Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tell me why Druids are the most powerful class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Felix" data-source="post: 2058750" data-attributes="member: 3929"><p>Ahem. Aparrently I was vague. </p><p></p><p>"Level of effectiveness" means that the Druid can get the job done, not that he does everything <em>exactly as well</em> as the other guy. But since I don't want to be vague about it...</p><p></p><p><strong>Melee:</strong> The Druid can Wildshape and tangle up with foes. </p><p></p><p><u>Specifically:</u> </p><p>The fighter is supposed to be the best at this. Against single foes he will be able to <em>Wildshape</em> to change into a bear form and grapple the heck out of them. The low AC will become much less of a problem, and the natural attacks will allow the Druid to dish out a fair amount of damage and stop the enemy from doing the same. A fighter would use his weapon to deal damage, and rely on his AC to protect his HP. When confronted with multiple foes who threaten to overwhelm, the Druid can easily withdraw wheras the fighter is left in a sea of baddies.</p><p></p><p><strong>Healing:</strong> Not as good as the Cleric, but he can prepare Cure spells, and Wildshape heals himself.</p><p></p><p><u>Specifically:</u> </p><p>Like the Cleric, Ranger and Paladin, the Druid can easily use Wands to dispense healing. No, he is not a Cleric, but he can prepare Cure spells, to supply backup healing. He heals himself "naturally" when <em>Wildshaping</em> so as to not draw so much healing away from the rest of the party. This helps. And in my experience, the role of party healer is played about half the time by a wand.</p><p></p><p><strong>Scouting:</strong> Again, Wildshape is key here, and he can become a fairly innocuous rat in urban environments, or a hawk in natural ones. As such he is generally undetectable by enemies because he is in plain sight. Nature Sense gives the Druid a slight edge over the Ranger in Survival, as long as it's not about tracking Favored Enemies.</p><p></p><p><u>Specifically:</u> </p><p>The Druid also has Spot and Listen on his skill list. The druid can become an innocuous animal through <em>Wildshape</em>; this is better than a good Hide and Move Silently check in many cases as it can't be defeated by an opposed skill roll. The Druid can <em>fly</em> while doing so. The Druid can Survival it as good as if not better than the Ranger (again, except when tracking Favored Enemies) and it isn't impossible for the Druid to take Track.</p><p></p><p><strong>Support Spells:</strong> </p><p>The Druid has some great buffs, and while Summon Nature's Ally doesn't have the punch that Summon Monster does, he can do it at a whim. He has the best caster's anti-melee abjuration in the game in Anti-life Shell. Can Scry for "free", and pretty much anywhere.</p><p></p><p><u>Specifically:</u></p><p>Do you want me to post all the spells, or can you check them out on your own?</p><p></p><p><strong>Attack Spells:</strong> These don't really come into their own until the higher levels, but when the Druid reaches 5th level spells he starts laying the hurt down. If you are skeptical, read Sepulchrave's story hour... in it you will see a single druid laying waste to an Army with strong clerical support.</p><p></p><p><u>Specifically:</u> </p><p>The Druid has very good range on his spells, which Clerics do not. This means he contends with the Sor/Wiz list for blasting. While this selection is not as varied as the Sor/Wiz list, there are good spells for killing things here.</p><p><em>Flame Strike</em></p><p><em>Ice Storm</em></p><p><em>Spike Stones</em></p><p><em>Baleful Polymorph</em></p><p><em>Call Lightning Storm</em></p><p><em>Wall of Fire</em></p><p><em>Fire Seeds</em></p><p><em>Finger of Death</em></p><p><em>Sunburst</em></p><p><em>Whirlwind</em></p><p><em>Elemental Swarm</em></p><p><em>Shambler</em></p><p><em>Storm of Vengance</em></p><p></p><p><strong>Skills:</strong> Outdoorsy in nature, but they arn't bad; Listen and Spot go a long way, specially for casters. And while Clerics, Wizards and Sorcs languish under 2+INT for skills, the Druid has a nice 4+.</p><p></p><p><u>Specifically:</u></p><ul> <li data-xf-list-type="ul">The Rogue is the king of skills, but like many complain, spells overtake skills at higher levels. And the Druid has spells. And what mechanical stuff the Druid can't do (Open Lock, Disable Device), he can get around with <em>Meld Into Stone, Stone Shape, Warp Wood, Wood Shape</em> etc. Also thanks to <em>Find the Path</em> and <em>Scrying</em>, he knows a hella lot more about where he's going than a Rogue.