon Surge), Arcanist*

Tier 2:
Oracle, Summoner, Sorcerer, Shaman*

Tier 3:
Inquisitor, Magus, Bard, Alchemist, Hunter*, Warpriest* Investigator* Skald*

Tier 4:
Ranger, Paladin, Barbarian, Gunslinger, monk (w/ Zen Archer and Quinggong Archetypes), Fighter, Bloodrager* Slayer* Brawler* Swashbuckler* Adept

Tier 5:
Ninja, Rogue, Monk, Cavalier, Samurai, Expert, Warrior, Aristocrat, Racial Hit Dice of the Dragon and Outsider type

Tier 6

Commoner, any Racial Hit die that isn't Dragon or Outsider

the tiers, including NPC classes and playtest classes from advanced class guide


Why is Shaman Tier 2? It's a prepared Spell caster with the druid spell list, plus some extras, as well as limited spontaneous casting not dissimilar from the arcanist, though much more limited.


My 1-20 rankings. Being greater at high levels doesn't save you from sucking it up at low levels

Tier 0; Not always the most powerful, but broken and not expected to ever see the light of actual play
Mechanics abusing builds, paragon surge, blood money, ect.

Tier 1; Druid, Cleric, Witch, Master Summoner, Wizard who really knows what they are doing

Tier 2; Sorcerer, Oracle, Wizard, Bard, Summoners, Broken Barbar builds

Tier 3; Barbarian, Paladin, Magus, Alchemist, Synthesis

Tier 4; Ranger, Fighter, Monk, Rogue, Ninja

Tier 5; Non-functional NPC classes

Tier ?; Inquisitor, Gunslinger, ect. (haven't delved into the class enough)

IMHO Bards tend to be underrated while Rangers tend to be overrated


Marthkus wrote:

My 1-20 rankings. Being greater at high levels doesn't save you from sucking it up at low levels

Tier 0; Not always the most powerful, but broken and not expected to ever see the light of actual play
Mechanics abusing builds, paragon surge, blood money, ect.

Tier 1; Druid, Cleric, Witch, Master Summoner, Wizard who really knows what they are doing

Tier 2; Sorcerer, Oracle, Wizard, Bard, Summoners, Broken Barbar builds

Tier 3; Barbarian, Paladin, Magus, Alchemist, Synthesis

Tier 4; Ranger, Fighter, Monk, Rogue, Ninja

Tier 5; Non-functional NPC classes

Tier ?; Inquisitor, Gunslinger, ect. (haven't delved into the class enough)

IMHO Bards tend to be underrated while Rangers tend to be overrated

I find it amusing that Ranger is placed on the same tier as all the classes he outclasses at the same time.


Tholomyes wrote:
Why is Shaman Tier 2? It's a prepared Spell caster with the druid spell list, plus some extras, as well as limited spontaneous casting not dissimilar from the arcanist, though much more limited.

the limited selection from the druid spell list, and the lack of other major powerful druidic features such as wildshape, animal companion, and other things that round it out, as well as the lack of buffs to make it CODZilla

the Reason the Druid and Cleric were tier 1, was not just their spellcasting alone, but the fact they could both cast and fight at the same time, and that both had a variety of buffs to make them nastier, and the ability to utilize those buffs

a Druid with neither wildshape, nor an animal companion, would be tier 2, as would a druid whom traded their animal companion for a familiar and their wildshape for hexes

the Druid spell list on it's own isn't very impressive compared to other full casters, it was the fact they had the spell list, wildshape, and an animal companion that made them deadly

the druid has many delays in it's spell list, and while the shaman gets around some of the spell list problems, it's a spell list highly limited with a lot of it's better spells.

not that there aren't a few game changers, but the cleric and wizard lists, have more game changers, and better game changers.


Ashiel wrote:


I find it amusing that Ranger is placed on the same tier as all the classes he outclasses at the same time.

It's a broad tier. I'm not sold on the idea of Rangers being better martials than fighters. They can fight+skill monkey better than rogues, but you need to shore up their class list with traits, while other classes can use those traits to shore up their saves.

Ranger animal companions come late, and the ranger doesn't have the spells a druid does to keep ACs awesome.

I also find the whole favored enemy/terrain thing to be a complete mess. Instant enemy helps.


The Ranger's AC gets Favored Enemy and Favored Terrain, and you can pick up a feat for full progression. It can fight just fine compared to the Druid's.

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