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[3.5] How could a druid "almost replace a sorcerer?"


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Re: Re: Re: [3.5] How could a druid "almost replace a sorcerer?"

DM_Matt said:


Its called Empower Spell :)

Although it does of course make it a sixth-level spell, but its nifty for a high-level druid.
There's no reason whatsoever to empower ice storm when flame strike is the same level. At 7th level you're talking 7d6 reflex for half vs. 5d6 no save. Which makes ice storm worthwhile if you expect saves to be made.

7.5d6(no save) vs 16.5d6 (reflex for half)? No contest, and that's at the minimum caster level needed for a 6th level spell... people may point out evasion, but when you're up against something with evasion you're much better off wildshaping into the biggest bear you can, using natural spell to Animal Growth yourself one size larger still and going for the grapple. Having a held charge on a poison spell beforehand is just a bonus, but a good one.

EDIT: Oops... Flame Strike maxes at 15d6. :eek: Now there's some firepower.

EDIT, AGAIN: I thought that looked fishy... druidic Flame Strike breaks the arcane damage limits for 4th level spells (10d6), and blows the divine limits so far out of the water you can't even see them (both 4th and 5th level divine are 10d6). AND it has that entire "half divine power" thing going for it, which should likely put it at the higher end of 15d6 steps (7th level divine), though that's debatable. Who cares what they got in 3eR, druid fire-power already rocked with just that one spell and empower. Why didn't anyone ever play a dedicated druid in my games? I'm plesently suprised....
 
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Just a quick question as to why people think the druid was a weak fighter?? Fair enough they weren't up there with warriors for dealing the damage personally but that's not their job they tend to have a F***ing huge pet with twice as many hit dice and deals a lot of damage! They cant pass through damage reduction you all shout so I just cast magic fang on them giving their nat weopons a bonus. Then while this huge pet is chowing down on the meany you blast it with some of your spells or just heal your pet.
I've played 2 Druids in 3.0 and in both cases the pet could have wiped the group out. The 1st was a 3rd level char with a 6 hit die worg, and the 2nd was a 17hd half celestial, awakened dire lion.
 

Technically, Grishak, the 3e hd limit for the companion(s) was 1HD/level while adventuring. Also, the half-celestial template in any game I've played would be ruled as making it a magical beast, so it couldn't be a companion. I'm expecting at least part of that to have changed.

So here's my big question on druid spells: can call lightning be cast indoors now? Longest drought in Greyhawk occurred once my druid could cast 3rd level spells. :rolleyes:
 

Re: Re: Re: Re: [3.5] How could a druid "almost replace a sorcerer?"

Destil said:

EDIT, AGAIN: I thought that looked fishy... druidic Flame Strike breaks the arcane damage limits for 4th level spells (10d6), and blows the divine limits so far out of the water you can't even see them (both 4th and 5th level divine are 10d6). AND it has that entire "half divine power" thing going for it, which should likely put it at the higher end of 15d6 steps (7th level divine), though that's debatable. Who cares what they got in 3eR, druid fire-power already rocked with just that one spell and empower. Why didn't anyone ever play a dedicated druid in my games? I'm plesently suprised....

Fishy indeed, with my Cleric I've found that Flame Strike is an excellent even for a 5th level spell. Druids get it as 4th level .. oh yeah, baby!
 

I think druids can hold there own or at least be able to make a respectable combat withdrawal against sorcerers of wizards of the same level. It of course depends on spell selection, but at the middle levels at least (5th-10th), I've seen a (dwarven) druid act as the party's cleric and wizard/sorcerer after our party was whittled down due to player loss to the druid, a ranger/rogue, and a straight rogue. Druids come close to picking up the slack in the "normal iconic roles" better than even bards or monks.

The only roles a druid can't do is open lock/search for traps or tank it all by himself (at least not all the time). I guess this is all fairly obvious.....heh.....still it bears repeating. I gotta defend my second favorite class :)

Also, if anyone wants to see the fury of a lone high level druid, check out Sepulchrave's story hours. Nwm rocks beyond all belief.

C.I.D.
 
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Druids are wickedly powerful in 3.0 in my mind. In the campaign I'm in up here there is a druid in the party and she doesn't I think sit around and concieve of the best tactics but still manages to dominate combat with her tiger companion and summoned dire apes. Once she wanders into flame strike it'll just get that much more nasty. As it is my like monk/psionic warrior is just a meat shield who is feeling very ineffectual. I have to say that I think druids rocks, and it looks like 3.5 are even better. I don't think this is a bad thing either, as besides the DM here who loves them, and this girl playing one, I haven't seen too many people actually play them for whatever reason.

Tellerve
 

Cyronax said:


Also, if anyone wants to see the fury of a lone high level druid, check out Sepulchrave's story hours. Nwm rocks beyond all belief.

C.I.D.

I was going to suggest this myself - literally army destroying stuff, Nwm is a druid with real attitude.
 

LordAO said:
I don't understand why anyone should "replace" a Sorcerer or Wizard. That's stupid. If Druids are just as good as they are, then how can they justify all of the disadvanatages Wizards and Sorcerers have?

Noone, and definitely not Andy C., said they 'should' replace a sorcerer or wizard.

It was more of a "could almost" (note the 'almost' part).

Basically, its just saying that the druid is a more potent spellcaster now.

Skaros
 

Hardhead said:


You're right, I *did* forget it. :(

Flame Strike *is* a really good spell, even with a small 10' radius.



I prefer the 10' radius, you're rarely facing armies so a more controlled area of effect is a much better choice than the sloppy 20' radius you get with fireball, and it breaks the damage caps hugely which makes it the best empowereable evocation spell.(though now without stackable empower its less beefy)

Oh yeah and speaking of controlled areas firestom is amazing 20d6 damage cap, and a shapeable very large area.

The thing is it may be cooler to have 20 different evocations but you really only need 1 or two every other level.
 

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