</li> </ul> <ul> <li data-xf-list-type="ul"><strong>Spot, Listen, Know(nature), Survival, Diplomacy, Spellcraft, Concentration</strong>, Handle Animal, Heal, Ride, Swim, Craft, Profession. Those that are very useful are bolded. This allows the Druid to operate in the wild, and Diplomacy allows him to operate fairly well in urban environments. No, not as well as a Bard, but then, the Druid doesn't have to be as obvious about his operations as a bard thanks to <em>Wildshaping</em>.</li> </ul><p></p><p><strong>Information Gathering:</strong> In natural environments the Druid is the best info-gatherer in the game, what with Stone Tell, Speak with Animals and Speak with Plants. In urban environs, he has Diplomacy as a class skill, and the role-playing advantage of being able to say that he represents Nature... and that Nature is something the urbanites don't want to upset.</p><p></p><p><u>Specifically:</u> </p><p>The Diviner is going to be the best at this, what with his bevy of <em>Detect</em> spells. But outside of that, the Druid has...</p><ul> <li data-xf-list-type="ul"><em>Speak with Animals</em> will get information out of any animal after a successful Wild Empathy check. Not all animals live in the wilderness, so you could get info about a place by asking the animals that live nearby in the city.</li> </ul> <ul> <li data-xf-list-type="ul"><em>Commune with Nature</em> will tell you where anything is within a few miles. This is in many ways superior to <em>Commune</em> and <em>Contact other Plane</em> because you don't have to deal with misleading answers or the potential for a stat decrease. It's either <em>a mile in that direction up a tree</em>, or out of range.</li> </ul> <ul> <li data-xf-list-type="ul">Druidic <em>Scrying</em> is the best in the game because it is free and can be done anywhere.</li> </ul> <ul> <li data-xf-list-type="ul"><em>Stone Tell</em> and <em>Speak with Plants</em> will get you information about what has passed either in the wild or underground. No other class can do this as accurately.</li> </ul> <ul> <li data-xf-list-type="ul"><em>Find the Path</em> anyone? Only kina a good spell.</li> </ul><p></p><p><strong>Character Interaction:</strong> Again, the Druid can rely on Diplomacy to help here. It won't be as powerful because the Bluff, Sense Motive and Know (royalty) skill are cross-class, but it can be strong. The Druid's spell list does not help much here. It's campaign specific, but a society of druids is common, and a built-in support for the Druid character.</p><p></p><p><u>Specifically:</u></p><p>Ah, the weakness. Druids can't interact with NPCs as well as Bards.</p></blockquote><p></p>
[QUOTE="Felix, post: 2058750, member: 3929"] Ahem. Aparrently I was vague. "Level of effectiveness" means that the Druid can get the job done, not that he does everything [i]exactly as well[/i] as the other guy. But since I don't want to be vague about it... [B]Melee:[/B] The Druid can Wildshape and tangle up with foes. [U]Specifically:[/U] The fighter is supposed to be the best at this. Against single foes he will be able to [i]Wildshape[/i] to change into a bear form and grapple the heck out of them. The low AC will become much less of a problem, and the natural attacks will allow the Druid to dish out a fair amount of damage and stop the enemy from doing the same. A fighter would use his weapon to deal damage, and rely on his AC to protect his HP. When confronted with multiple foes who threaten to overwhelm, the Druid can easily withdraw wheras the fighter is left in a sea of baddies. [B]Healing:[/B] Not as good as the Cleric, but he can prepare Cure spells, and Wildshape heals himself. [U]Specifically:[/U] Like the Cleric, Ranger and Paladin, the Druid can easily use Wands to dispense healing. No, he is not a Cleric, but he can prepare Cure spells, to supply backup healing. He heals himself "naturally" when [i]Wildshaping[/i] so as to not draw so much healing away from the rest of the party. This helps. And in my experience, the role of party healer is played about half the time by a wand. [B]Scouting:[/B] Again, Wildshape is key here, and he can become a fairly innocuous rat in urban environments, or a hawk in natural ones. As such he is generally undetectable by enemies because he is in plain sight. Nature Sense gives the Druid a slight edge over the Ranger in Survival, as long as it's not about tracking Favored Enemies. [U]Specifically:[/U] The Druid also has Spot and Listen on his skill list. The druid can