Updated: Thanks for the reminder about Thundering Bull Rush. Now the build drives twice the number of people around!
A build optimized towards a concept built purely for fun while seeing what Bull Rush can do these days, with all those feats for it floating around. So I present to you the Chauffeur, aka Fetch! All starting at level 16.
The Chauffeur aka Fetch
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Chauffeur, level 16
Elf, Druid
Primal Aspect: Primal Predator
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Ki Focuses)
FINAL ABILITY SCORES
Str 14, Con 12, Dex 22, Int 9, Wis 22, Cha 11.
STARTING ABILITY SCORES
Str 13, Con 11, Dex 16, Int 8, Wis 16, Cha 10.
AC: 30 Fort: 24 Reflex: 28 Will: 28
HP: 99 Surges: 8 Surge Value: 24
TRAINED SKILLS
Nature +21, Heal +19, Insight +19, Perception +21, Acrobatics +18
UNTRAINED SKILLS
Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +14, Endurance +8, History +7, Intimidate +8, Religion +7, Stealth +13, Streetwise +8, Thievery +13, Athletics +11
FEATS
Druid: Ritual Caster
Level 1: Monastic Disciple
Level 2: Monkey's Rush
Level 4: Wild Bull Rush
Level 6: Fluid Motion
Level 8: Versatile Expertise
Level 10: Agile Form (retrained to Pouncing Form at Level 11)
Level 11: Driving Rain
Level 12: Quick Wild Shape
Level 14: Thundering Bull Rush
Level 16: Predator's Burst
POWERS
Druid at-will 1: Savage Rend
Druid at-will 1: Grasping Tide (Druid)
Druid at-will 1: Swarming Locusts
Monastic Disciple: Centered Flurry of Blows
Druid encounter 1: Thorn Spray
Druid daily 1: Summon Giant Toad
Druid utility 2: Fleet Pursuit
Druid encounter 3: Predator's Flurry
Druid daily 5: Vine Serpents
Druid utility 6: Black Harbinger
Druid encounter 7: Latch On
Druid daily 9: Wall of Thorns
Druid utility 10: Feywild Sojourn
Druid encounter 13: Claws of Retribution (replaces Thorn Spray)
Druid daily 15: Primal Crocodile (replaces Summon Giant Toad)
Druid utility 16: Darting Viper
ITEMS
Ritual Book, Hide Armor, Adventurer's Kit, Temblor Mace +3, Magic Ki Focus +3, Gauntlets of the Ram (heroic tier), Girdle of the Oxen (heroic tier), Hunting Beast Earthhide Armor +3, Casque of Tactics (heroic tier), Rushing Cleats (heroic tier), Staff of the Serpent +4, Badge of the Berserker +3, Bracers of Brachiation (paragon tier), Fleet Hero Tattoo (heroic tier)
RITUALS
Animal Messenger
Speed(Base 7):
+2 (Fluid Form)
+2 (Predator's Burst on a Charge)
+6 (Fleet Pursuit)
+1 (Predator Druid)
= 18 Speed on a Charge
Push Adds:
+1 (Girdle of the Oxen)
+1 (Rushing Cleats)
+1 (Gauntlets of the Ram)
Bull Rush modifiers:
+8 (Half-level Bonus)
+2 (14 Strength)
+1 (Charge)
+2 (Proficiency - Temblor Mace)
+3 (Enhancement - Temblor Mace)
+3 (Feat - Ki Focus Enhancement)
+2 (Item - Rushing Cleats)
Yes, the Temblor Mace is merged into the Wild Shape due to the wording of Wild Shape. Why? Wild Shape states that implements you can use are the exception to held items not dropping, but merging with your form. The Monk MC gives you access to monk implements, meaning Ki Focuses and Weapons you are Proficient with. Hence, the Temblor Mace the Druid is proficient with gets merged into the Wild Shape form and its properties still work.
Charging Bull Rush at Level 16 in Beast Form with Fleet Pursuit activated:
Target: One or Two creatures adjacent to you.
+21 vs. Fortitude
Hit: Slide the target 21 squares, then shift into a square adjacent to either target
The result is a Bull Rush for 21 squares sliding the enemy where you will on a Charge. So if you start an encounter that far away, the Druid can be the "Good Dog" on the very first turn by using Fleet Pursuit(Minor), Wild Shape(Minor), go into a Charging Bull Rush(Speed 18 + Shift 6 on Wild Shape) into a target, slide the victim 21 squares back to the rest of the party, then return himself safe and sound. No matter the size of the target. Now he can possibly retrieve two such creatures in one go, or nab one for retrieving and drive the other one off 21 squares.
Alternatives:
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The Kidnapper: Using a similar build as the above, you can go as a Hybrid Druid|Rogue instead of just Druid to grab Hybrid Talent (Rogue Tactics: Cunning Sneak). That way, you can walk up to a person hidden, then carry them away in such haste that everyone else nearby will be wasting time trying to figure out what just happened and who went missing.
From Jay_Ibero_911
Invisible Chauffeur: Start as a cunning sneak rogue and use traveller's harlequin PP to get the necessary MC's. Assassin+Warlock to get shadow walk, Monk for Driving Rain feat. Directed Bull Rush from PHB3 has same effect as monkey's rush but without needing wild shape. Though you could still MC druid for wild bull rush and thundering bull rush to slide two adjacent creatrures a large distance at once. Depending on what level you start at, you could be a human and pick up ruthless ruffian as a second tactic in epic to make use of a temblor mace effectively, or you could be a dwarf (or revenant dwarf) with tunnel stalker or Lethal Hammer Training to use a temblor hammer.
Now what to do with this insane build each round in that encounter?
Vine Serpents Zone, sliding a critter in and out of the zone ~10 times for 11 damage each time. 110 damage each round can be a funny thing.
Wall of Thorns, sliding a foe through 5 squares of this wall leads too...1d10+12 damage each square. Sadly, each square does cost 4 squares of movement total but dealing out 5d10+60 damage and ongoing 5 damage(Save Ends) is a nice alternative.
Primal Crocidile just to drag and grab one elusive foe to prevent from escaping.
Any other debilitating zone your allies may have ready.
Chaffeuring, Bull Rush your ally for a very speedy retreat for two. For three if someone decides to use you as a mount to also get away, as you are technically a Medium sized creature.
Fetching, go out and grab that annoying enemy at range and drag him back into the party. Nothing can really escape you now, much to your DMs heartbreak for his reoccuring characters who have to make a break for it on foot rather then portals/teleports of extreme range.
Thunderwave Staff, pull out one of these instead of your Staff of Ruin before you Wild Shape. Now, you knock the target prone and deal 21d6 or 21d8 depending on what level of the staff you buy.
Comments, or an alternative that makes Bull Rush send creatures further? Maybe a Hybrid Druid|Monk may have a chance, leaving things open for another MC. Shame the costs on gear just to keep up the effect through the levels. Though going Monk MC Fighter (Or Fighter MC Monk) might make for a nearly impossible to miss Bull Rush with an interesting effect, either I or someone else may have to take a look. Just didn't go that route with this build, due to trying to ramp up the speed and distance.