Druids suck? vs Shape Change and Polymorph


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Yeah, either Complete Warrior or Complete Adventurer. Might actually be the second one. I know Nature's Warrior (also a good option) is in Warrior, and I don't think they're both in the same book.
 

Dimwhit said:
Yeah, either Complete Warrior or Complete Adventurer. Might actually be the second one. I know Nature's Warrior (also a good option) is in Warrior, and I don't think they're both in the same book.
They are in the same book, Andargor has it right.
 

Druid are much better when you start them at age 53+ years old (for humans). Well, as long as your DM doesn't make you apply the age modifiers to your wildshape as well...
 

Dimwhit said:
Yeah, either Complete Warrior or Complete Adventurer. Might actually be the second one. I know Nature's Warrior (also a good option) is in Warrior, and I don't think they're both in the same book.

And for powergaming sweetness, take 2 levels of MOMF, then go into Nature's Warrior. IIRC, your Improved Wild Shaping from the MOMF continues to advance, you get extra abilities (like Fast Healing 1), two caster levels back, a fighter's BAB, and finish up with Extraordinary Wild Shape to boot!
 

Testament said:
And for powergaming sweetness, take 2 levels of MOMF, then go into Nature's Warrior. IIRC, your Improved Wild Shaping from the MOMF continues to advance, you get extra abilities (like Fast Healing 1), two caster levels back, a fighter's BAB, and finish up with Extraordinary Wild Shape to boot!
Druids are fun for powergaming. :)

They are also great for strong role-playing, for those vehemently opposed to powergaming...
 


Shapechange blows MoMF out of the water (which I think is kind of silly b/c MoMF is wholey dedicated to shapechanging but is trumped by one spell... but that is besides the point.) The reason I played a MoMF was because the games I play in very rarely get to 17th level, so I'd never even get to Shapechange. MoMF allowed me to play a shapechanger from level 6.
 

Druids are more than just shapeshifting. Wild Shape is merely one of their powers. They also have spells, a wide variety of other class abilities, and better basic stats (BAB, Saves, HD) than they probably really should have as a full caster class.

Many people think Wild Shape is a super-combat ability...and others feel as you aparently do that it should be, but I've never seen it that way. To me its another representation of their connection to Nature, and a way for them to take on the atributes of natural creatures. I'd be more inclined to use it for scouting and transport than combat.


Thats why what really annoys me is the 3.5 nerfing of the duration and the illogical rule that you can turn into a bat, but not get ecolocation.
 

In regards to bats and wildshape, i find exalted wildshape in book of exalted deeds lets you put a celestrial templit on the creature your wildshaping into. In addition, you get all ex and supernatural abilitys and this fixes the some of the problems that comes with the wonky rules of wildshape.

I agree that spell casting for a druid is sometimes overlooked. Some of the spells in far conners of the wild make for a VERY awsome caster.

plinter bolt almost is in my opinion, better the scortching ray (if used by a druid). It has damage reduction but doesent have an element so protection from energy cannot nutralize it. You have to hit with a ranged attack, but that itsent so bad if you wildshape into a high dex creature. I prefer the desmodu hunting bat. It crits on a 18 and does 3x damage. I would like to know what other level 2 spell at caster level 3 can do 48 points of damage (in a forest and if it crits)

with that said, i think the spell does balance as long as you dont follow sages ruleing on damage reduction and spells.
 

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