| Post/Author/DateTime | Post |
|---|---|
| Lethanic08-06-07, 05:58 PM | Alright - we have all the statements about overpowered druids - if you wanted to keep the flavor of the druid class but tone down its power to the pack, what would you do to it? For that matter, ask the same about clerics? Serious answers. |
| Radijs08-06-07, 06:05 PM | You can turn the natural spell into a metamagic feat. At least thats a suggestion I often hear. Of course you enforce the wild shape errata. |
| Rerecros08-06-07, 06:16 PM | Druids are primarily overpowered by wildshape, it allows them to dump their physical stats and still be completely effective in combat whenever they need to be ( http://www.giantitp.com/comics/oots0353.html ). I've heard of substitutions of this in places, but honestly without wild shape, the druid is still a powerful class. An animal companion is essentially a free disposable tank, that can be equiped ( http://www.giantitp.com/comics/oots0346.html ). summon nature's ally is one of the most effective groups of spells there are, nothing is more valuable then extra actions per round, and thats what summoned animals provide. They get descent HP, BAB and two good saves, as well as new abilities scaling as they grow. The druid is easily THE most powerful option. A druid and rouge (social interaction and trapfinding being the only things druids lack) is a completely self-sufficient team. Clerics at low levels are more powerful in comparison to paladins and fighters. Their slightly lower BAB and hit points is easily rectified by a buff and cure spell. And at high levels they more powerful in comparison to wizards and sorcerers due to their heavy armor, high fort save and twice as much HP. |
| Shaggy_Shaggs08-06-07, 06:26 PM | If I wanted to keep a druid-like feel but rein them in without neutering the archetype in general, I'd replace druids with spirit shamans. |