The mighty druids


Pathfinder First Edition General Discussion

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Foghammer wrote:

For the record: I've never taken Natural Spell as a druid. Neither has my girlfriend, and she plays wild-shape focused druids to the exclusion of all other classes. We have never used Natural Spell, ever. Maybe it's optimal for maximum druid versatility, but it's never been an interest of ours.

Now if there was a feat that allowed you to talk while wild-shaped...

Technically, the whole thing about not talking while Wild Shaped is bogus. I realize that's what Wild Shape says, but by every other example in the rules, it's not being an animal that bars speaking; it's having less than a 3 Int. Since now even animal companions can learn to speak, I see very little reason why Paizo left this condition in the game; and I would guess it is probably an oversight.

It would be a good thing to be house ruled out.

On a side note, it's true that druids don't need natural spell. It's convenient, but clever players don't really need it anyway to use druids effectively. This is doubly so since druids can now retain the benefits of continuous effect magic items while wild-shaped. :)


Anburaid wrote:

well we are talking about one of the most hybridiest hybrids that have ever hybrided a hybrid. Depending on how you build your druid, you could be playing a frontline melee combatant with boat loads of HP or a trick battlefield spellcaster, shifting the ground under their opponent's feet. Oh, and all of them can heal themselves if so prepared. Need a scout? wildshape into a mouse or an air elemental.

With all that said, no class is special snowflake these days. While some classes are better in some roles, most classes if built well enough can cover something they are usually meant to cover. Even with spellcasting, usually somewhat exclusive, anybody with a high UMD and a wand or two can cover some of it.

In the end it matters little that druids can take on a lot of roles. What matters is are you having fun playing in a party of 4 druids.

The fun factor is covered, even on my part as GM. The theme is mostly the old cliche of the protectors of nature. Four children from across the world taking on against the mighty evil technocrat empire. They'll be very busy and have all their fun, until they actually reach the capital ... hint, hint ...gunslingers....

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