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Druids too powerful?
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<blockquote data-quote="Xavim" data-source="post: 1148501" data-attributes="member: 14089"><p><strong>Not at all</strong></p><p></p><p>I think its refreshing to see the druid holding up their own. Sure the grappling is a difficulty, but its one that can be easily countered.</p><p></p><p>Fighter: Give this guy some STR enhancing magical items, a Spiked Chain and Improved trip and watch that bad boy bear fall. With the increased reach of the chain the Fighter could even do this attack on his attack of opportunity aswell as every single melee attack entitled to him. And do the the Druids reduced AC he could just sit back and (Improved/Greater)Expertise his furry butt to hell. The fight doesn't have to worry about the -10 to his attacks hurting him too much and thus can make the most of that +10 to AC. You have to hit him to grapple him.</p><p></p><p>Barbarian: Keen Sythe, Rage, STR enhancing items, Improved Critical, Improved Powerattack. This guy suddenly gains the ability to deal over 50 damage in a single blow, forcing your Druid to make saves or suffer death from massive damage.</p><p></p><p>Clerics: 1 word, harm, metamagiced to hell to overcome SR and saves. If you really want to kill the Druid, add some WIS enhancements into the mix and its a done deal.</p><p></p><p>Wizards: This should be obvious. In all of my years of playing I have never seen a class that can stand toe-to-toe with a high level wizard in advanced play. They have the ability to cast 2 spells per round with Quicken, and in 3.0 a third with Haste, and all of these spells lead to 1 main advantage, mobility. Can't grapple if you can't touch 'em. Fly, and haste, 2 low spells, render mister Bears improved grabs useless all the while giving the Wizard ample chance to hit them with a few higher level damaging spells. Not to mention the wizard could throw spells like Power Word blind and Stun at your bears, hard to hit what you can't see. Displacement, and Improved Invisibility render attack bonuses irrelevant 1/2 the time.</p><p></p><p>Then there's always this combination: Polymorph, Tenser's Transformation and Iron body. Suddenly you have a Wizard that rips things apart just as well as your standard fighter with cool ass bonuses to boot.</p><p></p><p>Not to mention the Wizards Army of Simulectroms all teleporting to the Wizards aid....</p><p></p><p>Rogue: A good rogue wouldn't find themselves in that situation in the first place and would have snuck attacked your Druid several times before he even knew where he was. The rogue, also has the option of using magical scrolls, combining the Clerics Harm tactic with the Wizards Spectral hand spells to deliever death at a safe (and hidden) distance.</p><p></p><p>If there is any character class that is over-powered at high levels, its the well prepared Wizard. With enough prep, a single wizard can annialate anything. So I think we can give the Druids their grapples.</p></blockquote><p></p>
[QUOTE="Xavim, post: 1148501, member: 14089"] [b]Not at all[/b] I think its refreshing to see the druid holding up their own. Sure the grappling is a difficulty, but its one that can be easily countered. Fighter: Give this guy some STR enhancing magical items, a Spiked Chain and Improved trip and watch that bad boy bear fall. With the increased reach of the chain the Fighter could even do this attack on his attack of opportunity aswell as every single melee attack entitled to him. And do the the Druids reduced AC he could just sit back and (Improved/Greater)Expertise his furry butt to hell. The fight doesn't have to worry about the -10 to his attacks hurting him too much and thus can make the most of that +10 to AC. You have to hit him to grapple him. Barbarian: Keen Sythe, Rage, STR enhancing items, Improved Critical, Improved Powerattack. This guy suddenly gains the ability to deal over 50 damage in a single blow, forcing your Druid to make saves or suffer death from massive damage. Clerics: 1 word, harm, metamagiced to hell to overcome SR and saves. If you really want to kill the Druid, add some WIS enhancements into the mix and its a done deal. Wizards: This should be obvious. In all of my years of playing I have never seen a class that can stand toe-to-toe with a high level wizard in advanced play. They have the ability to cast 2 spells per round with Quicken, and in 3.0 a third with Haste, and all of these spells lead to 1 main advantage, mobility. Can't grapple if you can't touch 'em. Fly, and haste, 2 low spells, render mister Bears improved grabs useless all the while giving the Wizard ample chance to hit them with a few higher level damaging spells. Not to mention the wizard could throw spells like Power Word blind and Stun at your bears, hard to hit what you can't see. Displacement, and Improved Invisibility render attack bonuses irrelevant 1/2 the time. Then there's always this combination: Polymorph, Tenser's Transformation and Iron body. Suddenly you have a Wizard that rips things apart just as well as your standard fighter with cool ass bonuses to boot. Not to mention the Wizards Army of Simulectroms all teleporting to the Wizards aid.... Rogue: A good rogue wouldn't find themselves in that situation in the first place and would have snuck attacked your Druid several times before he even knew where he was. The rogue, also has the option of using magical scrolls, combining the Clerics Harm tactic with the Wizards Spectral hand spells to deliever death at a safe (and hidden) distance. If there is any character class that is over-powered at high levels, its the well prepared Wizard. With enough prep, a single wizard can annialate anything. So I think we can give the Druids their grapples. [/QUOTE]
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