Lets build a Pathfinder class tier list


Pathfinder First Edition General Discussion

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My main reservation with the idea of a reliable 'tier ranking' is that campaigns, and even adventures within the same campaign, have many different requirements. Tiers for a primarily city-based adventure in which divinations and NPC interaction are important are going to differ somewhat from a campaign that focuses on wilderness exploration... or planar travel... or a continuous dungeon-crawl.

Another element to consider is that tiers can shift as the adventurers' day goes on. After a series of minor fights and a major confrontation, the prepared spellcaster's Tier is going to start sagging - the spontaneous spellcaster may have some minor power reduction, as will folks like barbarians with their rounds/day powers - while ordinarily lower-rung folks like fighters will (barring any unhealed damage) be at the same tier as always. Naturally, the rate of tier decay slows as one goes up levels - it's a rare and unfortunate day for a 15th-level wizard that he uses up even three-quarters of his spells - but it's still a factor when the party is attacked unexpectedly.

Prepared casters also have a greater variation in that a player has to make intelligent guesses every day about which spells will be most useful: and they're more vulnerable than most to any sudden changes in the game plan.

I suppose classes could be ranked in tiers according to Skill, Travel, Spontaneity, Brute Force, Stamina, and so on and so forth... it just seems like the more analysis required, the more categories will appear.


Just to be clear the issue with paragon surge is it gives you a feat and that feat can be expanded arcana right? Thus being able to spontaneously cast any spell?

Mortuum wrote:

I have to say I'm surprised to see that this thread has upset people. I was concerned the thread might fill up with arguments, but I did not expect people to see the creation of a record of community consensus with supporting arguments as a bad thing in itself. I seriously doubt this is going to become some kind of pathfinder bible or get trotted out as justification all that much.

I want to make it very clear that my goal was never to create gospel, so I'll cut you a deal. If anybody uses it as such, just tell me and I will kill them in their sleep. We good?

Seriously people, sure this could descend into a flame war, but it can also descend into a conversation on the capabilities of various classes.

If you dont like the idea of tiers, dont participate in the thread. Its not that hard, just hit the back button on your browser.
Quote:

Wrath, you've hit the nail on the head there. That's the entire point in this thread. The GM can make it all work, but he has to know what he's dealing with. This thread is a tool to help the GM make the tiers meaningless and for players to minimise the difficulty of his task if they so choose (since it will be harder if the party's tiers are more varied).
You haven't given the answer, you've restated the question.

I agree here, having an idea of what a class is capable of will allow people to be better prepared for it in game. If you dont know that wizards can have a spell to handle most situations, a dm, or even a player might be frustrated or annoyed when it comes up. If you didnt know that monks take ALOT of optimization to be able to do the thing they out to be able to do based on the basics of the class. It new and experienced players both make informed descisions. And sure we probably wont agree on every detail. But if it gets people thinking about it, it means that those people's tables will be better informed. Information isnt a bad thing, its just what you do with it.

Quote:

Kolokotroni and Sunbeam, thanks for kicking it off. I'm interested to see that your assessments are different but they differ from my own in similar ways.
I can't claim to have much detailed knowledge of the Cleric, but I expected to see him in tier 1. I'm interested that sunbeam ranks the oracle, magus and alchemist at 3 while kolokotroni ranks them at 2. Sunbeam's teir 6 siege wizard is a surprise too. I mean, the guy suck's compared to his baseline class, but he's still a wizard, right? Dropping 5 tiers is pretty impressive.
What's the reasoning behind you guys' placements?

Artanthos, that's actually an interesting perspective.

Resoning:

1. Druids and Summoners top my list. Even more so then wizards. Wizards at least have issues at low levels, and if you get past or exhaust their magic are relatively puny beings. If you get past a druids spells you are facing a badass wildshaped bear who happens to have a t-rex buddy, and they are eating your face. At low levels when spellcasting is relatively weak, they have badass pets that are about as capable at combat as anyone else.

Honestly I almost put wizards at tier 2 instead of tier one. It was the wording of 'build' that makes it iffy. Setting aside the paragon surge spell, wizards have to have foresight, or lots of scrolls to have an answer to everything. Summoners especially with the insane flexibility of the eidolon, and spells like transmogriphy, and evolution surge dont need that much forsight. Druids also, wild shape is really really versatile, and the ability to spondaneously summon (for both druid and summoner) makes for a really robust toolset they always have available with no forsight.

2. Cleric is in tier 2 mostly because codzilla doesnt work as well. Alot of the best cleric buffs were powered down in pathfinder, and you dont have divine metamagic nonsense. They are still good, and still versatile, but their spell list isnt as flexible as the sorc/wizard list, and they dont have the pure combat power they did in 3.5.
Oracle I am on the fence about also, it could be tier 3 but I think the stipulation of tier two allowing for a limited range puts them in the same boat as the cleric. And their revalations are a more versatile tool then the cleric's domains.

Sorcs-excluding paragon surge, they can theoretically do anything a wizard can, plus they have some cool bloodline powers. But, they cant do it all with the same character the way a wizard can. Sorcerors are awesome, and i love the bloodlines, but even with getting extra spells particularly in early levels (1-6) they arent going to be overwhelmingly flexible, and thus tier two is where they sit for me.

The reason I have magus, alchemist, and witch in tier two is the line about trivializing encounters. Each of them can potentially do that.

