Cleric/Druid Question

moritheil said:
Hmm, are you one of those people that rules that multiple similar items don't stack even if they are different items? Such as two orange ioun stones?
You are correct... I wouldn't allow two of the exact same Ioun Stone to stack with itself... so spend that extra 30,000gp on something else.


moritheil said:
That's what divinations are for. And the karma bead lasts for 10 minutes, doesn't it? Maybe your first fight in enemy territory doesn't benefit from it, but you can nuke the hapless enemies in the second fight who were drawn by the ruckus of the first fight.

Even without the karma bead, you still have more than a +6 to CL, and by your own admission that is enough to end most fights in one round.

Even if you don't feel that this tactic is essentially foolproof (and it isn't, if your BBEGs are clever enough), do you agree that we are discussing something on a level of power that is fundamentally different from merely having persistent divine power up all day? The divine persistent metamagic user just gets better at combat. The DSP user flat-out wins instantly.
... heh... this is becoming a 'my cleric can beat up your cleric' debate... my cleric was immune to blasphemy via greater spell immunity (amonst other spells). And I was divine hasted and divine powered all day. If we had met each other by suprize... you'd have wasted two rounds activating the karma bead and uselessly casting blasphemy... to my two rounds of hasted full attacking. ;)


I agree Divine [anything] is VERY powerful... but both of these are so way over the edge that trying to say which is more powerful is a little futile... though fun...

Before the polymorph errata... my cleric was walking around as an Astral Deva... then an Planetar all day... now thoes REALLY helped in combat.

Mike
 

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mikebr99 said:
You are correct... I wouldn't allow two of the exact same Ioun Stone to stack with itself... so spend that extra 30,000gp on something else.

Okay, then I can see how you wouldn't agree to the DSP proposition either. Let's just say that we differ in our rules interpretations.

... heh... this is becoming a 'my cleric can beat up your cleric' debate... my cleric was immune to blasphemy via greater spell immunity (amonst other spells). And I was divine hasted and divine powered all day. If we had met each other by suprize... you'd have wasted two rounds activating the karma bead and uselessly casting blasphemy... to my two rounds of hasted full attacking. ;)

Okay, if you want to talk about situations where the ability doesn't work, I'm sure there are some situations where the DMM:P won't serve you well either. I said above that there are situations where DSP: holy word and its derivative uses are not going to help. That's certainly one of them. (Though I might point out that if the cleric is taken by surprise - which isn't supposed to happen - he can just word of recall out and deal with you later. Almost any caster can escape. That's why instantly winning, rather than relying on death through hit point loss, is crucial at higher levels.)

My point is just that it is conceptually one thing to say, "I am mighty and have really awesome numbers for melee combat. You can fight me but you won't win," and another to say, "My enemies do not tend to survive long enough for any of their stats to matter." Conceptually, I happen to think that the latter scenario is more broken.
 

moritheil said:
My point is just that it is conceptually one thing to say, "I am mighty and have really awesome numbers for melee combat. You can fight me but you won't win," and another to say, "My enemies do not tend to survive long enough for any of their stats to matter." Conceptually, I happen to think that the latter scenario is more broken.

I don't really disagree with you... I just don't completely agree either. I've personally played the divine meta persistent monster... and I haven't even seen one of my players try the DSP one. but I can see your point.

thanks...

Mike
 

moritheil said:
Look very closely at the rules text. DSP RAW* is a free action, and there is no limit to the number of attempts in one turn.
I just love people arguing using RAW to support obviously ludicrous interpretations. :)
Ever noticed how RAW don't even state how many free actions are allowed in a single round?
Here's the part from the SRD
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.
It doesn't say anywhere that you can take an unlimited number of free actions in a round. It does mention 'reasonable limits', though. Could this actually mean that RAW expects a DM to apply reason rather than short-circuiting her brain when judging what's possible and what isn't? No, can't be...
 

