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Old 03-30-2004, 04:43 PM   #19
ScottG
Drow Warrior
 

Join Date: June 13, 2003
Location: Never Never Land
Age: 54
Posts: 267
I think you have pre-concieved notions on RPG classes, which is OK (to many people don't have much of anything rpg-wise), but its limiting your perspective when comparing the 2 classes.

I capitulate on the summoning ability, I don't think much of Gate in this game (Balor's are typically always preoccupied on using death spells, which are usually protected against), or the upper level undead summons (which are amazingly week), BUT Planar Ally for a GOOD character is quite powerfull (perhaps enough to offset elemental swarm). Note however that Druids can enhance ANY summon's ability.

I'll also concede the lack of dismissal or banishment (though from an RPG point of view it makes sense - ask nature to dismiss something.. weak premis, as opposed to asking a god to dismiss something). (and I think the Bard was tossed a bone here - and one that wasn't needed considering their ability to use scrolls via "use magic item".)

As for spells that damage undead, well MOST of a Druid's offensive spells will damage undead - who cares if its specifically targeted at undead or not - undead generally aren't that resistant. In fact from this perspective you'll see that their offensive spells not only work on undead but on most other creatures as well, which is eminently more usable, (i.e. why have a bevy of spells that work only on one racial type?). (and again, from an rpg viewpoint consider that Druids are far less likely to come across undead.)

Furthermore Constructs can be more difficult (perhaps FAR more difficult with their virtual immunity to spells) than undead, and ONLY Druids have a spell specifically targeted at them.

Stat boosting? Its not even close -

consider that your boosting stats for essentially two purposes:
1. to enhance melee prowess
2. to enhance magical prowess (particularly spell penetration)
3. (limited use for increasing skill points)

1. for melee prowess you concern your self with defensive and offensive capability. (and please note that the 2nd level enhancement spells are covered by potions)

For defensive we have the Cleric's Cat's Grace - which is typically worthless for Armor using combatant's. But hold on - the Druid gets Barkskin at that level that usually does increase AC (IF they aren't wearing a high natural armor boosting item) - AND the AC increase is substantially above what Cat's grace would provide (BUT the Cleric can to depending on domain). However the Cleric has several modifiers that are better for AC, like Entropic Shield, Shield of Faith, and Magic Vestment. For AC enhancement the Cleric wins. Also Constitution modifiers are Endurance for the Cleric and Blood Frenzy for the Druid. The Druid at spell level 4 also receives stoneskin, (BUT the Cleric can to depending on domain choice). At 6th spell level the Druid gets Greater stoneskin AND Regeneration, neither available to the Cleric (well a lesser version of regeneration is available). At spell level 7 the Druid has acess to Aura of Vitality which will give a boost in Dexterity, but like Cat's Grace this is otherwise worthless for the Druid (though perhaps not for summon's and henchmen). Additionally however Aura of Vitality isn't worthless for its constitution modifier - with no equivlant for the Cleric unless a chosen through a domain. At spell level 8 the Druid gets Premonition - which isn't available to the Cleric.

Overall, despite the Cleric's clear AC superiority, the Druid wins with the damage reduction spells and better regeneration.

For offensive capability they both have Bull's strength BUT Druid's also have Blood Frenzy - adding to melee base attacks and damage. At spell level 7 Druids can use Aura of Vitality to increase strength even more. With all 3 spells in use a Druid's attack and damage bases go up to a maximum of +5. Cleric's however have access to additional attack and damage modifiers: Divine Favor & Aid. A possible negative here is Dexterity modifiers for ranged attack, Aura of Vitality is more powerfull than Cat's Grace BUT it doesn't last nearly as long and it uses a high level spell. (and that doesn't make any rpg sense.. a cleric better with a ranged weapon than a Druid?.. eh, maybe a crossbow.)

Overall Offensive melee capability goes to the Cleric - (which does make sense rpg-wise).

2. Enhancing magical prowess concerns 2 basic factors, increasing spell penetration and decreasing spell resistance.

Clerics at spell level 2 can use Owl's wisdom to increase their spell penetration, the max here is +5 to wisdom AND it lasts a long time. Furthermore it utilizes only a 2nd level spell. Druids however pay more for their spell penetration BUT they get a LOT more to. At spell level 5 they get Owl's insight - it lasts as long and gives (depending on caster level) a LOT more wisdom, (+10 for a 20th level caster). And face the facts, you usually start worrying about spell penetration ONLY at very high character levels. Additionally of course a druid can quaff a potion of Owl's wisdom to compensate for the lack of the spell to add even more wisdom.

Druids can also cast Nature's Balance at spell level 8. With the exception of the Sorcerer's/Wizards Mordenkainens Disjunction, there isn't another spell that will reduce an opponents spell resistance.

As if this were not enough, MOST of the Druid's offensive spells have little or no savings throw chances - only spell resistance. Combine ALL of these factors together (VERY high modified wisdom + spell resistance reduction + spells with only spell resistance), and it really makes a Druid a VERY offensive spell caster.

Both the Druid & Cleric can also enhance their spell resistance at spell level 5. Something no other class can do effectivly, (but a Monk gets it naturally).

and while were at it lets not forget the Druids advantage in skill points (which is almost double that of a cleric).

[ 03-31-2004, 09:22 PM: Message edited by: ScottG ]
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