how does the druid not stink?

SpiderMonkey

Explorer
Good day, all!

After taking the "worst class" poll yesterday, I realized that hardly anyone picked Druid, and it seems to me even worse than the Ranger and the Bard. Animal Friendship is not worded in the most concise fashion, wildshape is vague at best, and the spell list seems pretty uninspiring. Apparently I'm missing something, because from what I gather on the message boards, it seems like a popular PC class. Can you guys let me know what I've missed?

Thanks!
 

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As a druid player, allow me to jump in. :)

First, animal companions. Their main weakness, a low armor class, can be compensated for by giving a wand of mage armor to the party arcane caster. Get a companion with improved grab and teach them to sic specific opponents, and watch enemy spellcasters go down: few wizards, and not many sorcerers, can wriggle their way free from a tiger or brown bear. Cast animal growth on your companions (and a few handy summoned creatures), and really watch the mayhem. Animal companions rock.

Second, wildshape. What a fun ability! Use it for mobility (e.g., taking a message back to allies in town), scouting, getting out of danger, straight-up combat, or simply versatility in combat. One of my favorite moments in a game was when the obnoxious sahaugin sorcerer decided to slip into the water and make his escape; I leapt after him, took the form of a shark, and chased his scaly butt down. Wildshape isn't extremely powerful, but its versatility makes it tons of fun.

Third, spells. The spell-list isn't great, but it's not too shabby either. Flame Strike, at fourth level, is in some ways superior to fireball (higher damage cap, and often the decreased radius of effect makes it more useful, since you can use it against enemies even in close combat with your friends). Reincarnation is another really fun spell. Animal growth and wall of thorns rock, and entangle is one of the best first-level spells in the game.

Fourth, other funky powers. Eh. They don't come up very often at all in-game, but every now and then they're fun. The DM says, "The wyvern's tail strikes you: you take 12 points of damage and need to make a fortitude save." You say, "Oh, no I don't. Immunity to natural poison, baby." The DM says, "Crap!"

All in all, I have a blast playing a druid, and indeed my DM worries about my druidic goodness overshadowing the powers of the other PCs.

Daniel
 

Also, I wanted to mention that I took your thread title too seriously. My PC's charisma of 8 is explained by the amount of time he spends hanging around goats, bears, and other animals, and his contempt for such decadent human habits as regular baths.

Daniel
 

I'm sure to be blasted for this but as a Pagan I just love playing a Druid. The druid allows me to play a greatly exagerated version of who I am. Sure the spell list could use some freshining up but the druid works best with others around him. He/she is a compliment to any other character.
 

There are some awesome Druid spells. They aren't part of standard playing, so it takes a bit of tinkering to get the power combos right, but they're there.

Shillelagh is great at low levels. It not only gets the +1, but increases the die type to d10.

At second level Flame Blade only requires touch attacks. That's a power that never gets old. At high level I often see things like "Ha ha, my AC is 42. Touch AC? um, 21."

Poison in the 3rd level slot. Even if it isn't very effective, the potenial for 2d10 CON damage is just terrifying.

But folks rarely play druid, which is unfortunate.

PS
 


Actualy what is devistating but I've never used it yet is a wild shape with a bite attack and the spell "Kiss of Death" from MotW. Claw+claw+bite+poison= Lasting nastyness as you move on to the next victem while the first one still takes damage.

Oh! And never forget the combination of the Eschew Materials and Nature Spell feats with your Wildshape ability. Calling down the afore mentioned Flame strikes while your a hawk flying way above the battlefield rocks.

I also have taken leadership and have been Awakening animals and trees as my "followers". a few Awakened hawks are a scouting unit all on their own. Sure you have to pay EXP to create them but they are worth it.
 



The Druid spell list, while it does have its good points, requires major fixing. I've heard 3.5 will attempt this, but for now there are plenty of good spells in supplements and d20 publishers that you can add to the list.

Animal companion is also a fantastic source of scouts. Big buffed animals are super helpful, but it's also really nice to pick up a swarm. 8-10 bat animal companions are fantastic scouts, +12 spot, very high listen, and 240 feet of super darkvision, and they have a fairly high probablity of aiding you or hindering your opponents.

The kiss of death combo with wildshape is very nice. Not to mention the flaming intangle or briar web.

Wildshape is also very nice as a means of cheap quick healing. And the Masters of the Wild has a much better definition of how the power works, an official redefinition no less.

In general, druids are the very best information gathering class. The bat trick combines with the ability to ask anything for information and the capacity to transform into all sorts of innocous things like trees to create an info-gathering class I'd put up against the bard's gather info or the cleric's speak with dead any day of the week.

Plus your weapon profeciences are defined in very weird and abusable ways. Mmmm, steelwood fullplate.

The Druid's super nice skill list is another bonus. Nothing useless there.
 

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