Magi can do truckloads of damage in spikes, my magus in a kingmaker game has showed that if you have 15 minute days, they are special kinds of encounter smashers.

Alchemists, have a really robust toolset with their bombs, mutegens and extracts. I think they can have alot more answers then people give them credit for because most people play them as mad bombers or mutegen focused bruisers. But think carefully about the variety of things you can do with bombs, the variety of options available as extracts, and all how much you can get from mutegens. Combat power, utility, good skills, battlefield control. A well prepared alchemist bellow like level 12 can be nearly as flexible as a wizard. And if focused they can be real combat monsters in their wheelhouse.

Witch, hexes are pretty sweet. They alone mean that baring some specific immunities, witches can always contribute, and do it well. We all know how the slumber hex can trivialize encounters with anything that it will work on, and that is just the start of a witch's toolbox. They are a very flexible class, and though they cant do everything a wizard can do, they can do lots of things a wizard cant with their mixed spell list. So hexes + witch spells in my mind are nearly as powerful as wizard's spells, just not as flexible.

3. This is the suite spot. These are the classes that I think are the best designed. They do what they are supposed to do and are good at it, while still having very versatile toolsets, and a robust set of options in the form of archetypes.

4. Fighter is damn good at killing this with weapons. That line of Tier 4 seems tailor made for the fighter. SO thats where it sits. The ninja I think belongs here because with the vanishing trick, it is in fact the best sneaky character. The inclusiong of supernatural abilities form the ki based tricks makes a big difference here, just not enough to put it into tier 3. I think it probably could do with a resource akin to spells as opposed to the more limited ki pool, but that would have totally neutralized the rogue which i know was part of the problem.

5 Rogue, Cavalier and samurai are in fact good at the thing they are supposed to do, just not as good as some other people. And the cavalaier/samurai have hte problem of being tied to the not always usable mounts. The rogue, well we all know about the rogue. Though I am leaning towards just replacing the rogue with the super genius games talented rogue, which would bump it upt to tier 4.

6. Monk - the monk is too scattered a class, it cant really fight all that well, its AC bottoms out fast without an abundance of magic items, and its mobility is counter to the way the game is organized. If it could do more with standard actions then it can, it might have been a good class, but as it is, too much of what it gets takes away from its primary combat mechanism (flurry).


No PC class is tier six. Poorly built tier 4s could be tier 5.


Kolokotroni wrote:
Just to be clear the issue with paragon surge is it gives you a feat and that feat can be expanded arcana right? Thus being able to spontaneously cast any spell?

Essentially yes. Half Elf Sorcerers can access any arcane spell of their maximum level or two spells of a level lower or less for the cost of a level 3 spell slot. This allows you to create a suite of useful immediate use combat spells which you know and still be able to do all of the problem solving and niche stuff Wizards get with a day, hour or minute of preparation.

Half Elf Oracles get it even better. They can use Expanded Arcana to get access to any Cleric spell. However if they have Eldritch Heritage (Arcane) and are level 11 they can grab Improved Eldritch Heritage. This lets them pick the New Arcana bloodline ability and adds one to three Wizard spells to their list of spells known depending on level.

Half Elf Wizards and Clerics can also get in on the action. If they pick Heighten Spell as one of their feats then they can Paragon Surge in Preferred Spell giving them spontaneous access to any spell on their list.

Outside of PFS Humans can do this as well with Racial Heritage (Half Elf).


Quote:
Sorcs-excluding paragon surge, they can theoretically do anything a wizard can, plus they have some cool bloodline powers. But, they cant do it all with the same character the way a wizard can. Sorcerors are awesome, and i love the bloodlines, but even with getting extra spells particularly in early levels (1-6) they arent going to be overwhelmingly flexible, and thus tier two is where they sit for me.

Outside of Paragon Surge silliness I would still be tempted to rate Sorcerers in Tier 1, at least Human ones. The alternate racial ability increases your number of spells known by around 50%, with that many to choose from it isn't difficult to create a spell list with enormous versatility to deal with virtually any situation. If there is stuff you lack then a few scrolls and a Mnemonic Vestment can cover those bases easily.

Quote:

Cleric is in tier 2 mostly because codzilla doesnt work as well. Alot of the best cleric buffs were powered down in pathfinder, and you dont have divine metamagic nonsense. They are still good, and still versatile, but their spell list isnt as flexible as the sorc/wizard list, and they dont have the pure combat power they did in 3.5.

Oracle I am on the fence about also, it could be tier 3 but I think the stipulation of tier two allowing for a limited range puts them in the same boat as the cleric. And their revalations are a more versatile tool then the cleric's domains.

I honestly don't see how anyone could rate the Oracle below the Cleric. They get actually useful class abilities in their Revelations and the Cleric spell list is hardly so stuffed with awesome that a limited list of spells known isn't much of a hindrance. Half Elves and Humans also get the alternate racial ability of even more spells. Like with the Sorcerer it's not difficult to create a versatile list that can handle anything a well played Cleric can.


