• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

12th level Druid Protector

Griznuq

First Post
I have an 11th level Druid protector, he is my first ever 4e character, and he was made for me, so I didn't get to guide his growth while he progressed... However, I love this character very much.

The idea I had behind his creation was a heavy crowd controller, so 95% of what he does pushes the target if hit like, 5 to 8 squares. It's pretty awesome.

I just leveled up to 12th, but I'm having a hard time selecting a feat.

I wanted to try to improve his AoE potency or perhaps increase his ability to heal. Currently he has a few AoE spells, call lightning, gust of wind, thorny vines, Nature's growth, verdant touch and for healing, just a daily "lesser restoration".

When I failed to find something along these lines, I thought perhaps something that knocks targets prone, or dazed, or what have you... still not much I can find.

I spent a good 50 minutes or more going through the copious amounts of feats available in the character builder, but... I have yet to find something along those lines. Does anyone have any thoughts?

Also, I am fairly certain I posted this once already, but I can't seem to find it, so sorry for the duplicate post.

Here's a summary of the character:

====== Created Using Wizards of the Coast D&D Character Builder ======
Varrin, level 12
Half-Elf, Druid (Protector), Inner Circle Initiate
Druid Circle Option: Circle of Renewal
Half-Elf Power Selection Option: Dilettante
Seeker for the Lost Clan (Seeker for the Lost Clan Benefit)
Theme: Explorer

FINAL ABILITY SCORES
STR 12, CON 21, DEX 11, INT 14, WIS 21, CHA 9

STARTING ABILITY SCORES
STR 11, CON 16, DEX 10, INT 13, WIS 16, CHA 8


AC: 27 Fort: 26 Ref: 23 Will: 26
HP: 88 Surges: 12 Surge Value: 22

TRAINED SKILLS
Arcana +13, Heal +16, Insight +18, Nature +16, Perception +16

UNTRAINED SKILLS
Acrobatics +5, Athletics +6, Bluff +5, Diplomacy +7, Dungeoneering +12, Endurance +12, History +9, Intimidate +5, Religion +8, Stealth +5, Streetwise +5, Thievery +5

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Explorer Utility: Surefooted Stride
Druid Utility: Nature's Growth
Druid Utility: Verdant Touch
Druid Utility: Vine Rope
Druid Utility: Senses of the Wild
Druid Attack: Summon Natural Ally
Cleric Attack 1: Burden of Earth
Druid Attack 1: Magic Stones
Druid Attack 1: Tending Strike
Druid Attack 1: Gust of Wind
Druid Utility 2: Lesser Restoration
Druid Attack 3: Call Lightning
Druid Utility 6: Raise the Stones
Druid Attack 7: Charm Beast
Druid Utility 10: Roots of Rescue
Inner Circle Initiate Attack 11: Thorny Vines
Inner Circle Initiate Utility 12: Speak with Animals and Plants

FEATS
Level 1: Learned Spellcaster
Level 1: Ritual Caster
Level 2: Orb Expertise
Level 4: Superior Implement Training (Petrified orb)
Level 6: Improved Defenses
Level 8: Bludgeon Expertise
Level 10: Battlewise
Level 11: Versatile Master

ITEMS
Petrified orb of Forceful Magic +2 x1
Gauntlets of the Ram x1
Avalanche Boots x1
Amulet of Life +2 x1
Reflecting Pool
Analyze Portal
Linked Portal
Magic Hide Armor +3 x1
Knockback Mace +2 x1
Stone Shape
Share Husk
Remove Affliction
Fey Passage
Commune With Nature
Speak with Nature
Animal Friendship
Hunter's Blessing
Hunter's Curse
Tree Shape
Lower Water
Endure Elements
Bloom
Traveler's Camouflage
Animal Messenger
Cure Disease
====== End ======
 

log in or register to remove this ad

Coordinated is a good feat for bursts and blasts.

Half-elf versatile master feat is good in general

Quick Wild Shape is SPECTACULAR.

These are just the ones i could think of off the top of my head.
 

Into the Woods

Remove ads

Top