Numion
First Post
Kamikaze Midget said:
As for whether a buffed cleric is a clearly superior fighter to a fighter of the same level, I am still very doubtfull. Also, those buffs mean the cleric doesn't really have any other powers left to use, if they buff themselves....it's also temporary, whereas a fighters' powers are permanent....I may be swayed with some numbers, but even if it turns out the buffed Cleric is 'better,' I'd say that it doesn't prove much, what with the temporariness, and the cleric having to basically use all their class powers to get there (and then not having healing or damage-dealing left).
Well, the fighter has used all his class-powers to get there too, why shouldn't the cleric? Kidding aside, the cleric doesn't have to use all his powers to buffing; after all he has more spell slots than a wizard of equal level. Most of the important buffs last 1 hour / level or 10 min / level. That's enough for a single foray into a dungeon or whatnot. The cleric really doesn't need to use slots for healing, since a single CLW wand can cure around 275 points of damage on the average. All I'm saying that if the cleric doesn't surpass fighter of equal level in ass-kicking, he's at least damn close. That and full clerical casting means power.

To compensate for not being able to kill things with magic, they're at least somewhat competent in melee.
Some clerical death spells are better than wizards. I'm sure any wizard would want fire storm or destruction in their arsenal. Blade barrier is also quite useful.
Otherwise, as far as I can see, a cleric excels in the things it's supposed to excel at (like calling servants of the gods, power over life and death, making the party stronger, and in using his god for advice), and remains competent in martial skills to boot, simply because their powers are all very limited and/or unglorious.
It looks good on paper, but in play, you have a buffer/healer who isn't a burden to the party. You can have a cleric devoted to ass-kicking, but their spells are going to pale before the Wizard's, they're going to be less skilled at what they're usually depended on for, and the only thing they get to compensate is that at least they don't die with a strong breeze like most Wizards.
It looks good on paper, but in play it absolutely, positively kicks ass. They can be played just like you described: healing and helping the party. My players found that type of play boring. So they made clerics into sort of holy warriors, and it worked well. Protective magics make them very hard to kill, and buffs make the strong in the melee. There's room left for utility (spells), so that they won't feel useless in non-combat environment. (Actually, with their strong clerical spells they seem to sometimes dominate even in city environments.)