Xenon, thanks for giving us your tiers. I have to admit I don't think the mystic theurge is that good, since it lacks the economy and raw power of a true full caster, requires you to gimp your character for a very long time and runs out before you hit 20. It's a lot to give up considering how versatile the wizard and cleric/domain lists are already.
You're right when you say individual characters have differing tiers, for example the much discussed oracle with paragon surge seems to to be a unanimously agreed tier 1 character so far. Each class still tends to be at a particular tier and it would take quite a lot to raise that. I think building your character ineptly or taking a lot of weak options for flavour reasons will lower you by a tier as often as not.

Solusek, that's not a bad idea. If classes are in radically different tiers at different levels it might be cool to give them separate entries to show that.

Arbane, thanks for playing along. I wonder if you're not a little hasty saying the classic classes are the same though. Melee characters all got more versatile and/or better at their jobs and the cleric and druid lost their best tricks.

Wrath, you may be right about the level guide being more useful, but it's quite a different idea. I'd be interested in it, but I don't see why it precludes a tier list being helpful too.
You're certainly right that no character has what's needed to solve any problem every single time, and that people have different roles. The tier descriptions allow for this and point out that some generalists can exceed specialists at their own jobs. Different classes having different roles is in fact the entire basis of the tier system.

Lincoln Hills, it's true that different adventures require different abilities. That is why specialists are ranked lower than generalists with broader but equally powerful suites of abilities. The definitions of the tiers are based not just on how good a class is at it's job, but also how likely it is to be able to apply its talents in a constructive way.
Tiers don't shift over the course of a day. The tiers as I defined them are strictly a measure of potential. It's not "Druids fight best", it's "Watch out for druids, they have the capacity to do things you have to plan around and might out-scout the scout".
Preparing the wrong spells doesn't lower tier either, again because you have the same potential. The wizard still needs to be watched more carefully than the sorcerer because he might just prepare the perfect spell.

Kolokotroni, yes that's what paragon surge does. At 11th level an Oracle can use it to get improved arcane eldritch heritage too, which gives him a bunch of wizard spells until it runs out.
Thanks so much for sharing your reasoning. That's a good example of the kind of stuff I was hoping for, and lots of it.
I'm not sure about your placement of the alchemist in tier 2. Tier 3 classes can also trivialise encounters now and then. Did you put it there because stink bombs and/or similar tricks? I have never seen a stink bomb alchemist at my table.
The Magus does demolish encounters when he pulls out all the stops, it's true. Unless your campaign has a lot of 15 minute days he can't do that all the time though, even within his limited sphere of expertise. I consider him a borderline case.
I'm not convinced by your placement of the monk in the furniture department. I think he's good at fighting, just not so much or as often as others. He also has plenty of weird noteworthy abilities, they're just not so useful or potent as those of many other classes. I think he's at least a 5.


The reason I personally put Oracles in Tier 3 is precisely because the bulk of their spells come from the Cleric list.

It's got things you have to have like Cure Disease, Cure Poison, Restoration, Regeneration, Raise Dead, the heals etc.

But aside from that it is a pretty subpar list compared to the wizard one.

There just aren't enough game changer spells there to my mind to bump them up, even with a race that gets extra spells known. I mean when I roll up an Oracle with a few levels, I'm kind of mehing on what to take as spells. Not too much wow that's cool to it.

I also think Clerics now are Tier 2. As someone mentioned they were nerfed slightly from 3.5 In 3.5, even without considering nightsticks and persistant metamagic, the Cleric spell list was HUGE after all those splatbooks. A lot more good spells were out there, Pathfinder is a lot more limited. Still they are prepared casters, and in general are better than spontaneous casters. Particularly since they don't even have the spellbook limitation.


Yeah that's one reason why I was surprised to see them in peoples demigod tier. Every spell on your list is a lot of breadth.
However, I don't see how the cleric has more raw power than the oracle, which is the big difference between a 2 and a 3.

There seems to be a general consensus in the thread that extra spells known put the sorcerer in the god tier. Opinions? Arguments for or against?


You don't have to invoke any quantum wizards, Schrodinger, or anything to compare Oracles and Clerics.

To me Oracles have to specialize in one sort of thing like "I am a blaster," or "I am a battle Oracle." Clerics can specialize in more than one thing. You might think that the Oracle would do whatever their schtick is better, but compare the healing power of an Oracle of Life, and a Cleric with the healing domain. I think it was pretty close, but the Cleric came out ahead.

I do think certain mysteries can make an Oracle a better melee combatant than a cleric. Metal, Ancestor, and Wood are my favorites for this (not Battle). But pretty much any other niche an Oracle can fill a Cleric focused on it can do better.

Also the prepared spell list is just innately better for a number of reasons. There is a good chance an Oracle would never take Water Breathing, and might not take Restoration or Cure Disease or Poison. A Cleric can have that for you in one day if necessary. That said maybe the human known spell bonus can pump up Oracles to tier 2, that is a lot of spells after all.


Forgot to add, it is pretty hard to build an Archer Oracle without some multiclassing, or at least being an elf.

It is a lot easier with Clerics and the deity weapon, and the domains.


sunbeam wrote:

Forgot to add, it is pretty hard to build an Archer Oracle without some multiclassing, or at least being an elf.

It is a lot easier with Clerics and the deity weapon, and the domains.

Battle Mystery gives you access to all Martial Weapons and a Dex based character with 3 Initiative rolls is pretty much guaranteed to go first against anything.

