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<blockquote data-quote="DevoutlyApathetic" data-source="post: 1835765" data-attributes="member: 1093"><p>Spell list; again huge holes for a primary caster. We can table that issue for the moment though.</p><p></p><p>The three attacks comment is in relation to being a great melee guy. With less attacks, no two handed PA, and 17 different places to spend feats you aren't any where as well rounded as the fighter. You can beat people up, mostly the thugs the fighter simply hasn't bothered with yet...or the mage. (Mages taste yummy.)</p><p></p><p>Generally the more attacks the animal has the lower the base damage compared to other forms of similiar level. I may just have this fascination with DR but it's hurt me many a time.</p><p></p><p></p><p></p><p>Yea, they've (WotC) repeated said this is a bad idea and I agree. IIRC apes don't have very human like hands. The proportions are wrong and they lacks some of the fine motor control. Chimps are the closest but nobody seems interested in turning into them...</p><p></p><p></p><p></p><p>No agrument.</p><p></p><p></p><p></p><p>The clasp is really only supposed to work on neckware I believe. So not on the armor. Wild is a +3 so it's at least 20k for that armor....plus a feat. The feat hurts a lot. Dragonhide is still remarkable good and way too cheap as well.</p><p></p><p></p><p></p><p>The only animal eligible to start 'trained for war' is the riding dog. I think the whole concept of 'trained for war' granting three feats is ridiculous. I don't much care since it's only the riding dog but I wouldn't allow that as a DM. If you dump three of the animal companions feats into armor they become slightly less vulnerable but still just big dumb brutes, which fair poorly in high level play.</p><p></p><p></p><p></p><p>Iffy as a bit too good. It's less stupid now and is two levels higher than DF, but it lasts longer. I'd rather GMF plenty of animals than favor them since the GMF lasts longer.</p><p></p><p></p><p></p><p>I don't think the wildling clasp works on armor, it does the rest though. The neckslot I'd throw in just for sanity's sake. Variable casting attributes hurt my head.</p><p></p><p></p><p></p><p>I like talking, I like magic items and I haven't picked up dragonhide wild armor yet. Plus lizardfolk gives me nat armor and attacks.</p><p></p><p></p><p></p><p>I do tend to fight smaller numbers of tough guys. Freak encounters with will saves are also bad...very bad.</p><p></p><p></p><p></p><p>A good party can work around this some, it's still hard to find space for a huge elemental to pound something from.</p><p></p><p></p><p></p><p>They are definately the class I do not want to get into a fight with when they know the fight is coming. What a druid could do in his lair is horrible, a thing of nightmares. A big issue is that some of the problems a druid faces don't matter against PC's.....just bad.</p><p></p><p></p><p></p><p>Fear aura, huge DR, huge SR, immunity to fire. Summons run, you can't hurt it, can't cast spells on it, can't burn it with SR ignoring spells.</p><p></p><p>I really don't know.</p></blockquote><p></p>
[QUOTE="DevoutlyApathetic, post: 1835765, member: 1093"] Spell list; again huge holes for a primary caster. We can table that issue for the moment though. The three attacks comment is in relation to being a great melee guy. With less attacks, no two handed PA, and 17 different places to spend feats you aren't any where as well rounded as the fighter. You can beat people up, mostly the thugs the fighter simply hasn't bothered with yet...or the mage. (Mages taste yummy.) Generally the more attacks the animal has the lower the base damage compared to other forms of similiar level. I may just have this fascination with DR but it's hurt me many a time. Yea, they've (WotC) repeated said this is a bad idea and I agree. IIRC apes don't have very human like hands. The proportions are wrong and they lacks some of the fine motor control. Chimps are the closest but nobody seems interested in turning into them... No agrument. The clasp is really only supposed to work on neckware I believe. So not on the armor. Wild is a +3 so it's at least 20k for that armor....plus a feat. The feat hurts a lot. Dragonhide is still remarkable good and way too cheap as well. The only animal eligible to start 'trained for war' is the riding dog. I think the whole concept of 'trained for war' granting three feats is ridiculous. I don't much care since it's only the riding dog but I wouldn't allow that as a DM. If you dump three of the animal companions feats into armor they become slightly less vulnerable but still just big dumb brutes, which fair poorly in high level play. Iffy as a bit too good. It's less stupid now and is two levels higher than DF, but it lasts longer. I'd rather GMF plenty of animals than favor them since the GMF lasts longer. I don't think the wildling clasp works on armor, it does the rest though. The neckslot I'd throw in just for sanity's sake. Variable casting attributes hurt my head. I like talking, I like magic items and I haven't picked up dragonhide wild armor yet. Plus lizardfolk gives me nat armor and attacks. I do tend to fight smaller numbers of tough guys. Freak encounters with will saves are also bad...very bad. A good party can work around this some, it's still hard to find space for a huge elemental to pound something from. They are definately the class I do not want to get into a fight with when they know the fight is coming. What a druid could do in his lair is horrible, a thing of nightmares. A big issue is that some of the problems a druid faces don't matter against PC's.....just bad. Fear aura, huge DR, huge SR, immunity to fire. Summons run, you can't hurt it, can't cast spells on it, can't burn it with SR ignoring spells. I really don't know. [/QUOTE]
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