Posted January 17, 2017
Title says it all. I can't think of any class with more flexibility to excel at whatever it's needed to.
For reference, my current character build (end result) is 29 cleric/1 wizard/10 arcane archer.
A cleric by itself (40 cleric, no multi/prestige classing) is already surprisingly good at nuking if you pick your domains well. Take Magic domain for Ice Storm (18d6 damage at level 40 with no save allowed), mage armor, and stoneskin. Take Trickery domain for improved invisibility. Drop your wizard off at the nearest job board because you have no use for him anymore. The only disadvantage with this build is that you can't really nuke until you get the light damage hammer stun at level 7, although if you're willing to give up either improved invisibility or ice storm, you could swap a domain out for Air, pick up your phone, and Call Lightning at level 5. (Meanwhile, that wizard you dropped off at the job board found an interview at a temple). At level 11 you get heal (to full health); the healing (and nuking) options just keep improving after that.
Want a melee cleric? You can have that. Pick a race with favored class fighter or any, main class cleric, then take just enough levels in fighter to grab whatever free traits you need. Martial weapon proficiency is an added bonus. Take 4 levels of fighter by level 20 and you get 4 attacks per round. Of course you will never be as good at melee DPSing as a weapon master or a flanking rogue; then again you might be if you're fighting sneak-immune or critical-immune enemies (a third of the game).
Clerics can also excel at ranged combat (also surprisingly). See also: my current build. Important: grab the 10 levels of arcane archer by level 20 to get 4 attacks per round. This build hits like a truck at any range, packs more AoE damage than a jet fighter, and heals more than Dr. Zed from Borderlands. Plus you can always switch to a melee weapon + shield if you have to tank.
The only role where clerics aren't quite able to keep up: stealth/rogue. Even then, clerics get find traps (which also disables the traps). Who needs to open locks when you can open entire objects with a warhammer? And while it might sound unorthodox, you could always multiclass cleric/rogue for sneak attacks.
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So... are clerics overpowered, or am I just wearing rose-tinted glasses?
For reference, my current character build (end result) is 29 cleric/1 wizard/10 arcane archer.
A cleric by itself (40 cleric, no multi/prestige classing) is already surprisingly good at nuking if you pick your domains well. Take Magic domain for Ice Storm (18d6 damage at level 40 with no save allowed), mage armor, and stoneskin. Take Trickery domain for improved invisibility. Drop your wizard off at the nearest job board because you have no use for him anymore. The only disadvantage with this build is that you can't really nuke until you get the light damage hammer stun at level 7, although if you're willing to give up either improved invisibility or ice storm, you could swap a domain out for Air, pick up your phone, and Call Lightning at level 5. (Meanwhile, that wizard you dropped off at the job board found an interview at a temple). At level 11 you get heal (to full health); the healing (and nuking) options just keep improving after that.
Want a melee cleric? You can have that. Pick a race with favored class fighter or any, main class cleric, then take just enough levels in fighter to grab whatever free traits you need. Martial weapon proficiency is an added bonus. Take 4 levels of fighter by level 20 and you get 4 attacks per round. Of course you will never be as good at melee DPSing as a weapon master or a flanking rogue; then again you might be if you're fighting sneak-immune or critical-immune enemies (a third of the game).
Clerics can also excel at ranged combat (also surprisingly). See also: my current build. Important: grab the 10 levels of arcane archer by level 20 to get 4 attacks per round. This build hits like a truck at any range, packs more AoE damage than a jet fighter, and heals more than Dr. Zed from Borderlands. Plus you can always switch to a melee weapon + shield if you have to tank.
The only role where clerics aren't quite able to keep up: stealth/rogue. Even then, clerics get find traps (which also disables the traps). Who needs to open locks when you can open entire objects with a warhammer? And while it might sound unorthodox, you could always multiclass cleric/rogue for sneak attacks.
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So... are clerics overpowered, or am I just wearing rose-tinted glasses?