Tell me why Druids are the most powerful class

I think they also had item slots for non-humanoids somewhere...

Overall, it's mostly a DM's call, what can be used and what not.

Bye
Thanee
 

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mikebr99 said:
Heh... I rather see the Natural Spellcasting Feat, go by the wayside. THAT whole mechanic... or lack therof... is screaming for a RoTG article... or seven.

I have mixed feelings about Natural Spell. On the one hand, it allows for some very cool images, and makes the druid casting spells unique from other spellcasters, and just *feels* right to me.

On the other hand, it's so good that I think every druid without exception should take it at sixth level.

Although I cringe to say this (given that I'll be playing that 13th level druid again soon), it'd probably be wise to change it to a metamagic feat with +1 spellcasting level: you could therefore choose to prepare a spell such that it could be cast in wildshaped form. (I'd allow it to be cast in regular form, too, though--otherwise it'd be worse than any other metamagic feat).

Mekabar said:
This is even supported by the rules with the exception that amulets can be worn by anything that has a neck, rings can be worn by anything that has digits, and armor can be used if it has the Wild enhancement, which is quite expensive by itself. I don't think this is overpowering for a wildshaped Druid.

I'm all about the feel of the class, and I don't much like the idea of an eagle looking like Mr. T, draped in gold and jewels. It just ain't druidy. I'd prefer everything to merge unless it's specifically treated with magic so that it doesn't merge. But at this point, I'm definitely beyond the bounds of the rules as written :).

Daniel
 


mikebr99 said:
It's the first thing on MY list to make permanent... YMMV.


Mike

Keep in mind that even if Detect Magic is permanent, it still requires a round of concentration in order to detect anything. So they would have to spend all day concentrating on everything they saw, which would be more than tedious.
 

Pielorinho said:
I'm all about the feel of the class, and I don't much like the idea of an eagle looking like Mr. T, draped in gold and jewels. It just ain't druidy. I'd prefer everything to merge unless it's specifically treated with magic so that it doesn't merge. But at this point, I'm definitely beyond the bounds of the rules as written :).
Well, it depends on the creature type. I also wouldn't allow a snake to wear anything at all, but a Black Bear wearing a Fang Amulet of Natural Armor would look cool, won't he? ;)

And Birds even wear rings nowadays. :D
 


They are easily the best summoners in the game.
That one's debatable. Easy, for instance, to forget that Summon Monster brings forth creatures that can be readily communicated with/commanded (as per the fiendish or celestial template) whereas SNA does not.
 

Mekabar said:
Well, it depends on the creature type. I also wouldn't allow a snake to wear anything at all, but a Black Bear wearing a Fang Amulet of Natural Armor would look cool, won't he? ;)

And Birds even wear rings nowadays. :D

Fair points--but from a simplicity perspective, it's easier to disallow all items that aren't wilding-clasped than to allow some and not others.

Still, our group isn't beholden to the rules, so maybe we'll just go with an aesthetic approach, in which only cool-looking items stay untransformed :).

Daniel
 

What Shadowdweller said.
Sure. But that drawback (and it is indeed a drawback) is more than made up for by the ability of the summoner to not select any Summon spells when he begins his day. His entire repitoire is open for other utility spells; he can choose to burn one in favor of SNA any time he wants. That flexibility makes the Druid a better summoner.

Besides, any self-respecting Druid will learn Ingan, Aquan, Auran and Terran, so he'll be able to talk to the friggin huge elementals he summons. It doesn't remove the drawback completely, but it does mitigate it to some extent.
 

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