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Cleric and Druid : better than wizard?
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<blockquote data-quote="Kerrick" data-source="post: 4354002" data-attributes="member: 4722"><p>Clerics vs. wizards: they're about on par, power-wise. Clerics have the higher HD, armor, and better AB as you've noted; their spell selection isn't as versatile as a wizard's, but with the other goodies, they don't need it - they can self-buff and wade into melee. Wizards can toss out the largest damage spells in the game; if you pit a wizard vs. a cleric in a spell duel, the wizard will most likely win 80% of the time, all things being equal. </p><p></p><p>Druids: Natural Spell is a HUGE benefit to most druids, and a horribly broken feat. Here's what I've done for druids...</p><p></p><p>First: Got rid of Natural Spell. </p><p></p><p>Second: Wiped the ability list clean and started over. They keep the companion, wild empathy, one with nature (combined trackless step and woodland stride, but the latter only works in favored terrain), resist nature's lure, and venom immunity (poisons from Animals, Plants, or Vermin only). </p><p></p><p>They gain: favored terrain (just bonuses to Knowledge/Survival checks, and a minor bonus that's always active), and mastery abilities. There are four masteries: Animals, Plants, Elements, and Weather; each gains four different abilities. Wild shape (animal) is strictly for Beastlords; likewise, wild shape (plant) and (elemental) have been split off into different masteries. This, in conjunction with the changes to wildshape I noted above, serve to make the druid much more balanced while still keeping it interesting and versatile.</p><p></p><p>Their class ability list has holes in it, but it's still got enough goodies that a player will want to keep going to 20th level (that's also a goal of mine in redoing the classes).</p><p></p><p>High-level druids have some really nasty spells, BTW - fire storm, elemental swarm, earthquake, storm of vengeance... a 20th-level druid could easily give a wizard or cleric of equal level a run for his money in a duel.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4354002, member: 4722"] Clerics vs. wizards: they're about on par, power-wise. Clerics have the higher HD, armor, and better AB as you've noted; their spell selection isn't as versatile as a wizard's, but with the other goodies, they don't need it - they can self-buff and wade into melee. Wizards can toss out the largest damage spells in the game; if you pit a wizard vs. a cleric in a spell duel, the wizard will most likely win 80% of the time, all things being equal. Druids: Natural Spell is a HUGE benefit to most druids, and a horribly broken feat. Here's what I've done for druids... First: Got rid of Natural Spell. Second: Wiped the ability list clean and started over. They keep the companion, wild empathy, one with nature (combined trackless step and woodland stride, but the latter only works in favored terrain), resist nature's lure, and venom immunity (poisons from Animals, Plants, or Vermin only). They gain: favored terrain (just bonuses to Knowledge/Survival checks, and a minor bonus that's always active), and mastery abilities. There are four masteries: Animals, Plants, Elements, and Weather; each gains four different abilities. Wild shape (animal) is strictly for Beastlords; likewise, wild shape (plant) and (elemental) have been split off into different masteries. This, in conjunction with the changes to wildshape I noted above, serve to make the druid much more balanced while still keeping it interesting and versatile. Their class ability list has holes in it, but it's still got enough goodies that a player will want to keep going to 20th level (that's also a goal of mine in redoing the classes). High-level druids have some really nasty spells, BTW - fire storm, elemental swarm, earthquake, storm of vengeance... a 20th-level druid could easily give a wizard or cleric of equal level a run for his money in a duel. [/QUOTE]
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Cleric and Druid : better than wizard?
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