Beat PHB Cores in their own games with Druids [Archive] - Wizards Community

Post/Author/DateTimePost
DreamerInsane

10-17-06, 01:17 PM
I remember someone saying that a party of Druids lacks nothing.
That is the basis for the following challenge:

Beat the PHB Core classes in their own games with Druids.

A Druid that's good in melee w/o relying on extensive buffing (Tank. Wild Shape or not, as long as it can do the FtR/Barb/Rngr/Pal stuff w/o buffs, it goes.)

A Druid that can heal and/or beat the crap out of stuff with buffs in humanoid form (Cleric)

A robe-clad spellcaster (Wiz replacement, so spells, spells, spells. Wild Shape is secondary)

A scout/skill monkey (Rogue replacement)

A nice all-around character preferably focused on working through other party members (Bard replacement)

Anything goes, but keep the Druids pure and don't go too overboard on non-Core material. Spell Compendium and all Monster Manuals can be used just as freely as any Core books.
If you prefer teamwork to everyone making their own, go ahead.
Prominence

10-17-06, 01:19 PM
All the builds you described can be done with Druid 20 without leaving core. The only minor differences are feat choices.
RellenMarn

10-17-06, 01:27 PM
In all probabalility the individuals would not be better than a well designed cleric/rogue/fighter... However, the Druid can do each well, and be a Druid! So he's a mediocre rogue who can Wildshape and cast spells.

I might run a party of Druids against my players and see how they fare. I will make the Druids lower level.
nittanytbone

10-17-06, 02:39 PM
You might need to throw in one level of rogue for the Disable Device expert, just so that he can have the Trapfinding ability.

Alternatively, he could be a dwarf and use Stonecutting to find stone traps...
Zemyla

10-17-06, 02:53 PM
You might need to throw in one level of rogue for the Disable Device expert, just so that he can have the Trapfinding ability.

Alternatively, he could be a dwarf and use Stonecutting to find stone traps...
Or he could use the Shape Soulmeld (theft gloves) and Open Least Chakra (hands) feats to get trapfinding and some bonuses on the needed trapfinding skills.
Prominence

10-17-06, 03:30 PM
Or he could just use summons to scout ahead, running them into the traps. If they're continual, then you just need to get inventive to remove them or wildshape into something immune to it.
tsuyoshikentsu

10-17-06, 08:36 PM
A Druid that's good in melee w/o relying on extensive buffing (Tank. Wild Shape or not, as long as it can do the FtR/Barb/Rngr/Pal stuff w/o buffs, it goes.)Dwarf Druid 20. Turns into bears. Takes Improved Natural Attack, etc.

A Druid that can heal and/or beat the crap out of stuff with buffs in humanoid form (Cleric)Dwarf Druid 20. Wild Shapes with Natural Spell. Has heals prepared. (There's no reason at all he needs to be humanoid.)

A robe-clad spellcaster (Wiz replacement, so spells, spells, spells. Wild Shape is secondary)Dwarf Druid 20. Wild Shapes with Natural Spell, only this time into birds or something. Flame Strike, Produce Flame, Lightning Bolt.

A scout/skill monkey (Rogue replacement)Dwarf Druid 20. Stonecunning for trapfinding, plus lots of expendable summons. Wild Shapes with Natural Spell, but into things like housecats for stealth purposes.

A nice all-around character preferably focused on working through other party members (Bard replacement)Dwarf Druid 20. Wild Shapes with Natural Spell. Casts buffs, summons, walls, etc.

What's your freaking point?
PhoenixInferno

10-17-06, 08:54 PM
Go Team Druid! (http://www.giantitp.com/comics/oots0077.html)