Tell me why Druids are the most powerful class

I guess that a thread talking about whether druids are too powerful or not might not be the perfect place to advertise our first release to pdf, but what the hey.

Guardians of the Underhalls

The book deals with a core class variant for subterranean druids. Given the dangerous environs of the UnderEarth we opted to up the power a little bit for the druid, but in specific ways. One of the biggest changes we made revolves around the Wildshape ability naturally.

At 5th level, a druid gains the ability to turn himself into an animal the same size as the deep druid himself. Thus a human Druid could transform into a dog but not a grizzly bear while a troll Druid could transform into a grizzly bear but not a dog. While the original version of the rule functioned much like the polymorph spell, this sourcebook presents a significantly different option for druids that not only will help make them more effective in combat but also help to balance the fears of many that the class has become overpowered.
When a druid initiates his wild shape ability he makes a conscious choice that is a free action. During that moment the druid decides the amount of natural divine energy he will call upon to effect the transition. If he chooses the lesser amount the effect lasts for 1 hour per deep druid level, or until he changes back. While changing form (to animal or back) is a standard action that does not provoke an attack of opportunity, the effect may still be dispelled by an enemy spellcaster. By investing more energy into the transformation the druid effects a supernatural level of change. The new form can not be dispelled by enemy casters and the type is fully in compliance with the 3.5 edition rules. As a drawback, the shape may only be maintained for a few minutes. It lasts one minute per caster level. Regardless of which form is taken the rest of the specifics are the same.
The form chosen must be that of an animal the druid is familiar with. While a knowledge (nature) check (DC 10) might reveal animals (and in the case of deep druids, vermin) native to the UnderEarth, more exotic creatures from the surface may warrant higher DCs. Generally, creatures not native to the area should be DC 15 and rare creatures not native to the area can be 20. Since the knowledge is really a matter of “you know it or you do not”, you may not take twenty on your skill check. Your chosen form may not have more hit dice than you. The GM is the ultimate authority on what animals your deep druid is familiar with.

Contrary to popular stories and what “common sense” might suggest the deep druid loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make. Fortunately, other magics have manifested themselves to deep druids over the years to allow for perfect speech, but these are not communicated with the ability itself.

Without any further investment in research, time, and experience the druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted in the class table above. In addition, the deep druid gains the ability to take the shape of a larger animal at 8th level (one size larger), a smaller animal at 11th level (one size smaller), and a huge animal at 15th level (two sizes larger than normal). At 12th level or higher, she can take the form of a plant.
At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large earth elemental once per day. The druid gains all the elemental's special abilities. At 19th level, the druid can do this three times per day.
A myriad of ways exist for the deep druid to expand upon these abilities that grow with their understanding of their “occupation”, including taking up the role of a Shifting Guardian or taking new feats when the opportunity arises.​

We took the whole thing one step farther for those who STILL think the Wildshape feat is too powerful.

If your DM believes that the wildshape ability is too tough he may restrict its use. One suggestion might include restricting the total number of forms your deep druid can assume. While one form for every 5 levels might be too restrictive, each DM is encouraged to consider a number that would balance the power of the class.
Restricting the number of forms has another advantage for a game. It reduces the chance of a druid “breaking” an encounter with an unplanned wildshape and it also speeds up combat, which typically slows while players search for just the right form to take.​

To answer the original poster's question though, I think druids ARE tough because they can hold their own. They can cast spells, they have a companion, they can become a tough opponent, they can heal themselves, and most importantly they can flee quickly if they get into trouble. Some designers, myself included, still feel that for all that they do they never really shine. If you dont agree, ask yourself how many people you know play druids. Before we wrote the GotU book no one else in my play group had EVER played a druid. Their spells are weak, compared to arcanists, and their armor is severely restricted too compared to the cleric. They are weaker fighters than the fighters, except for when they are in their animal forms, but then only from an offensive point of view. The natural armor of the animal is almost ALWAYS inferior to the tanks platemail.

Well, this is a long post. Im cutting it off. Cant wait to hear where we go from here.
 

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mikebr99 said:
Animal Item Slots

Magic items resize... except weapons and armor.

Why can't my belt of Giant Strength still work when I am a Dire Bear?
At the risk of sounding snarky, is this your opinion, or is this in the SRD/errata/core books/some other official source? I just kind of sounds too good to be true, but in fairness, I have not found any other reference to Wild ability except the armor special ability, so you might be correct.

My Wererat Monk hopes that you are correct. :) But it still sounds too good to be true...

[Edit: to make sure I do not sound like a total doofus: I realize that the article you are quoting is on the WOTC site, but am not sure if that article series is really considered "official"; if so, let me know. This actually makes a *big* difference for my PC, seriously, especially since he does not wear armor or use weapons as a Monk anyway...]
 
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Well I played with a druid in a high level game, and those who think SNA underpowered should consider huge elementals, multitudes of large Earth elementals clogging up the battlefield and wandering casually through walls.

although soon enough all well prepared enemies had prot good spells.

His Fav wildshape was a humanoid plant, wearing Ironwood magial platemail.

We once had a 30 min discussion of how to utalize a dire shark underground.
He could do Huge, but only the shark had low enough HD.

