Druid in PHB II

Felon said:
Yes, but you currently receive much better bonuses from wildshaping.
Indeed. I was playing a shapeshifter druid until tonight, when I got a little too close to a battle in avian form, thinking I could switch forms once I landed and wade into melee.

Before I could put that plan into action, I was stunned by a Vrock's screech, and went plummeting into the midst of some lesser demons.

In my normal form, my stunned AC would have been 21. In avian form it was 10. Needless to say, it was the last mistake that druid ever made.
 

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Space Coyote said:
Overpowered? Really? :confused: I keep using houserules to give Druids more "oomf" because my players wont play one.
Yep, really. With a few feats, the druid is a tank in and out of melee. They can choose great feats, get great spells, and pack a big punch in melee with wildshape. With the feat that allows spellcasting in wildshape, you can have your cake and eat it too.

Tops the list with a Cleric with the Travel and Magic domains, VoP Monk, and a Rogue with levels in Hoard Stealer PrC ;)
 

I assume we are talking about the revised shapeshift/polymorph/wildshape rules (Issued around July 2006 I think) in comparison to the PHB2 druid variant?

In other words: WS only gains movement forms, physical stats (but no hitpoints change), size and special attacks. No special qualities, no feats and you retain your type. (Elemental forms do get more abilities and feats, at least they used to.)

I also assume we follow the rules about duid form familiarity? So no dino's if you come from the high forest (at least initially). I also assume that most of us ban legendary animals as viable forms (they are not even a species by themselves, more like <specific> super awakended ex-animal companions, none might exist in any given campaign world).

In light of all that. Are standard druids still that overpowered? Are the PHB2 druid variants really lagging behind (much)?
 
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I don't really think the shapeshift variant is neccessarily weaker than the revised wildshape we see now. Less versatile perhaps but about on par power-wise. With that being said, shapeshift is a heck of alot easier to use and keep track of in game-play. So I simply switched out WS for SS for all druids, with some small modifications: Ability is gained at 3rd level, std-move-swift action progression, added 3 more forms for added choice and flexibility, and a few new shapeshift feats. Kept Animal Companion but allow this to be switched out for a feat at 1st and 10th level instead.

I thought the Shapeshift variant was such a good idea for game-play that it inspired me to make summon monster and summon nature's ally variants along the same lines. I'm loving the simplicity of it, beautiful.
 

MarkB said:
Druids have:
  • Spellcasting power equivalent to a Cleric, and comparable to a Wizard
  • Wildshape ability that makes them comparable to dedicated fighters in combat, and grants them massive versatility
  • An animal companion which grows to become an excellent melee combatant itself
  • Spontaneous summoning that allows them to bring in other powerful allies when needed
  • Sundry other class features that are very handy (compare their list of class features to the cleric's)
Plus they don't spontaneously heal, so they get to use all those spells, and the Druid spell list is very nice these days.

The druid's various terrain-controlling spells merit a bullet point all their own. Entangle, plant growth, spike growth, spike stones, etc. These are all major show-stoppers for anyone who has to travel by foot, and the latter two, with their insane area of effect (one 20-ft. square/level) and no-save damage can make an arcane spell's damage look like a limp turd.
 

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