Having said that I don't think either Cleric or Oracle are very good as Archers, simply because the number of great Archery feats is high and their number of available feats is low. If you are going into the mid to high level range its worse as you are very likely to be investing in three metamagic feats to grab Spell Perfection at 15.


With enough spells known a sorcerer spontaneous is balanced with the wizard advantages. A really well played wizard probably still edges out ahead, but they would still be in the same tier. Sorcerers can be in 1 or 2 depending on the build.

Also codzilla is a term for druids and clerics, not just clerics...
Clerics should still be tier 1 by virtue of being a fullcaster. Evil clerics can have armies of undead, while good clerics can get standard action summoning plus all the other fullcasting goodness.

Oracles should be in the same tier as sorcerers. They pull from a worse spell list, but man look at those class features. Way better than bloodlines and for a good reason.

I don't see martials of any sort going past tier 3. I also don't see many martials falling below tier 4 either. I would place rogues at tier 4 and the classes that do their job better at tier 3. Fighters are tier 3-4 for me depending on the build. I would argue that the generalist fighter that spends his feats to several combat styles (range/melee/(maybe mounted with leadership cohort mount)) to be tier 3 while the hyper focused fighter would be tier 4. Few other PCs can spend the feats needed to be good at both range and melee mundane combat (I'm looking at you rangers...)
A well built monk is tier 4. A low stat or poorly built monk is tier 5.

No one is tier 6 aside from commoners and experts. Warrior is tier 5 for being what tier 5 is.

I would but a normal summoner in tier 2. But I would put master summoner in tier 1 and synthesis in tier 2. Synthesis is nice, but 3.5 polymorph alone can't put you in tier 1. Master summoner is their because his summoning can replicate a lot of spells and he shares the druids ability of kicking butt by level 1. I say full-casters are still better than him.

Scarab Sages

Marthkus wrote:
sunbeam wrote:

1.) Gods

Master Summoner (unquestionable most powerful class in the game)

I disagree. They are in the same tier as wizards and druids, but they are not more powerful.

A single spell shuts down the entire Summoner class, including all archetypes, with nothing they can do to stop it.

I'd call that a pretty big weakness given my fighter carries it in scroll form for usage against wizards (who may potentially have countermeasures in place).

A high level commoner would be just as capable of using the scroll.

With the definitions as written, UMD qualifies everybody for tier 1.


Which spell are you talking about? Explicitly name it.


I suspect he is probably talking about Anti Magic Shell which isn't really terribly relevant as it's not something you are likely to find enemies using very often. Measuring classes against each other isn't really helpful, its more useful to measure them against the threats they are likely to face out in the world.

Scarab Sages

sunbeam wrote:
Which spell are you talking about? Explicitly name it.
Antimagic Field wrote:
Summoned creatures of any type wink out if they enter an antimagic field.
Eidolon wrote:
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature.

Even the eidolon is affected.

There are very few ways to get rid of an antimagic field. The summoner has access to none of them.


I'm guessing he means protection from X or dismissal or banishment or magical circles against X. Circle and prot don't work on an eidolon but do force a master summoner to use elementals.

EDIT: Oh anti-magic field. That screws over most people though, even fighters (no magic gear).


They don't need to. Anti Magic Field has a duration of 10 minutes per level but its not that hard to wait it out at the level its likely to be in use. Unless you spend an unfeasible amount of money on scrolls it wont make much difference.

Scarab Sages

Marthkus wrote:

I'm guessing he means protection from X or dismissal or banishment or magical circles against X. Circle and prot don't work on an eidolon but do force a master summoner to use elementals.

EDIT: Oh anti-magic field. That screws over most people though, even fighters (no magic gear).

A fighter without magic is still a fighter.

A wizard/sorcerer/summoner/witch without magic is a commoner.

It is a tactical trade. A smart fighter is willing to sacrifice a few toys to render an opponent irrelevant


Actually dispel magic doesn't work on an eidolon, so I don't think anti-magic field would work either. It would turn off the magic items though, which hurts.

EDIT: I'll be the first to argue that summoners of any kind are not OP or better than a wizard. But I do feel that a master summoner is in the same league.

Scarab Sages

Marthkus wrote:
Actually dispel magic doesn't work on an eidolon, so I don't think anti-magic field would work either. It would turn off the magic items though, which hurts.

Antimagic field is not dispel magic, it functions in a very different manner.

I've provided RAW that states the eidolon is a summoned creature and that summoned creatures do not exist inside an AMF. Do you have RAW that adds AMF to the list of spells eidolons ignore?


Artanthos wrote:
Marthkus wrote:
Actually dispel magic doesn't work on an eidolon, so I don't think anti-magic field would work either. It would turn off the magic items though, which hurts.

Antimagic field is not dispel magic, it functions in a very different manner.

I've provided RAW that states the eidolon is a summoned creature and that summoned creatures do not exist inside an AMF. Do you have RAW that adds AMF to the list of spells eidolons ignore?

Eidolons are not a spell effect either though. That is why you can't dispel them. Personally I don't think a base summoner is better than tier 2 or 3. So I would totally agree that a non master summoner is not in the same league as a wizard or druid. I don't think master summoner is better than a wizard or druid or cleric, but they are close to each other.

Liberty's Edge RPG Superstar 2013 Top 16

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Mark my words, this will only end in tiers.

