With all the current discussion about druid powers I wanted to see how a traditional elven druid mapped out. I have used Lordduskblades build format (thanks!) but I really need to get some of the items sorted out as these aren’t optimized at all. Any other thoughts or comments would be great. If any numbers look suss then point them out too. Hopefully this will help as an example for the druid handbook threads
Elven Druid/Twilight Guardian/Demigod
Level 1
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Race: Elf
Class: Druid
Primal Aspect: Primal Predator
Ability Scores, with racial adjustments:
Str 11 (+1)
Con 13 (+1)
Dex 18 (+4)
Int 10 (+0)
Wis 18 (+4)
Cha 8 (-1)
HP: 25; Bloodied: 12; Surges: 8 (6 HP)
AC/Fort/Ref/Will: 17/11/15/15
Initiative: +8; Speed: 8
Grasping Claws: +4 vs Ref (1d8+4 and slow)
At-will Powers: wild shape, grasping claws, pounce, flame seed
Encounter Powers: elven accuracy, darting bite
Daily Powers: faerie fire
Skills: Athletics (+6), Heal (+9), Nature (+11), Perception (+11), Stealth (+4)
Feats: Ritual caster (druid bonus feat), improved initiative
Gear: hide armor, staff, long bow standard adventurer's kit
Levels 2-10
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L2. new feat: enraged boar form, new utility power: skittering sneak
L3. new encounter power: predator’s flurry
L4. +1 Dex (19), +1 Wis (19), new feat: warrior of the wild (stealth)
L5. new daily power: roar of terror
L6. new feat: toughness, new utility power: camouflage cloak
L7. new encounter power: latch on
L8. +1 Dex (20), +1 Wis (20), new feat: implement expertise
L9. new daily power: entangle
L10. new feat: elven precision, new utility power: feywild sojourn
Level 11
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Race: Elf
Class: Druid
Primal Aspect: Primal Predator
Multiclass: Ranger
Paragon Path: Twilight Guardian
Ability Scores, with racial adjustments:
Str 12 (+1)
Con 14 (+2)
Dex 21 (+5)
Int 11 (+0)
Wis 21 (+5)
Cha 9 (-1)
HP: 86; Bloodied: 43; Surges: 9 (21 HP)
AC/Fort/Ref/Will: 25/21/23/24 (+5 Fort/Ref for latch on)
Initiative: +14; Speed: 10
Charge: +15 vs Ref (1d8+9 and slow)
Grasping Claws: +13 vs Ref (1d8+7 and slow)
Quarry: +2d6 damage once per encounter
-2 saves on faerie fire and entangle
At-will Powers: wild shape, grasping claws, pounce, flame seed
Encounter Powers: elven accuracy, darting bite, predator’s flurry, latch on, bonds of life
Daily Powers: faerie fire, roar of terror, entangle
Utility Powers: skittering sneak, camouflage cloak, feywild sojourn
Skills: Athletics (+10), Heal (+15), Nature (+17), Perception (+24)(ignore -2 concealment), Stealth (+21)(+26 with skittering sneak)
Feats: Ritual caster (druid bonus feat), stalking panther form, enraged boar form, warrior of the wild (stealth), toughness, implement expertise, elven precision, hunting wolf form
Path Features: Elfsight, Accurate Action
Gear:
+2 earthroot staff
longbow
+2 predator hide armor
+2 elven cloak
Belt of vim +1
Boots of striding
Standard adventurer's kit
Changes from L10:
+11 HP, +1 Str (12), +1 Con (14), +1 Dex (21), +1 Int (11), +1 Wis (21), +1 Cha (9), new encounter power: bonds of life, new feat: hunting wolf form, new paragon path: twilight guardian, retrain: improved initiative to stalking panther form
Levels 12-20
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L12. new feat: great fortitude, new utility power: twilight stealth
L13. new encounter power: claws of retribution (replaces darting bite)
L14. +1 Dex (22), +1 Wis (22), new feat: primal fury
L15.
