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Can druids be effective without Wildshape specialisation?
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<blockquote data-quote="Ridley's Cohort" data-source="post: 2652942" data-attributes="member: 545"><p>Stuck indoors, I would rate them the 4th best blaster types behind the Wizard, Sorceror, and even the Cleric if we think of "blasting" as something other than merely HPs damage. 6th best once we crack open the XPH.</p><p></p><p>A lot of the stronger and more interesting Druid spells are only notably efficient if you have room to work. Spike Growth, for example, requires both plenty of room and plants in situ. Spike Stones are very nice in dungeons <em>if</em> you are in a largish space, otherwise it is on the weak side for a 4th level spell. Ditto Entangle, Sleet Storm, and (to some degree) Wall of Thorns.</p><p></p><p>They are mediocre at melee because of poor ACs.</p><p></p><p>They do make strong summoners <em>if</em> you have the meatshields to protect you. The Animal Companion helps here. This is a viable theme to work on.</p><p></p><p>Anoter option is to pick up a single level of Beastmaster (and Natural Bond -- if your DM gives you a generous ruling here) to build the Super Animal Companion. I have my doubts this will work at higher levels but it could be fun through the middle levels. Holding your AC back for 1 round for a Summoning then sending the beasties into the fray with Animal Growth will work well in some combats.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 2652942, member: 545"] Stuck indoors, I would rate them the 4th best blaster types behind the Wizard, Sorceror, and even the Cleric if we think of "blasting" as something other than merely HPs damage. 6th best once we crack open the XPH. A lot of the stronger and more interesting Druid spells are only notably efficient if you have room to work. Spike Growth, for example, requires both plenty of room and plants in situ. Spike Stones are very nice in dungeons [i]if[/i] you are in a largish space, otherwise it is on the weak side for a 4th level spell. Ditto Entangle, Sleet Storm, and (to some degree) Wall of Thorns. They are mediocre at melee because of poor ACs. They do make strong summoners [i]if[/i] you have the meatshields to protect you. The Animal Companion helps here. This is a viable theme to work on. Anoter option is to pick up a single level of Beastmaster (and Natural Bond -- if your DM gives you a generous ruling here) to build the Super Animal Companion. I have my doubts this will work at higher levels but it could be fun through the middle levels. Holding your AC back for 1 round for a Summoning then sending the beasties into the fray with Animal Growth will work well in some combats. [/QUOTE]
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