Scarab Sages

I think to properly place these classes, you need to break the discussion down into archetypes somewhat. For instance, I think a zen archer is a lot better than most other monk archetypes. Invunerable rager is probably better than many other barbarian archetypes, and with spell sunder and a method of flying could be a higher tier than a regular barb.

Silver Crusade

Avh wrote:

I suggest something that I think is better :

What if there was a class tier list in each great role in the game ?
- Damage
- Skills (maybe different roles : scout, face, knowledge, ...)
- Controller
- Buffer
- Healer
- ...

Because the tier list above only sort classes by versatility (which is fine), not roles : and roles are much more important IMHO that versatility by itself, or otherwise we wouldn't have anything other than Wizard, Cleric, Summoner and Druid at our tables.

Definitely +1 this idea. But have something that might increase it's usefulness as well. Instead of ranking all classes at how they perform at a specific function, simply indicate which ones are well suited to the roll and why, as well as which are poorly suited to the role and why. This is actually similar to what Paizo does in its Companion line, indicating which classes, feats, and archetypes fit a particular campaign role playing concept such as Winter Witch or Knight of Ozem.

For example, we could be discussing which classes and combinations make good front liners, like two weapon fighters, sword and board paladins, etc. And then point out which ones make poor front liners, like wizards and ranged fighters. Yes, this is a very simplistic example.

******

And if we are continuing with the tier discussion, I'd like to add the paladin archer to one of the higher tiers, as long as his opponents are evil. I've seen a paladin archer dominate in a couple of high level games now - to the point of making the god wizard and Clericzilla appear like third wheels. Being able to unleash a full attack smite evil without having to move into melee is pretty devastating, as long as the opponent is evil. Without evil opponents, their effectiveness drops a tad. :-)


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This is how I see PF tier, based on full class potential, rather than just average optimization.

Tier 1 - Too good (even if it often takes a great amount of game mastery to show all they are capable of): Wizard, Druid, Cleric and Witch. Sorcerer and Oracles too, if the GM allows them to exploit Paragon Surge.

Tier 2 - Not as good, but still too much: Sorcerer, Oracle and Master Summoner

Tier 2.5 - Still too good, just slightly less so than the last guys I listed: Every other Summoner archetype. Including vanilla and Synthesist. Most Blaster Sorcerer builds... Depending on how one-dimensional the build is, they might even fall further in the tier scale.

Tier 3 - Very Well balanced: Awesome at their main job, but still able to contribute in many different situations without breaking the game or stepping on anyone's toes: Alchemist*, Barbarian, Bard, Inquisitor, Magus** and Paladin. Anti-Paladins could be here or in the next tier.

Tier 3.5 - Almost there, but could use a small buff, IMO: Rangers, Zen Archer Monk... And Gunslingers, if those firearms rules weren't so obnoxious (targeting touch AC makes no sense whatsoever, and goes against a base assumption of the game).

Tier 4 - Underpowered, but can still shine at their main job: Fighter, Cavalier, Ninja*** and Samurai.

Tier 5 - Underpowered and easily one-upped by other classes with similar roles: Rogue and Monk****. Adept is probably the one NPC class to be above tier 6.

Tier 6 - Why are you playing this?: Commoner, Warrior, Expert and Aristocrat.

* I don't know the Alchemist class all that well, so I'm not sure of what an optimized one can do, but I think tier 3 is about right, I have never seen an Alchemist build that can do what Sorcerers, Summoners and Oracles can do.
** Magus is a fairly balanced class, IMO, but it does have a few cheesy builds. It might be somewhat more powerful than other Tier 3 classes, but still not enough to go into Tier 2 territory.
*** Some Ninja Ki tricks just barely push the class up to tier 4.
**** With style feats and the recent errata, Monks might be able to go up one category.

Observations:
- Archetypes might move a class up or down a bit, but probably no more than 2 tiers.
- Some classes are easier to break/optimize than others, which may skew how powerful a class seems to be.
e.g.: It's much easier to make a really powerful Summoner than a really powerful Wizard, but as I said, this tier is assuming a player can use the class to its full potential, and a Wizard using its full potential is far more powerful than a Master Summoner doing the same, IMHO.
- How effective a class is also depends on the level. At low levels (1~4) Fighters are really good, but as levels go up, they tend to lag behind while full casters tend to speed up and excel more and more.

Oddly enough, if every class was inside the range of tier 2 to 3.5, I'd be satisfied with game balance. A few adjustments would still be desirable, (most likely spell balance) but overall, it'd be a really well balanced game system, even if not perfect.


This is an aggravating topic because it's been done to death. You're beating a dead horse. The classes were put into tiers a long time ago. I'll try to do this from memory, but 90% of gamers agree on this ranking even if I do not.

Tier 1:
Wizard, Druid, Cleric, Witch

Tier 2:
Sorcerer, Oracle, Summoner, Inquisitor, Magus

Tier 3:
Bard, Rogue, Alchemist, Ninja

Tier 4:
Paladin, Cavalier, Ranger, Samurai, Antipaladin, Barbarian

Tier 5:
Fighter, Gunslinger, Monk

Now I personally think Monk is much better than that and one of the best classes, but that's me. I also consider Paladin to be a very good class. Heck, if I were to do my own ranking, there would only be three tiers.

Truth is, the quality of the player counts more than anything else. A good player with a Fighter can do more than a bad player with a Witch.