Angerland said:
I have seen many folks talking of CoDzilla's on the boards (here and Wotc). Since I am by no means a regular power gamer, I was wondering what does it take to power up a Cleric or a druid to truly powerful status?

If there are already links out please show me so I don't bog down with a thread that may have been asked and answered 1,000,000 times before.

I would like to see both as I want to play one of these classes in an upcoming campaign. By nature I love a good solid melee type but I have played wizards and rogues in the past as well.

Going back to the OP's question...

Both classes are very potent, even in a core only environment.

Strong HP: D8s are almost as good as it gets.

Ability Scores: Druids need only strong Wisdom and Con. Clerics have bigger problems with MAD, but they aren't impossible; 14 STR, 12 DEX, 14 CON, 8 INT, 15 WIS, 8 CHA will get you a viable cleric with 24 points.

Saving Throws: Fort and Will save are the two most important saves, and these classes have them both.

BAB: 3/4 BAB is fairly strong. Once Divine Power comes in, BAB is equal to a fighter's. Plus both classes have plenty of buffs to get their attack bonus up, and druids can easily wildshape for multiple attacks.

Very Tactically Versatile: Clerics or Druids can memorize the best spells for the situation each day. Moreover, druids can wildshape into something optimal for the situation (Scouting? How about an eagle? Combat -- try an ape) or use summon nature's ally to whip up a useful ally (flying/energy damage/immunities/etc). For example, a Druid can convert a Summon Nature's Ally IV spell into a Unicorn, which has plenty of healing and protection from evil 10' radius.

Multiple Roles: A cleric or druid can easily fill multiple roles. With proper domain selection, a cleric can easily double as a warrior (Strength for Enlarge person, Elf for Archery feats, etc), the face (trickery for bluff), the utility mage (Magic domain), the flashy evoker (Fire) or the trapfinder (Rogue 1/Cloistered Cleric X, Kobold Domain). A Druid can fill multiple roles due to their versatile spell list and wildshaping options.

Good class options: Clerics can select between the Cleric and Cloistered Cleric variant. Traditionally Clerics are beefier and sturdy; Cloistered Clerics are skill monkeys with useful wizard-like utility spells. Druids are a cross between the two, balancing lighter armor choices with a better skill set.

They gain disproportionately in power as more books are added.

Spells: As Divine Casters, they know all spells; so if you add a book of spells, they know all of them! A wizard likely would not learn all of the new spells in a new splatbook and thus would not have them available. Adding new domains adds yet more spells to their list.

Feats: As quite melee-capable characters, Clerics/Druids can get mileage out of combat feats, although ones with longer feat chains are harder to work in. Clerics have exclusive access to Divine Feats and Divine Metamagic, which are very potent.

Monsters: More monsters just means more animals to wildshape into, more critters to Summon with Summon Monster, or more things to Polymorph into (via appropriate domains).

PrCs: Some PrCs are quite useful for divine casters. Radiant Servant of Pelor or Church Inquisitor, for example.

Given all of these strengths, you can see how a cleric or druid can fill nearly any party role. They can be a perfectly good trap-smith, face, warrior, or blaster. Oftentimes they can change what role they fill just by selecting proper spells/wildshape forms.
 

Jhaelen said:
I just love people arguing using RAW to support obviously ludicrous interpretations. :)
Ever noticed how RAW don't even state how many free actions are allowed in a single round?
Here's the part from the SRDIt doesn't say anywhere that you can take an unlimited number of free actions in a round. It does mention 'reasonable limits', though. Could this actually mean that RAW expects a DM to apply reason rather than short-circuiting her brain when judging what's possible and what isn't? No, can't be...

I am aware of the limitation, but nothing I stated requires you to ignore that limitation. Would you disallow 2-3 free actions in a round? It takes two free actions to drop knives held in both hands, for example. And at no part in the preceding discussion did I suggest more than 2-3 uses of DSP in one round.

I just love it when people call people's interpretations ludicrous after the posters have moved on from a thread and are unlikely to pop in to clarify things. ;)
 

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