Drop-kicking the fighter classes...

Dispels and Antimagic effects will mess up your fighting clerics. While they can also prove problematic to a fighter, the impact is much less since they have bonuses from feats instead of from magic.

Also, clerics need a free hand to cast spells. Unless they have something like a glove of storing, it's hard to fight and cast spells. When my cleric had to choose between fighting and spell casting, I almost always chose spellcasting: flinging sunspears about or dropping flamestrikes tends to be faster and more reliable.

The clerical based group is much more vulnerable to ambush. If someone attacks before their buff spells are cast, then much of their prowess is gone.

Base attack suffers as well with clerics. Not only does lower base attack reduce the number of attacks per round, it also affects many feats. Power attack and expertise are both limited by base attack. Other feats such as improved critical can't be gained until much later. A fighter takes improved crit at level 8, a cleric needs to wait until level 12. Power attack is very important for a fighter, especially against stuff like Giralons with big damage and little AC. When fully buffed, our main fighter could do a full power attack and still hit on almost every attack.

Also, just as clerics can use magic items to supplement buffs, fighters can do the same thing. Spell storing items provide a tremendous boost to fighting characters. Not only do they help cover for major weaknesses, but they can also serve to channel self only spells to others. For example, I can put a Heal spell into the fighter's ioun stone and let him watch his own HP. Alternatively, I can stick one of the same Persistent divine Favors that I use into the stone. The fighter can now benefit from a nifty +3 luck bonus to attack.

Finally, clerics that use buffs to out do fighters are pretty tough. However, the same spells applied to the fighter turn him into a Killing Machine. Casting buffs on the fighter helps him more than it helps the cleric, since his base attack is higher so he has more attacks and can better use power attack - and he can use his feats to apply those bonuses against lots of enemies at once. If the cleric buffs the fighter with the biggest spells, then he gets alot better. And the cleric's actions in combat are free as well. The cleric will still probably have several spells left. He can use a divine power to boost his fighting ability to a respectable level, or wing some searing lights and flamestrikes around. After all, combats are usually short, and there are precious few actions to be had. It's better to have 2 members operating at high levels of effectiveness, rather than just having the cleric operating at a high level.

However, multiple clerics are really good. Clerics get much weaker the more non cleric members of the group they need to support. For example, our group normally had a cleric (my character), a fighter rogue, a ranger, a paladin, a wizard, and sorcerer. 3 fighting classes to support with bull's str, greater magic weapon, etc. And of course almost everyone wants endurance. I don't have that many spells left over for healing, self buffs, blasting and utility. One day the paladin and ranger don't show up. Now not only do I have enough spells to buff myself up with GMW and strength, but I've also got exra magics. I finally get the chance to fight and cast good spells.

It would be much more effective to have 3 clerics and one main fighter than to have 3 main fighters and only one cleric. However, replacing the main fighter with another cleric probably loses the group combat readiness and versatility.
 

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I think it is plausible to replace all fighters in the party with clerics but only if you carefully build a team that can cover a few key common weaknesses of clerics:

(1) Archery. An optimized low or middle level archer can give a Barbarian or Sorceror a run for the money in damage dealing over the course of the day. A middle or high level Fighter can easily be a devasting archer as well as a great grunt. Clerics need to spend precious feats to fill this gap. Spells do not always cut it here especially at long range where their offensive spell selection is skimpy.

(2) Spring Attack and reach. SA "solves" a really ugly tactical problem. If you lack this ability in your party should expect to need that healing...

(3) Grapple. I think the Improved Grab is one of the more likely causes of a sudden higher level character death. Every little bit of BAB and room for that CQF feat can save a life.

(4) Clearing a room of fodder quickly. A Fighter or Barbarian is much more efficient at clearing a room of orcs (or even ogres) at low to mid levels. The better BAB and easy access to cleave preserves this advantage even after the cleric gets his second attack.

None of the above are insoluble. I think the "cleric solution" looks very attractive at very low or very high levels. Fighter and Barbarians look pretty good at mid levels IMO.

I would also like to reiterate an astute observation by Vax: If a Cleric may be as good as a Fighter when fully buffed, just imagine what a buffed Fighter could do?
 

For those that said the archer fighter is better than archer-cleric: If you have the FR Elf domain, the Archer-Cleric actually is better than a fighter. Probably not better than Order of the Bow dude, but much better than straight fighter. Though only at high levels.

You'll get double the advantage from Greater Magic Weapon, since you'll enchant both bow and arrows. With divine favor, thats +15 points of damage per arrow. Also bracers of archery help wonder. That's about 1d8 + 22 points of damage per arrow. (+5 arrow, +5 bow, +5 divine favor, +4 strength, +2 bracers, +1 points blank shot)

Someone mentioned the Greater Dispelling.. a good point. But at high levels any opponent dispelling the single cleric wastes his round instead of doing something potentially deadly to the whole group. Horrid Wilting at the group, or dispel the cleric who can still carry on ass a healer for the group, or blast with flame strikes? As a DM it's not that easy.

I might as well ask who'd win the duel if you cast finger of death on both? Clerics have death wards...
 

Hammerhead said:


Finally, clerics that use buffs to out do fighters are pretty tough. However, the same spells applied to the fighter turn him into a Killing Machine. Casting buffs on the fighter helps him more than it helps the cleric, since his base attack is higher so he has more attacks and can better use power attack - and he can use his feats to apply those bonuses against lots of enemies at once. If the cleric buffs the fighter with the biggest spells, then he gets alot better

Good points, all in all. But which is better, an uberbuffed fighter and a zero-buffed cleric, or normal fighter and uberbuffed cleric? In first case the fighter packs all the ooomph, while in case 2 both are quite good. Don't put all the eggs in the same basket.

A single hold person could negate all the boosts, if cast on the fighter.

Maybe I'm a bit overhyped by clerics, but they're good on the offense, and excellent on the defense. Hard to kill.
 

Numion said:

Someone mentioned the Greater Dispelling.. a good point. But at high levels any opponent dispelling the single cleric wastes his round instead of doing something potentially deadly to the whole group. Horrid Wilting at the group, or dispel the cleric who can still carry on ass a healer for the group, or blast with flame strikes? As a DM it's not that easy.

Against a normal party the NPC will usually just hit them with an offensive spell. Against a party with 3 or 4 identifiable spellcasters who probably had time to prep the NPC should definitely hit them with the Greater Dispel. That will be spectacularly efficient against all those GMW and MV spells the party has up. One area dispel potentially knocks down 10-15 buff spells in a single action.

You are probably correct that the added defense will be more helpful in the long run than the lost offense. Players don't seem swayed by that logic and tend to avoid cleric characters. Remember all those cleric threads on why no one plays clerics?

In one such thread someone mentioned playing in a party consisting of something like (IIRC) cleric, cleric-fighter, cleric-rogue, rogue-cleric, rogue. It was a dungeon crawling machine. So many healers made it unlikely anyone would get knocked down. Most threats withered under tumbling sneak attack team tactics. Undead and traps were never a problem.
 
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