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<blockquote data-quote="Dark Dragon" data-source="post: 1836161" data-attributes="member: 1115"><p>A Wilding Clasp works only on amulets and vestments, so a WSed druid won't benefit from a cloak of resistance, a ring of protection, a shield or armor, bracers,...</p><p></p><p>I'm DMing a level 20 group: a wizard/archmage, a wizard/mage of the order, a cleric/fighter, a paladin/cleric and a druid (played by me). The druid was house-ruled a bit: Although we're playing 3.5, the druid uses the WS version printed in Masters of the Wild. The WS - Animal Growth combo was a bit too cheesy (even for me, who plays the druid).</p><p>When it comes to combat with a large group of opponents, the wizards shine: Meteor Swarm, Delayed Blast Fireball (really ugly when energy substituted and/or shaped - arch mage), Horrid Wilting... When a single, strong opponent appears, paladin and cleric deal with him quickly. The druid (WSed as a dire bear) has often troubles to bypass SR, DR and/or armor, while his own armor and saves are lowered. If undead are battled, the druid is really powerful (Sunbeam, Sunburst), comparable to a cleric of Pelor/Lathander with access to the sun domain.</p><p>When using defensive tactics (buffing and protecting the group with spells), the druid is weaker as the cleric, but has some nice spells, though (barkskin, antilife shell, immunity to elements). In fact, most protective spells available to druids are also on the cleric's or wizard's spell list.</p><p></p><p>I'd say that the druid is a nice scout, able to hold his ground for a while, but far away from being too powerful, even if the various splat books are used (which is the case IMC).</p></blockquote><p></p>
[QUOTE="Dark Dragon, post: 1836161, member: 1115"] A Wilding Clasp works only on amulets and vestments, so a WSed druid won't benefit from a cloak of resistance, a ring of protection, a shield or armor, bracers,... I'm DMing a level 20 group: a wizard/archmage, a wizard/mage of the order, a cleric/fighter, a paladin/cleric and a druid (played by me). The druid was house-ruled a bit: Although we're playing 3.5, the druid uses the WS version printed in Masters of the Wild. The WS - Animal Growth combo was a bit too cheesy (even for me, who plays the druid). When it comes to combat with a large group of opponents, the wizards shine: Meteor Swarm, Delayed Blast Fireball (really ugly when energy substituted and/or shaped - arch mage), Horrid Wilting... When a single, strong opponent appears, paladin and cleric deal with him quickly. The druid (WSed as a dire bear) has often troubles to bypass SR, DR and/or armor, while his own armor and saves are lowered. If undead are battled, the druid is really powerful (Sunbeam, Sunburst), comparable to a cleric of Pelor/Lathander with access to the sun domain. When using defensive tactics (buffing and protecting the group with spells), the druid is weaker as the cleric, but has some nice spells, though (barkskin, antilife shell, immunity to elements). In fact, most protective spells available to druids are also on the cleric's or wizard's spell list. I'd say that the druid is a nice scout, able to hold his ground for a while, but far away from being too powerful, even if the various splat books are used (which is the case IMC). [/QUOTE]
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