Yes he was powerful, but overpowered? nah. Now my melee cleric on the other hand could get so if he tried hard enough. (see sig.)
 

rowport said:
My Wererat Monk hopes that you are correct. :) But it still sounds too good to be true...

Are you asking whether or not magic items resize?

They do.

SRD said:
SIZE AND MAGIC ITEMS
When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.
There may be rare exceptions, especially with racial specific items.
Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being Small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100).
 

In a nutshell, Druids are "overpowered" the same way Clerics are "overpowered" -- a lot of pretty good abilities and no obvious weaknesses.

I would also say they are by far the most versatile class, even more so than the Rogue.

I am rather skeptical of these "proofs" the Druid is so powerful they always involve very high level Druids. Smackdowns do not reveal how a class actually plays out.

A Wildshaped 6th level Druid in Black Bear form is approximately as effective in combat as your typical War Cleric. Whoop-de-do. :\ The Brown Bear form is not good at 8th level. As for Animal Growth, a mid-high level Druid who wanders into melee without a good buff or two on him has a death wish. How long will that unbuffed 9th level Druid in Brown Bear form live standing next to, say, a Fire Giant? Not even one full attack.

I am playing a low level Druid and I find my best offensive spell is Bull's Strength -- that spell many people do not even use anymore. Produce Flame is actually quite good and pretty much makes up for my completely pathetic weapon options. Yes, I envy all those nice armaments the Cleric has at his disposal.

The summoning spells are very nice if you have Augment Summoning, but they are not easy to use because of short durations and long casting times. Outside the forest the Druid spell list is vastly weaker than the Cleric's or Wizards. The Druid does not have those simple spells with the staying power as you climb up the levels. Spells like Magic Missile, Bless, Protection from Evil, Sound Burst, Hold Person, Web. Produce Flame is a superb spell when you are 4th level, but it is a weak spell when you are 10th level, especially compared to Magic Missile.
 

Ok, thanks for the information so far. None of what anyone has said has shown me that Druids are especially more powerful. Don't get me wrong, I think they are alright. But they cannot do any ONE thing any better than any other class. I do think the other classes being one trick ponies is actually their strength, the next time a Fighter or Barbarian does 30 damage per hit without any buffs just a straight attack with power attack, I know they don't need to try to combine buffs, spend rounds casting, etc. in order to become powerful.

As for the Animal Growth thing, I'm still not convinced Animal Growth works on wildshaped druids. Wildshape is a Su ability that changes your form AND size otherwise you wouldn't be the same size as the bear your Wildshaped into, you'd just look like it. So, if Wildshape makes you large, you cannot use magic to further increase your size.

I know the Living Greyhawk campaign has already clarified this for their campaign, explicitly stating that this rule affects wildshape and you can only animal growth yourself if you wildshaped into a medium sized animal and that you can't have both enlarge person and animal growth on at once.

As for magic items and wild shape. Andy Collins suggested when 3.5 edition first came out that "I suggest being as liberal as possible with the rule that druids can wear ANY magic item their new form can. If you can think of ANY possible reason the new form could wear an item, allow it to be worn."

I'll allow virtually any item to work, although, I don't allow humanoid armor to function in bipedal form.

With all of this combined though, it tends to make Druids into the way I've always viewed them: capable of attacking in wildshaped form for less pluses to hit and damage than the tanks, with an animal compaion who is able to do the same as they can. Both likely to miss, but still with a chance to hit. OR they can become wizards, blasting things with Flame Strike, Call Lightning, etc. But for worse damage and less variety than the actual wizards or sorcerers. OR they can become clerics, curing the party, but not as well as the cleric, possibly unable to keep the party alive. OR they may be able to partially replace a rogue through wildshape, but they still can't open locks or find traps.

It's also possible Druids might try to do ALL of these things, pretty much requiring them to change their tactics every round as each one of them requires a spell, so they can only really heal once or twice as they have damage spells prepared and buffing spells prepared, etc.

So far, all I've really discovered is that druids are the ultimate generalists, which doesn't make them GOOD at anything.
 

I've noticed that the druid's major weakness is "problem-solving" spells which the cleric has and the druid does not. Top low-mid level spells in this category: Detect Evil, Protection from Evil, Remove Blindness/Deafness, Create Food, Restoration, Break Enchantment, and Raise Dead. Goodberry creates some food but you need fresh berries to start with (so you're in a foraging environment); Reincarnate works but is not always appreciated buy its victim.

Fortunately, SNA can fill in some gaps in the druid spell list at higher level (such as Jann for Create Food, Unicorn for Magic Circle vs. Evil and 5d8+20 healing).
 

So far, all I've really discovered is that druids are the ultimate generalists, which doesn't make them GOOD at anything.

You've quite missed the point. In many ways the Druid can do specific things better, and they do pretty much everything well. They are easily the best summoners in the game. They are unmatched at manaeuvering around the wild. And at everything else they are probably #2 on the "who you want doing this" list. As far as I'm concerned, that makes them GOOD at, well, everything.
 

Felix said:
You've quite missed the point. In many ways the Druid can do specific things better, and they do pretty much everything well. They are easily the best summoners in the game. They are unmatched at manaeuvering around the wild. And at everything else they are probably #2 on the "who you want doing this" list. As far as I'm concerned, that makes them GOOD at, well, everything.

Not Counter-Magic. Druids have some of the worst times dealing with heavily buffed foes.
 


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