L16. new feat: quick wild shape , new utility power: wall of stone
L17. new encounter power: scavenger’s prize (replaces predator’s flurry)
L18. +1 Dex (23), +1 Wis (23), new feat: danger sense
L19. new daily power: entangling thorns(replaces roar of terror)
L20. new feat: seize the moment, new daily power: nature’s rage
Level 21
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Race: Elf
Class: Druid
Primal Aspect: Primal Predator
Multiclass: Ranger
Paragon Path: Twilight Guardian
Epic Destiny: Demigod
Ability Scores, with racial adjustments:
Str 13 (+1)
Con 15 (+2)
Dex 26 (+8)
Int 12 (+1)
Wis 26 (+8)
Cha 10 (+0)
HP: 142; Bloodied: 71; Surges: 9 (43 HP)
AC/Fort/Ref/Will: 36/33/33/34 (+8 Fort/Ref for latch on)
Initiative: +22 (roll twice); Speed: 10 (ignore difficult terrain)
Charge: +26 vs Ref (2d8+14 and slow)
Grasping Claws: +24 vs Ref (2d8+12 and slow)
Quarry: +3d6 damage once per encounter
-4 saves on faerie fire, entangle, entangling thorns and natures rage
At-will Powers: wild shape, grasping claws, pounce, flame seed
Encounter Powers: elven accuracy, claws of retribution, scavenger’s prize, latch on, bonds of life
Daily Powers: faerie fire, entangling thorns, entangle, nature’s rage
Utility Powers: skittering sneak, camouflage cloak, feywild sojourn, twilight stealth, wall of stone
Skills: Athletics (+16), Heal (+23), Nature (+23), Perception (+32)(ignore -2 concealment), Stealth (+32)(+37 with skittering sneak)
Feats: Ritual caster (druid bonus feat), stalking panther form, enraged boar form, warrior of the wild (stealth), toughness, primal fury, elven precision, hunting wolf form, implement expertise, quick wild shape, danger sense, seize the moment, hide armour specialization, epic fortitude,
Path Features: Elfsight, Accurate Action
Gear:
+4 earthroot staff
longbow
+4 predator feyhide armor
+4 elven cloak
Belt of vim +2
Boots of striding
Standard adventurer's kit
Changes from L20:
+1 Str (13), +1 Con (15), +3 Dex (26), +1 Int (12), +1 Wis (26), +1 Cha (10), new epic destiny: Demigod, new feat: hide armour specialization, retrain: great fortitude to epic fortitude
Levels 22-29
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L22. new feat: acolyte power, new utility power: master of the hunt
L23. new encounter power: primal roar (replaces latch on)
L24. +1 Dex (27), +1 Wis (27), new feat: weapon focus [staff]
L25. New daily power: fey lure (replaces faerie fire)
L26. new feat: primal resurgence, new utility power: divine regeneration
L27. New encounter power: leaping rake (replaces claws of retribution), retrain primal roar to grasping earth
L28. +1 Dex (28), +1 Wis (28), new feat: robust defenses
L29. New daily power: lifeleech thorns(replaces entangle)
Level 30
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Race: Elf
Class: Druid
Primal Aspect: Primal Predator
Multiclass: Ranger
Paragon Path: Twilight Guardian
Epic Destiny: Demigod
Ability Scores, with racial adjustments:
Str 13 (+1)
Con 15 (+2)
Dex 28 (+9)
Int 12 (+1)
Wis 28 (+9)
Cha 10 (+0)
HP: 192; Bloodied: 96; Surges: 9 (48 HP)
AC/Fort/Ref/Will: 47/43/44/46
Initiative: +33 (roll twice); Speed: 11 (ignore difficult terrain), shift 5
Charge: +35 vs Ref (2d8+20 and slow)
Grasping Claws: +33 vs Ref (2d8+18 and slow)
Quarry: +3d6 damage once per encounter
-6 saves on entangling thorns, lifeleech thorns and nature's rage
At-will Powers: wild shape, grasping claws, pounce, flame seed
Encounter Powers: elven accuracy, leaping rake, scavenger’s prize, grasping earth, bonds of life
Daily Powers: lifeleech thorns, entangling thorns, fey lure, nature’s rage
Utility Powers: skittering sneak, camouflage cloak, feywild sojourn, twilight stealth, wall of stone, master of the hunt, divine regeneration
Skills: Athletics (+21), Heal (+29), Nature (+29), Perception (+38)(ignore -2 concealment), Stealth (+40)(+45 with skittering sneak)
Feats: Ritual caster (druid bonus feat), stalking panther form, enraged boar form, warrior of the wild (stealth), toughness, primal fury, elven precision, hunting wolf form, implement expertise, quick wild shape, danger sense, weapon focus staff, hide armour specialization, epic fortitude, primal resurgence, robust defences, shield proficiency [light], seize the moment, acolyte power
Gear
+6 earthroot staff
longbow
+6 predator elderhide armor
+6 elven cloak
Belt of vim +3
Sandals of avandra
Eye of awareness
Standard adventurer's kit
Changes from L29:
new feat: shield proficiency [light]
All the calculations assume that the elven druid is in beast form for scouting ahead, initiative and the majority of the combat. In most cases you will go first and a quick switch into humanoid form, move, and fire off an area spell with combat advantage with seize the moment or invisibility at earlier levels. The druids daily area spells are awesome from the beginning with faerie fire, entangle, roar of terror. At later levels some great encounter area powers such as grasping earth and primal roar appear.
The rest of the fight you should move around the battlefield with your hide speed and ability to ignore terrain, using beast attacks and ranged attacks where needed. Various slides and pulls should be enough to keep/put opponents in your zones. Scavengers prize is a particularly fun way of pulling artillery and controllers into melee and various entanglements
On the subject of grabbing, assuming latch on is used, at 11th 26 Fort and 28 Ref has got a 50% chance of keeping a hill giant grabbed and 60% at an adult black dragon. At 21st 41 Fort and Ref can keep an elder red dragon grabbed 95% of the time and in fact a level 27 storm titan 85% of the time. Without the predator dex bonus this drops massively. Scavengers prize is more about the drag than the continual grab.
A heroic combo is entangle then predators flurry, a paragon combo is bonds of life followed by claws of retribution, and at epic its grasping earth and then leaping rake or gaze of the beast
Twilight guardian is a better option than any of the PHB2 druid paragon paths with two excellent area restraining powers with great chances to hit and some very in theme elven boosts
Out of combat you are a perception and stealth monster, with huge move, wildshape forms, invisibility and teleport. Just don’t talk to any strangers!