Druids too powerful?

Thanee said:
Oh, c'mon, it was just an Iron Golem! ;)

Well, a wizard could do the very same thing with Polymorph/Animal Growth and various buffs, so the druid is hardly broken, just because of that.

The wizard cannot turn into a dire tiger (huge size), tho! :)

And I would really like to see how the druid is going to defeat a 17th level wizard, unless he's extremely well-prepaired and the wizard is not!

Bye
Thanee
All he/she needs is summon swarm and initiative. That's all the druid needs
 

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Pin em. Works well with Improved Grab anyway.

Wildshape no longer means low AC. That's a misconception. With Wild Armor being core, the Monk's Belt, and keeping equipment while Wild Shaped, the Core Druid will have plenty of AC in a grapple.

*NOTE* I do not mean using Wild Armor and the Monk's Belt at the same time; I don't allow that to work. I'm saying there are several ways the Druid can raise her AC.
 
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nimisgod said:
The Cleric is pretty good in melee with Righteous Might and other buffs.

Don't forget divine favor, and especially, divine power. These three spells (two of them quickened maybe) and the cleric starts to plow through the opposition in the second round, and plow bad.
 

KaeYoss said:
Don't forget divine favor, and especially, divine power. These three spells (two of them quickened maybe) and the cleric starts to plow through the opposition in the second round, and plow bad.

You can only cast one quickened spell per round, so we are talking a minimum of two rounds...And the enhancement bonuses from divine power and righteous might don't stack...And we all know how short combats in this game are.....
 
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Thanee said:
Persistant is the word. Quicken is only for backup (those pesky dispels, yaknow ;)).

Bye
Thanee

My cleric had persistent, but the character was way to powerful (he outdid every other party member - which was kind of the purpose: my party's still stuck in 2e, and thought of clerics as boring healers, and I wanted to show them. Monk with grapple, trip and disarm is next...) so I changed to quicken (you can just change the prefix of the spells and don't have to relearn anything ;-))


jasamcarl said:
You can only cast one quickened spell per round, so we are talking a minimum of two rounds...And the enhancement bonuses from divine power and righteous might don't stack...And we all know how short combats in this game are.....

First round: Righteous might, quickened divine favor.
Second round: Quickened divine power, full attack.

Righteous might doesn't grant enhancement bonuses, but size bonuses.
And you can delay one round for +14 str, +4 con, bab as fighter, and a nice attack and damage bonus. And don't forget damage increase from new size, and bigger weapons.
 

Thanee said:
Persistant is the word. Quicken is only for backup (those pesky dispels, yaknow ;)).

Bye
Thanee

Now that is a feat I think needs some revising...I think the 3.5 team has a better sence of how precious time is than the origional designers...
 

Yep, I hope so, too.

And just for the record, my current cleric (13th level) also doesn't have Persistant Spell! :)

Bye
Thanee
 

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