It might have been done to death, but new toys have been given to most classes as new books have come out.

You know, power creep wasn't a problem exclusive to 3.5e D&D. It's been heading towards Pathfinder at a steady rate as well.


Sunbeam, you seem to be saying that clerics are tier 2 because they are more versatile than tier 3 classes. That's not how I'v defined tier 2. Tier 2 is where immense power comes in. You have to have overwhelming abilities to qualify or you're just a strong tier 3.

Markthus, thanks for the tier list.

Artanthos and Markthus, the summoner's tier probably wouldn't be affected by vulnerability to a particular spell. The tiers are about what a class might do if it's not stopped.

Charlie Bell, you are making this thread worse. So far it's been fairly arduous, entirely because of people coming in and arguing against it because they think it will end in argument. Can you really not see the irony there? So far every on topic post has been civil.

Redcelt32, you are correct. Where archetypes make a difference to a class's tier, we need to list them separately.

sowhereaminow, your idea sounds fine but it's a completely different topic useful for different reasons. Why not start a thread?
You make an interesting point about the archer paladin, but I dunno if I agree with that. Anybody else have some information about that?

Lemmy, thanks for the tiers and for the observations. I have to say I do not support the names you've given the tiers though. This thread is absolutely not about which classes are too good or too weak. If that's you're opinion, fine, everybody's got one, but I'd hate people to think I was telling them where the sweet spot is.

DreamGoddessLindsey, if there's a 90% consensus, why is the thread full of people telling me there is no consensus, and why do all of the tier lists I've been given differ from yours in significant ways?

EDIT: Also tier 4 classes can be very good. Tier 5 doesn't say the class cannot be decent either, just that other classes are better at the same thing.

DOUBLE EDIT: I am going to put up a tier list soon based on the ones people have contributed. I'm thinking I'll put most classes in 2 different tiers, since that seems to be the usual range.


1.) Gods
Wizard, Depending on School
Druid, Depending on archtype
Summoner, (only the master summoner archtype)

2.) Demigods

Full Casters other than witch
Other Summoners.

3.) Paragons

Mid Casters,
Paladin,
Some Bards,
Witch,
Cavalier

4.) Heroes

Weaker Bards
Fighters
Barbarians
Rangers,
Ninja,

5.) Warriors

Rogue,
Monk,

6.) Farm Boys

A completely unoptimized: Monk, Fighter, Ranger, Rogue, Barbarian

Optimization: Building the most competant build you can manage around your existing character concept.


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TIER 1

Wizard, Druid, Spontaneous full casters with extra spells

Maybe Cleric, Witch, Master Summoner

juuuuuuust maybe nobody, or anybody with maxed UMD.

TIER 2

Summoner, Sorcerer, Oracle.

Maybe Magus, Cleric, Witch, Alchemist

TIER 3

Bard, Inquisitor

Maybe Alchemist, Magus, Paladin, Ranger, Barbarian, Witch, Cavalier

TIER 4

Ninja, Fighter

Maybe Paladin, Ranger, Barbarian, Monk, Rogue, Cavalier, Samurai

TIER 5

Maybe Monk, Rogue, Adept, Cavalier, Samurai, Warrior

TIER 6

Commoner, Aristocrat

Maybe Adept, Warrior, Monk, Rogue

There we go. I think that's a start, though I would like to hear arguments for and against some of these. This doesn't really reflect all my views, I'm just trying to record what we've all been saying so far.

Thanks for your list anon fem. Interested to see the witch and cavalier in tier 3. Care to share your reasoning?


Mortuum wrote:

Sunbeam, you seem to be saying that clerics are tier 2 because they are more versatile than tier 3 classes. That's not how I'v defined tier 2. Tier 2 is where immense power comes in. You have to have overwhelming abilities to qualify or you're just a strong tier 3.

Versatility is overwhelming power.

Look when I make an Oracle (assuming I'm not playing a human or any race with the extra spells feature) some things that are situational get left off.

There are a lot of status curing spells and miscellaneous protections that come up a lot. I mean I can see a use for both Restorations, Remove Disease, Cure Poison, Remove Blindness, Remove Curse, Break Enchantment, the Dispels, more I can't think of now.

I'm not going to check the SRD and peruse the list, some of the higher levels spells duplicate the effects of the lower level spells.

But a Cleric can load up on spells that are situationally very useful.

Fighting a Kraken Vampire Lord? The Cleric can prepare a couple of water breathing spells, some Deathwards, Searing Light, Sunbeam, etc. Magic Circle against Evil (for domination)...

You just got your arm cut off? Your eyes gouged out? The Cleric can fix it in a day, whereas the Oracle might not have selected Regeneration.

Some of those spells might not be selected by Oracles. The extra spells known feature changes a lot however. The Cleric list is still pretty dull, but there are a lot of things on it that are very difficult to substitute for without a long trip to the Temple of Adventurer Care.


Tiny Coffee Golem wrote:

Chuck Norris. Bruce Lee. Hitler.

Enjoy.

Hitler was a Monk? ;p


Marthkus wrote:
Artanthos wrote:
Marthkus wrote:
Actually dispel magic doesn't work on an eidolon, so I don't think anti-magic field would work either. It would turn off the magic items though, which hurts.

Antimagic field is not dispel magic, it functions in a very different manner.

