![]() ![]() You stand in awe of the majesty of its power and give yourself over to its service. You are one of those who hear nature’s call. It can provide endless bounty and breathtaking splendor to those who respect it- and an agonizing death to those who take it too Lightly. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. The power of nature is impossible to resist. They're just not as powerful as the other 3 prime casters anymore, IMO, and I find it silly to ask if druids are overpowered in PF before/without inquiring about the cleric, sorc, and wizard. Perfectly viable class to play, still loads of flavor and cool abilities. They're solidly "middle tier" or maybe even the lower end of high tier with the spellcasting used well. And since ultimately casting is the most powerful thing, that's notable. And with difficulty getting armor to apply while wildshaped (and shield, if your DM is wisely using RAI instead of RAW, since RAW a shield bonus sticks while wildshaped), never mind that druids have crap proficiencies anyway.I'll bet their AC is probably pretty terrible for a melee character.Īnd druids do get level 9 spells, but they also have probably the worst overall spell list (I'm sure some will disagree with me.). You get more nat armor than you lose from dex, but the touch AC definitely suffers. In PF, the better combat sizes actually decrease your natural dexterity. Thier touch AC was universally abysmal unless iin a graceful flying form meant for stealthy spellcasting mroe than combat. The expense of wilding clasps and beastskin armor adds up. And I mean full AC, with the natural armor (unless you took a form with hugen at armor at the expense of your offense, I guess). Even in 3E, where druids were CoDly, their AC kinda sucked. In effect, you can be a "master" of versatility. *Note that it's not bad being a master of nothing, because having the second best tool for a lot of situations is perfectly viable in a D&D game. This means that a Druid, while still viable, is no longer "good enough to be tied for best" in many of the roles it used to take on.Ī Druid built to be good at everything, really will be like a jack of all trades, in that he'll be a master of none*. While the Druid was balanced with the above situations, the other classes it was able to fill in for got a little better at their focuses (Fighters are now a major step ahead in combat, Clerics have channeling for healing, etc). ![]() rather than just picking any old animal that might have a Str or Natural Armor or other stat that's ridiculous for it's CR. Once again, this is similar to the Wildshape change, in that you have specifically balanced animals that grow into their power at a known rate. Animal Companions are now based on specific stats, instead of just allowing you to pick a creature from the bestiary and have at it. As long as you don't allow 3.5e material into your Pathfinder game, you are already curbing a lot of the Druid's ridiculous tactics from the past.Īlthough I haven't looked at all the spells for Druids in the APG yet. A lot of the third party spells (that were not OGL) weren't carried over. This means that Wizards casting polymorph spells are far more balanced as well. In this way, you weren't relying on bestiary entries and CRs to get your stats, rather you were using the spells system which is inherently more trackable and balanced when it comes to "power per level". All polymorphing was changed to point to a series of spells that granted specific bonuses that were appropriate for the level of spell. Wildshape was changed when they made the changes to Polymorph in Pathfinder. Yeah, I'd say the Druid is far more in-line than in previous versions of d20 (except possible core 3.0e, pre natural spell feat). ![]()
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