Which class do you think is the strongest all around?

Which character class is the all around strongest (combat and otherwise)?

  • Barbarian

    Votes: 5 2.7%
  • Bard

    Votes: 5 2.7%
  • Cleric

    Votes: 100 53.2%
  • Druid

    Votes: 17 9.0%
  • Fighter

    Votes: 14 7.4%
  • Monk

    Votes: 8 4.3%
  • Paladin

    Votes: 7 3.7%
  • Psion

    Votes: 2 1.1%
  • Psychic Warrior

    Votes: 2 1.1%
  • Ranger

    Votes: 1 0.5%
  • Rogue

    Votes: 8 4.3%
  • Sorcerer

    Votes: 2 1.1%
  • Soul Knife

    Votes: 0 0.0%
  • Wilder

    Votes: 1 0.5%
  • Wizard

    Votes: 16 8.5%

  • Poll closed .

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Druids edge clerics out slightly, I think, due to the greater range of their spells and the versatility of wildshape. They heal less well than clerics, but they can heal, and they nuke much better. Spontaneous summon nature's ally is extremely powerful - I don't know what the designers were thinking with that one. Clerics & druids both edge out arcane spellcasters for versatility, though, since they each gain their entire spell lists every level.

The top three most powerful classes are

1. Druid (most versatile class in the game)
2. Cleric
3. Sorcerer/wizard
 

Cleric.

Hands down.

Good combat ability, can cast magic, decent skills, can use heavy armour, can heal like a madman. Front rank, support, magic, skills -- no other class has that much versitility.

Besides, you don't even need to follow a god to be a cleric... ;)
 

Voted druid, but know full-well that Cleric is up there too.
The only reason I feel druid is better than cleric is becuase when a cleric puts on his/her fighting buffs and armor, they are slightly above average basic fighter. Their one trick is to walk up to enemies (slowly walk up to them with medium and hvy armor on) and swing their weapon. Albeit, they do that well. But take the druid, whom is wildshaping into an animal whom flys, moves very fast, has natural armor, etc. still cast spells, has an aninal companion to aid in the attacking (...free flanking) and can summon more compaions to trip (wolf, cheetah), grapple (brown bear, polar bear, corcodile, hyena, lion, constrictor, tiger, t-rex), rake (lion, tiger), trample (rhino), swallow whole (t-rex).
 
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I voted druid. While they're slightly less powerfull that clerics overall, they're much more versatile. They aren't as good at healing, but have better attack spells. With wild shape, they are also the most flexible in terms of mobility and stealth. They also have enough skill points to be flexible, and have diplomacy, listen, and spot, which are among the most consistently useful skills in the game.
 


The Cleric is the "strongest" character, but the Druid is very close, as are the Wizard and the Ranger.

Cleric shares the best non-Fighter-type BAB and Hit Dice progression with several other classes. Clerics also share the 2nd best Save progression (2 good and 1 bad) with 3 other classes. Only the Druid, Monk, and Ranger have as good or better combination of BAB, HD, and Saves.

Clerics have a bit of disadvantage with weaponry, although the preferred weapon can help overcome that a bit. Plus, the armor pop they get is even with (or better than) some of the fighter-types. At this point, NO OTHER CLASS can say they have a more favorable combination of the traits discussed so far: BAB, HD, Saves, weapons, and armor.

Clerics are strictly average with feats, but only the Fighter, Monk, Ranger and Wizard can claim more (either actual feats or virtual feats). Clerics are also among the dregs of skill points. Here, the Monk and the Ranger begin to gain back some of the ground they lost.

Clerics do not fare so well with special abilities (EXCLUDING spells), as they only get the Turn / Rebuke undead ability. 6 of the base classes get a larger, more "powerful" ability set, including both the Monk and the Ranger. However, it is important to note at this point the limited environment of the Ranger. Many of his pops occur in specific environments and/or against particular opponents. Since those are campaign specific, the usefullness of these abilities may vary. To a lesser extent, the same is true of the Monk. Much of what the Monk does is close-combat related. Obviously, combat is likely to play a significant role in most campaigns, adventures involving few humanoid opponents will lessen the effectiveness of the Monk's ability. Certainly, the Cleric's undead power is limited in scope, but this just serves to prove that Special Abilities may not always be a sure sign of "power" in all instances.

Lastly, we turn to spells. Wizards have a larger selection of spells, but a Cleric will have access to more spells at a given instance because they have few limitations on the spells available to be memorized. The spellbook tips the balance of spells favorable for the Cleric. Further, Divine spells are not effected by armor as Arcane spells are. Frankly, spells cast behind an AC of 16 or 20 are better than spells cast behind an AC of 13.

Druids and Rangers can be more effective in a limited environment, and in some campaigns they would be the most powerfull classes. But, if we strip away magic items, campaing considerations, outrageous ability scores, racial bumps, etc. and just look at the core classes, the Cleric wins due to the combination of shear bump and versatility.
 



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