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<blockquote data-quote="DM_Matt" data-source="post: 2324250" data-attributes="member: 1213"><p>Druid! Its versatile, does a lot of what the rogue does, and is a great pivot character. </p><p></p><p>The party is DM is a Cleric, a Sorceror, a Paladin, a Fighter, and a Druid. </p><p></p><p>Most of what the rogue does is easily subsumed into the others. The paladin and Sorc have high cha so make great facemen, at mid levels Druids in wildshape are at least as good as scouting as rogues and at high levels magic makes it obsolete, spontaneous druid summoning can summon groups of little trapspringer cirtters. Druids are better at spotting threats even than rogues with their spot and listen class skills AND high wis. Sneaking rogues are nice, but when the rest of the party can give a fighter invis, silence, and (iirc) some druid antitrack thingee, thats better. Also, a thousand faces makes them rogue-calss spies too.</p><p></p><p>More importantly, though, the Druid can "pivot" the party to different strategies, at least starting at midlevel. If they need more muscle up front, he can wild shape and/or summon muscle, and later he can animal growth the heck out of said muscle. If they need more artillery, he has decent burn eventually (flame strike, firestorm) and at L9, control winds, which as long as there are some clouds can blast opponents with an unstoppable tornado of doom. If you arent colossal, bye-bye. If you are colossal, you're stuck. Our druid and wind cleric used control winds/weather to hold back Big T for three days while an entire city evacuated. Even at low levels they have the amazing produce flame which puts them on par or above low-level PC archers. Additionally, druids can back up the cleric in healing, have assorted additional powers like poison immunity and aminal empathy, and unique utility spells that do things like rust that no other class can do, and awesome battle control in natural environments.</p><p></p><p>Can you tell that I love druids?</p></blockquote><p></p>
[QUOTE="DM_Matt, post: 2324250, member: 1213"] Druid! Its versatile, does a lot of what the rogue does, and is a great pivot character. The party is DM is a Cleric, a Sorceror, a Paladin, a Fighter, and a Druid. Most of what the rogue does is easily subsumed into the others. The paladin and Sorc have high cha so make great facemen, at mid levels Druids in wildshape are at least as good as scouting as rogues and at high levels magic makes it obsolete, spontaneous druid summoning can summon groups of little trapspringer cirtters. Druids are better at spotting threats even than rogues with their spot and listen class skills AND high wis. Sneaking rogues are nice, but when the rest of the party can give a fighter invis, silence, and (iirc) some druid antitrack thingee, thats better. Also, a thousand faces makes them rogue-calss spies too. More importantly, though, the Druid can "pivot" the party to different strategies, at least starting at midlevel. If they need more muscle up front, he can wild shape and/or summon muscle, and later he can animal growth the heck out of said muscle. If they need more artillery, he has decent burn eventually (flame strike, firestorm) and at L9, control winds, which as long as there are some clouds can blast opponents with an unstoppable tornado of doom. If you arent colossal, bye-bye. If you are colossal, you're stuck. Our druid and wind cleric used control winds/weather to hold back Big T for three days while an entire city evacuated. Even at low levels they have the amazing produce flame which puts them on par or above low-level PC archers. Additionally, druids can back up the cleric in healing, have assorted additional powers like poison immunity and aminal empathy, and unique utility spells that do things like rust that no other class can do, and awesome battle control in natural environments. Can you tell that I love druids? [/QUOTE]
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