become an innocuous animal through [i]Wildshape[/i]; this is better than a good Hide and Move Silently check in many cases as it can't be defeated by an opposed skill roll. The Druid can [i]fly[/i] while doing so. The Druid can Survival it as good as if not better than the Ranger (again, except when tracking Favored Enemies) and it isn't impossible for the Druid to take Track. [B]Support Spells:[/B] The Druid has some great buffs, and while Summon Nature's Ally doesn't have the punch that Summon Monster does, he can do it at a whim. He has the best caster's anti-melee abjuration in the game in Anti-life Shell. Can Scry for "free", and pretty much anywhere. [U]Specifically:[/U] Do you want me to post all the spells, or can you check them out on your own? [B]Attack Spells:[/B] These don't really come into their own until the higher levels, but when the Druid reaches 5th level spells he starts laying the hurt down. If you are skeptical, read Sepulchrave's story hour... in it you will see a single druid laying waste to an Army with strong clerical support. [U]Specifically:[/U] The Druid has very good range on his spells, which Clerics do not. This means he contends with the Sor/Wiz list for blasting. While this selection is not as varied as the Sor/Wiz list, there are good spells for killing things here. [I]Flame Strike Ice Storm Spike Stones Baleful Polymorph Call Lightning Storm Wall of Fire Fire Seeds Finger of Death Sunburst Whirlwind Elemental Swarm Shambler Storm of Vengance[/I] [B]Skills:[/B] Outdoorsy in nature, but they arn't bad; Listen and Spot go a long way, specially for casters. And while Clerics, Wizards and Sorcs languish under 2+INT for skills, the Druid has a nice 4+. [U]Specifically:[/U] [list]The Rogue is the king of skills, but like many complain, spells overtake skills at higher levels. And the Druid has spells. And what mechanical stuff the Druid can't do (Open Lock, Disable Device), he can get around with [i]Meld Into Stone, Stone Shape, Warp Wood, Wood Shape[/i] etc. Also thanks to [i]Find the Path[/i] and [i]Scrying[/i], he knows a hella lot more about where he's going than a Rogue.[/list] [list][B]Spot, Listen, Know(nature), Survival, Diplomacy, Spellcraft, Concentration[/B], Handle Animal, Heal, Ride, Swim, Craft, Profession. Those that are very useful are bolded. This allows the Druid to operate in the wild, and Diplomacy allows him to operate fairly well in urban environments. No, not as well as a Bard, but then, the Druid doesn't have to be as obvious about his operations as a bard thanks to [i]Wildshaping[/i].[/list] [B]Information Gathering:[/B] In natural environments the Druid is the best info-gatherer in the game, what with Stone Tell, Speak with Animals and Speak with Plants. In urban environs, he has Diplomacy as a class skill, and the role-playing advantage of being able to say that he represents Nature... and that Nature is something the urbanites don't want to upset. [U]Specifically:[/U] The Diviner is going to be the best at this, what with his bevy of [i]Detect[/i] spells. But outside of that, the Druid has... [list][i]Speak with Animals[/i] will get information out of any animal after a successful Wild Empathy check. Not all animals live in the wilderness, so you could get info about a place by asking the animals that live nearby in the city.[/list] [list][i]Commune with Nature[/i] will tell you where anything is within a few miles. This is in many ways superior to [i]Commune[/i] and [i]Contact other Plane[/i] because you don't have to deal with misleading answers or the potential for a stat decrease. It's either [i]a mile in that direction up a tree[/i], or out of range. [/list] [list]Druidic [i]Scrying[/i] is the best in the game because it is free and can be done anywhere.[/list] [list][i]Stone Tell[/i] and [i]Speak with Plants[/i] will get you information about what has passed either in the wild or underground. No other class can do this as accurately.[/list] [list][i]Find the Path[/i] anyone? Only kina a good spell.[/list] [B]Character Interaction:[/B] Again, the Druid can rely on Diplomacy to help here. It won't be as powerful because the Bluff, Sense Motive and Know (royalty) skill are cross-class, but it can be strong. The Druid's spell list does not help much here. It's campaign specific, but a society of druids is common, and a built-in support for the Druid character. [U]Specifically:[/U] Ah, the weakness. Druids can't interact with NPCs as well as Bards. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tell me why Druids are the most powerful class
Top