Protector Druid, Not Sure Which Feats To Take

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I'm working on a Protector Druid for a campaign my friend is running. I know Svirneblin isn't the optimal choice for the race, but at least the stats line up. The only thing that I'm straying away from is the Beast Form since I like the humanoid form better.

I've checked out the Druid Handbook (community.wizards.com/go/thread/view/758...) but there's not a lot there concerning the Protector Druids.

The part I'm having the most trouble with right now is feat/power selection -- I think I did a pretty good job thus far but I'm open to suggestions. Any thoughts?

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====== Created Using Wizards of the Coast D&D Character Builder ======

Twitch, level 12
Svirfneblin, Druid (Protector), Inner Circle Initiate
Druid Circle Option: Circle of Renewal
Underwild (+2 to Dungeoneering)
Theme: Deep Delver

FINAL ABILITY SCORES
STR 11, CON 19, DEX 12, INT 11, WIS 23, CHA 9

STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8


AC: 26 Fort: 25 Ref: 23 Will: 27
HP: 86 Surges: 11 Surge Value: 21

TRAINED SKILLS
Dungeoneering +25, Insight +17, Nature +19, Perception +21

UNTRAINED SKILLS
Acrobatics +6, Arcana +6, Athletics +5, Bluff +5, Diplomacy +5, Endurance +9, Heal +12, History +6, Intimidate +5, Religion +6, Stealth +6, Streetwise +5, Thievery +6

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Deep Delver Utility: Subterranean Survival
Svirfneblin Utility: Stone Camouflage
Druid Utility: Nature's Growth
Druid Utility: Vine Rope
Druid Utility: Verdant Touch
Druid Utility: Call the Spirits
Druid Attack: Summon Natural Ally
Druid Attack 1: Grasping Tide (Druid)
Druid Attack 1: Magic Stones
Druid Attack 1: Call Forth the Spirit Pack
Druid Utility 2: Barkskin
Druid Attack 3: Quills
Druid Utility 6: Camouflage Cloak
Druid Attack 7: Charm Beast
Druid Utility 10: Feywild Sojourn
Inner Circle Initiate Attack 11: Thorny Vines
Inner Circle Initiate Utility 12: Speak with Animals and Plants

FEATS
Level 1: Staff Expertise
Level 2: Implement Focus (Staff)
Level 4: Superior Implement Training (Accurate staff)
Level 6: Battlewise
Level 8: Staff Fighting
Level 10: Improved Defenses
Level 11: Hafted Defense
Level 12: Wasteland Wanderer

ITEMS
Accurate staff of Ruin +3 x1
Darkleaf Hide Armor +1 x1
Amulet of Life +2 x1
Tattoo of Bloodied Chains (heroic tier)
Belt of Vim (heroic tier) x1
Couters of Second Chances (heroic tier)
Eternal Chalk
Restful Bedroll
Cask of Liquid Gold
====== End ======

I'm not a particularly good optimizer, but this is my level 9 build (I would have gone elf for the shifting benefits, but it had to be a human with limited items but an extra +2 to ability scores and free expertise and defense feats, so ignore those...).

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 ====== Created Using Wizards of the Coast D&D Character Builder ======

Benn, level 9
Human, Druid (Protector)
Tuathan Starting Feature Option: Shapechanger's Physique
Druid Circle Option: Circle of Shelter
Tuathan Level 5 Feature Option: The Tables Are Turned
Versatile Expertise Option: Versatile Expertise (Spear)
Versatile Expertise Option: Versatile Expertise (Light blade)
Human Power Selection Option: Bonus At-Will Power
Inherent Bonuses
Ghorad'din Recruit (Stealth class skill)
Theme: Tuathan

FINAL ABILITY SCORES
STR 10, CON 14, DEX 18, INT 10, WIS 21, CHA 8

STARTING ABILITY SCORES
STR 10, CON 14, DEX 16, INT 10, WIS 17, CHA 8


AC: 24 Fort: 20 Ref: 24 Will: 24
HP: 66 Surges: 9 Surge Value: 16

TRAINED SKILLS
Athletics +8, Endurance +10, Insight +14, Nature +16, Perception +14, Stealth +12

UNTRAINED SKILLS
Acrobatics +7, Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +9, Heal +9, History +4, Intimidate +3, Religion +4, Streetwise +3, Thievery +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Druid Utility: Nature's Growth
Druid Utility: Air Spirit
Druid Utility: Senses of the Wild
Druid Utility: Verdant Touch
Druid Attack: Summon Natural Ally
Druid Attack 1: Savage Rend
Druid Attack 1: Grasping Tide (Druid)
Druid Attack 1: Magic Stones
Druid Attack 1: Thorn Spray
Druid Utility 2: Verdant Bounty
Druid Attack 3: Quills
Perception Utility 6: Guided Shot
Druid Attack 7: Charm Beast

FEATS
Level 1: Brawling Warrior
Level 1: Strong-Willed Summoning
Level 2: Improved Initiative
Level 4: Polearm Momentum
Level 6: Primal Fury
Level 8: Hafted Defense
Level 9: Versatile Expertise
Level 9: Totem Expertise
Level 9: Improved Defenses
Level 9: Polearm Expertise

ITEMS
Adventurer's Kit
Clay of Creation (heroic tier)
Alfsair Spear Spear +2 x1
Rushing Cleats x1
Lifeblood Hide Armor +2 x1
Amulet of False Life +2 x1
Rhythm Blade Dagger +1 x1
====== End ======



Honestly, I'm not sure the Rushing Cleats are worth it, since they only boost close or melee forced movement and that means that it only works with Savage Rend, which the character has never used in the three sessions it was played.

Brawling Warrior is only worthwhile if you go for the Polearm Momentum gambit.
Actually I was checking out the polearm builds -- they look really cool. I'm a little torn between optimizing the summons, or going for a bit more healing to help my group. I was doing a bit more reading; I think I might look in to the Summoner PP and grabbing the Strong-Willed Summoning feat to better optimize those.
Honestly, I'm not sure the Rushing Cleats are worth it, since they only boost close or melee forced movement and that means that it only works with Savage Rend, which the character has never used in the three sessions it was played.

That's good, because you can't legally use it at all. Protectors don't have wild shape and can't use beast form powers. I'd suggest retraining or going with Heroic Effort.

I think the lack of info on the Protector is due to the fact that it has little if any specific support. Most druid support centers around wild shape, and the non-class specific thing are used better by other builds. They do have some nice stuff for summoning though.
Honestly, I'm not sure the Rushing Cleats are worth it, since they only boost close or melee forced movement and that means that it only works with Savage Rend, which the character has never used in the three sessions it was played.

That's good, because you can't legally use it at all.



Beastwalker Circle feat.

Honestly, I'm not sure the Rushing Cleats are worth it, since they only boost close or melee forced movement and that means that it only works with Savage Rend, which the character has never used in the three sessions it was played.

That's good, because you can't legally use it at all.


Beastwalker Circle feat.

Yeah, you mean that feat that he doesn't have? He posted his build and I took the 2 seconds to look and see if he had it.
Honestly, I'm not sure the Rushing Cleats are worth it, since they only boost close or melee forced movement and that means that it only works with Savage Rend, which the character has never used in the three sessions it was played.

That's good, because you can't legally use it at all. Protectors don't have wild shape and can't use beast form powers. I'd suggest retraining or going with Heroic Effort.

I knew I was missing something. Beastwalker Circle feat it is. Thanks!