I've provided RAW that states the eidolon is a summoned creature and that summoned creatures do not exist inside an AMF. Do you have RAW that adds AMF to the list of spells eidolons ignore?

Eidolons are not a spell effect either though. That is why you can't dispel them. Personally I don't think a base summoner is better than tier 2 or 3. So I would totally agree that a non master summoner is not in the same league as a wizard or druid. I don't think master summoner is better than a wizard or druid or cleric, but they are close to each other.

Doesn't matter. Magic doesn't automatically mean spells. Even Supernatural abilities are shut down in a antimagic field. For example, Paladins lose divine grace inside an antimagic field and thus lose their improved saves.

I guarantee that an eidolon winks out in an antimagic field.


However, if the enemy is the one using Antimagic Field, any supernatural or spell-based buffs he / she / it had also disappear.


At the absolute top I put the Scrollmaster Wizard archetype. Getting full ability when casting from a scroll enables this character to probably come closer the 'Shroedinger's Wizard' in practice than anyone else.

I'd certainly put the human Sage Bloodline Sorcerer as the higherst rated version of this class. 2 extra spells per spell level, plus a few additional from the bloodline, plus swapping out Cha based casting for Int based enable this version to start moving in on skill use as well.

The 'paragon surge' exploit for a half-elf oracle is likely the most powerful (or at least versatile) version of this class.

The previous 3 versions may very well be a full tier above the standard version of thier class.

And on a side note.......

Quote:
I guarantee that an eidolon winks out in an antimagic field

Just make sure this trick gets pulled in a confined space, or the summoner will just bring forth some flying archers in response. It's not like the enemy is going to have any magic to stop the volleys.


Mortuum wrote:
Lemmy, thanks for the tiers and for the observations. I have to say I do not support the names you've given the tiers though. This thread is absolutely not about which classes are too good or too weak. If that's you're opinion, fine, everybody's got one, but I'd hate people to think I was telling them where the sweet spot is.

I see.

I didn't mean to derail the tier list or anything. MY "tier names" were more of an explanation why I put each class in its tier than a definition for said tier.

However the very concept of a class tier list is about comparing their relative power to each other. And by "power", I mean both raw numbers and versatility. You could call my tiers Gods, Demigods, Paragons, etc if you want, I'd still not change any class from their listed tier*.

TBH, my tier list was mostly a copy/paste from one of my posts in a different thread, I just added a few more things (I originally forgot about Alchemists -.-'). It was more about game balance than class power, though.

* In retrospective, I think I'd demote Gunslingers to tier 4. They are really only good at shooting stuff.

Barbarians would be tier 4, but their Rage powers give them bunch of utility and versatility in and out of combat, so they're balanced enough to be tier 3 IMHO.

Also, archetypes usually don't make much of a difference in a class power. there are a few that are way more powerful than the base class (Zen Archer Monk and Master Summoner, for example), but most of the time, it's not that much of a difference. e.g.: Invulnerable Rager may be considerably stronger than vanilla Barbarians, but it's not so much of a difference for it to change tier, IMO.


Yeah, I forgot about Zen Archer. I actually think that is a Tier 3, not Tier 5. Archery is really good in Pathfinder, and that archetype usually gets around the Monk's inability to consistently flurry, as well as not being in melee range while doing so. Plus the mobility and other powers complement them well. (Sohei's make fine archers too, depending on your interpretation of some of their features, assuming Paizo hasn't clarified them into uselessness.)

I think Zen Archers are pretty well tied with Fighter Archers, Paladin Archers, and Ranger Archers as the best Archer. All of them have reasons to claim the title, but it is a good thing all of them can make the argument.


Sunbeam, being versatile is powerful, but it's not what I meant by power. I meant it more like tier 2 has a hammer big enough to crush anything, while tier 2 has a whole shedload of such tools for every occasion.

Look at it this way: tiers 3 and below all have 2 kinds of character in them, generalist all-rounders, and specialists who are better in one area and worse the rest of the time.
That system breaks down when you ascend higher, because the amount of power a higher tier class can potentially use is supposed to be "more than enough". Generalists are therefore superior once you get above tier 3, so they get their own tier above the most powerful specialists.

As for the zen archer, sure he's very good at archery, but the question is how good is he at everything else? that's what makes the difference between tier 4 and tier 3.

Grey, I agree.

Lemmy, that makes sense. I wouldn't worry too much, I just wanted to make it clear I'm personally not calling any tier good or bad. You're dead right about the archtypes. I'd only bother listing the exceptional ones which significantly change the base class.

Liberty's Edge RPG Superstar 2013 Top 16

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Mortuum wrote:
Charlie Bell, you are making this thread worse. So far it's been fairly arduous, entirely because of people coming in and arguing against it because they think it will end in argument. Can you really not see the irony there? So far every on topic post has been civil.

You missed something.


This has been done before, more than one. It never went well. In the end the players have more of an influence than a class. A "not so good" player will have issues even with a better class at times. That is all I have on the topic this time around. :)


Mortuum wrote:

Kolokotroni, yes that's what paragon surge does. At 11th level an Oracle can use it to get improved arcane eldritch heritage too, which gives him a bunch of wizard spells until it runs out.

