Druid question (wanted to avoid the "other" Druid thread)

emanresu

First Post
I was going to tack this on to the other Druid thread, buuuuut I started to read the never ending bickering and chose to avoid. So please excuse another Druid based thread so close to another. My questions are 2 . 1st To make a Druid bitchen at melee, post 5th level obviously, what feats are a must, from beginning to, up to 15 th level? 2nd part question is summoning; how would a player make this stronger than just the annoyance 1 of our DM's considers it? How to make a Druid focued on both of these as his main ability.
Its a gestalt campaign, and builds have to be shown from 1st level up

thanks to any and all efforts to help out
 

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I was going to tack this on to the other Druid thread, buuuuut I started to read the never ending bickering and chose to avoid. So please excuse another Druid based thread so close to another. My questions are 2 . 1st To make a Druid bitchen at melee, post 5th level obviously, what feats are a must, from beginning to, up to 15 th level? 2nd part question is summoning; how would a player make this stronger than just the annoyance 1 of our DM's considers it? How to make a Druid focued on both of these as his main ability.
Its a gestalt campaign, and builds have to be shown from 1st level up

thanks to any and all efforts to help out

Druid 20 / Cleric 20
Use Divine Might
You could pick feats at random and still rool. I would suggest Natural Spell of course.
 

Druid 20 / Cleric 20
Use Divine Might
You could pick feats at random and still rool. I would suggest Natural Spell of course.

Druid Cleric? Never ever once have seen anybody do this from any level, please elaborate on why this is a strong shapeshifter/melee tank and and awesome summoning specialist?
 

Rules in melee because: Druid side wildshapes to extremely strong combat form, Cleric side uses its fantastic melee buffs (Divine Power, Righteous Might etc.). You don't need any specific feats to be a great tank/damage dealer, although obviously Extend Spell, Persist Spell, and Divine Metamagic: Persist are a good way to go. And Natural Spell, but every Druid has that. For specific forms, the various [non-animal] Wildshape feats may come in handy.

Is great at summoning because: Druid side spontaneously summons beefy animals and elementals, while Cleric side has more variety in the Summon Monster tables (lots of SLAs to choose from). Feats to go with this are many and varied: Greenbound Summoning is so good, it's simply unbalanced; Ashbound Summoning is good, though less spectacularly so; Rashemi Elemental Summoning turns your earth and air elementals into very scary critters, but nothing else; Rapid Spell may be worth considering, to get your summons up more quickly; Imbued Summoning works like Quicken Spell on low-level buffs for your summons only; and of course, if you can snag Augment Summoning, you're always good.
 

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