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<blockquote data-quote="Solarious" data-source="post: 2193715" data-attributes="member: 27346"><p>Because the Druid is the most powerful base-class in the entire game. Even devoted optimizers/powergamers respect the sheer power a Druid can bring to the table, regardless of environment.</p><p></p><p>Let's list the things a Druid gets, yes?</p><p></p><p>Good HPs (d8s), Average BAB, two good saves (Fort and Will, the most important), 4+Int skill points/level, FULL divine spellcasting (thus, no researching or cumbersome spellbooks), Wildshaping (essentially called 'ignore physical stats at high levels'), a scaling Animal Companion, plus a bevy of random class features, from unlimited Alter Self to immunity to aging and poison.</p><p></p><p>Mind you, the Druid is just as good at combat-related spellcasting as the next Cleric, or even Sorceror/Wizards. Take Flame Stike at 4'th level as an example. That's a level below the Cleric's access limits, and is pretty good against nearly all opponents, thanks to the 1/2 divine-damage aspect. A Druid has lots of spells like that where Flame Stike came from. Then take several excellent buffs, including several above-average animal buffs (of which you will be legal for in Wildshape, as well as the animal companion), some standard ones, mix in a good level of healing, and then stir liberally with several effective utility spells.</p><p></p><p>And there you have it, the Druid class. Powerful once you look at the sum of the parts, no?</p></blockquote><p></p>
[QUOTE="Solarious, post: 2193715, member: 27346"] Because the Druid is the most powerful base-class in the entire game. Even devoted optimizers/powergamers respect the sheer power a Druid can bring to the table, regardless of environment. Let's list the things a Druid gets, yes? Good HPs (d8s), Average BAB, two good saves (Fort and Will, the most important), 4+Int skill points/level, FULL divine spellcasting (thus, no researching or cumbersome spellbooks), Wildshaping (essentially called 'ignore physical stats at high levels'), a scaling Animal Companion, plus a bevy of random class features, from unlimited Alter Self to immunity to aging and poison. Mind you, the Druid is just as good at combat-related spellcasting as the next Cleric, or even Sorceror/Wizards. Take Flame Stike at 4'th level as an example. That's a level below the Cleric's access limits, and is pretty good against nearly all opponents, thanks to the 1/2 divine-damage aspect. A Druid has lots of spells like that where Flame Stike came from. Then take several excellent buffs, including several above-average animal buffs (of which you will be legal for in Wildshape, as well as the animal companion), some standard ones, mix in a good level of healing, and then stir liberally with several effective utility spells. And there you have it, the Druid class. Powerful once you look at the sum of the parts, no? [/QUOTE]
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