Thanks so much for sharing your reasoning. That's a good example of the kind of stuff I was hoping for, and lots of it.
I'm not sure about your placement of the alchemist in tier 2. Tier 3 classes can also trivialise encounters now and then. Did you put it there because stink bombs and/or similar tricks? I have never seen a stink bomb alchemist at my table.

Yes because of the control that can be applied to bombs, depending on their build, they can be extremely skillfull (good skill list, fair number of skills and int based), a melee monster (mutegen or mutation focused discoveries/archetypes), control the battlefield (various kinds of bombs), do a ton of ranged damage (mad bomber) and regardless of which of those they choose, they have a solid list of utility spells from their extracts. That seems to me to neatly fit your definition of Tier 2 to me.

Quote:


The Magus does demolish encounters when he pulls out all the stops, it's true. Unless your campaign has a lot of 15 minute days he can't do that all the time though, even within his limited sphere of expertise. I consider him a borderline case.

Well i am sure my impression is coloured by the fact that most of my experience with the magus is in a kingmaker game (lots of 15 minute days). But I personally would put the utility and flexibility of the magus spell list just bellow that of the cleric/oracle, and given they can do a heck of alot more damage then most anyone else when they are blowing resources that put them in tier 2 and not 3. But I agree that its a border case.

Quote:


I'm not convinced by your placement of the monk in the furniture department. I think he's good at fighting, just not so much or as often as others. He also has plenty of weird noteworthy abilities, they're just not so useful or potent as those of many other classes. I think he's at least a 5.

A monk that isnt heavily optimized isnt good at fighting by mid levels. Particularly in games that dont customize equipment (and rely on random treasure tables) because weapons he can use or amulets of mighty fists are far less likely to show up. The character class that seemingly should be the least gear reliant is among the most gear reliant. Their focus is all over the place and I think that is the monks downfall. They arent good at any one thing because their various class abilities contradict eachother, where as every other class' abilities work together, or at least dont get in eachothers way.


Charlie Bell wrote:
You missed something.

A pfffffffffffffff yes. Yes I did. Sorry :D

Wraith, yeah I'm sure we all know it's been done before and that the player makes all the difference. I still say for the reasons I have already given that that doesn't make the thread useless.


Mort other than adding in the new classes it does not do much. I will watch though, if for no other reason than to see other people's opinions.


I love the way you're calling the thread pointless while watching it for a reason.

Kolokotroni, I agree. Your reasoning is all sound. Not convinced the monk is quite as bad as all that, but if he is he belongs in tier 6 and it all comes down to the definition of "good at fighting". Hmmm. I wonder if I should have bothered with a 6th tier.


Mortuum wrote:

I love the way you're calling the thread pointless while watching it for a reason.

I knew you were going to say that. I am saying it is pointless to an extent. That does not mean it won't be entertaining.

PS:I also said it might have a use since the new classes were not in the old discussion.. :)


Mortuum wrote:

I love the way you're calling the thread pointless while watching it for a reason.

Kolokotroni, I agree. Your reasoning is all sound. Not convinced the monk is quite as bad as all that, but if he is he belongs in tier 6 and it all comes down to the definition of "good at fighting". Hmmm. I wonder if I should have bothered with a 6th tier.

If you dont think the monk goes there, then probably not a need for a 6th tier. If monks dont go there I dont know who does (based on the tier descriptions). Ofcourse certain archetypes or builds change this (zen archer probably move the monk to tier 4, and so do some of the really obnoxious 'style' builds)


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I've objected to the idea of the tier system from the very beginning, and I find the way it rules everything at GITP to be a sad state of affairs that I hope is never ported to these boards. It's made all the worse by the fact that the majority of the people who advocate for the system and quote 'tier 1 wizard' and similar garbage like it's the gospel have marginal system mastery at best.

Wizard is tier 1 because it has the ability to solve any problem?

How about a False Priest human sorcerer with a bag of scrolls, a spellbook, and a mnemonic vestment? Makes the cheesy little paragon surge trick (which any GM with a lick of sense would throw into the garbage can) look like child's play. Lets not forget that at 16th level the sorcerer also gets access to his capstone - a full 4 levels early.

Oracle is 'tier 3' huh? Tell that to the Human Ancient Lorekeeper, Black-Blood, Lore Mystery oracle who tools around with his pick of the arcane and divine spell list, mithral heavy armor, charisma to bad save and AC. At high level's using form of the dragon with divine power / divine favor is always comical. Lets not forget that as needed the oracle can also have access to his pick of the cleric / oracle spell list with a mnemonic vestment. Not that he'll need it.

As has always been, and will always be, the case, the power of a given class depends entirely upon the GM in question and the player in question. Trying to rank them is a fool's errand.


Peter Stewart wrote:


As has always been, and will always be, the case, the power of a given class depends entirely upon the GM in question and the player in question. Trying to rank them is a fool's errand.

I don't agree. It's a simple statement of fact. At level 1, the wizard's casting Color Spray, and the fighter is hitting things with a sword. At level 20, the wizard is casting Prismatic Sphere, summoning demons, teleporting across the world and controlling minds, and the fighter is... hitting things with a sword really well.

There's definitely a quantifiable disparity here.


Peter Stewart wrote:
As has always been, and will always be, the case, the power of a given class depends entirely upon the GM in question and the player in question.

As a thought exercise, I wonder if anyone has tried to figure out which classes are the hardest to mess up via takng poor options?

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