Greenpeace (79Druid/1Monk) for Open/UR/BUR Subraces.
Apr 2, 2015 10:35:11 GMT
Torin and sky183 like this
Post by Matt on Apr 2, 2015 10:35:11 GMT
Druid
Description: Druids are divine spell casters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.
Alignment restrictions: any neutral
Hit die: d8
Proficiencies: armor (light, medium), shields, weapons (druid)
Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level)
Skills: animal empathy, concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft
"Half-Celestial" (secret Beyond UltraRare subrace)
- no race requirement (adds wings)
FC: Cleric
WIS +6
CHA +4
Free Feats: Spell Focus Evocation, Greater Spell Focus Evocation, Epic Skill Focus Heal
SR 10 + 1/lvl
Able to walk on quicksand
Speaks: Celestial
Epic Spells:
Necromancy: Dust to Dust (x2 after PSK Necro)
Description: "The eternal hourglass of existence is turned over and over, and you with it, a grain of dust."
Effect: Petrifies all creatures in a Large area of effect for 10 rounds.
Transmutation: Elemental Shunt
Description: The caster manipulates the motion of elements such that the caster and their party is spared from enduring their full force. Those who move with the elements, like a blade of grass in the wind, need not fear their full force. Those who resist, like a tree in a gale, needs must fast their full force, and often fall.
Effect: Grants the caster and their party immunity increase of 10% + 1%/2 casterlevels to all forms of elemental damage (acid, cold, electrical, fire, sonic) for 1 turn per two caster levels. Only works if within 6 levels of the caster.
Evocation: Immutable Force (x2 after PSK Evo)
Description: Like a towering wave or a mighty avalanche, the caster and his party become a raw force of nature. You can not fight it; you can not slow it. You can only cower beneath it and hope it passes on before you do.
Effect: The caster and their party become invulnerable for 5 rounds. Invulnerability will be lost if the character moves to another area, or relogs. This effect can only be used once every 2 minutes.
Divination: Primal Cataclysm
Description: Those who know the deep lore of nature know of the Threads, massive strands of primal matter that drift through the ether. They are said to be so dense that they distort time itself. Because of this distortion, only a master diviner could ever hope to locate such a thread. One group of diviners did manage just such a feat, in the later days of the Empire, and learned to tap the power of the thread, by opening a portal to where the thread was about to be, and holding it open just long enough to spill out a tiny fraction of the power of the thread, without letting the portal rupture. Some druids revered this spell as the ultimate demonstration of nature's might, while others renounced it as risking all that which they are sworn to protect.
Effect: This spell affects every creature hostile to the caster in a Gargantuan area of effect, inflicting (1d6 per casterlevel) x 3 points of positive damage, and slowing them for 20 rounds. There is no chance to Evade this spell, though a successful reflex save against a DC of (30 + relevant caster ability bonus) cuts the damage in half. This spell is guaranteed to always do some damage.
Paragon Spells:
Spells to think about using:
*Tip - until you find a Druid CL ego using a Netherese Power Orb before you buff gives them that little bit extra.
Description: Druids are divine spell casters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.
Alignment restrictions: any neutral
Hit die: d8
Proficiencies: armor (light, medium), shields, weapons (druid)
Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level)
Skills: animal empathy, concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft
"Half-Celestial" (secret Beyond UltraRare subrace)
- no race requirement (adds wings)
FC: Cleric
WIS +6
CHA +4
Free Feats: Spell Focus Evocation, Greater Spell Focus Evocation, Epic Skill Focus Heal
SR 10 + 1/lvl
Able to walk on quicksand
Speaks: Celestial
Stats at creation: |
Strength: 8 |
Dexterity: 14 |
Constitution: 10 |
Intelligence: 14 |
Wisdom: 18 |
Charisma: 8 |
Stats at 60 +14: |
Strength: 22 |
Dexterity: 28 |
Constitution: 24 |
Intelligence: 28 |
Wisdom: 70 |
Charisma: 26 |
Stats at 80 x2 demigod +16: |
Strength: 28 |
Dexterity: 36 |
Constitution: 32 |
Intelligence: 36 |
Wisdom: 78 |
Charisma: 34 |
Level Progression:
1-39 Druid, 40 Monk.
Levels 1-20:
Level 1: Druid | Spell Focus: Transmutation, Greater Spell Focus: Transmutation +1 Animal Empathy (to tame oltum with gear) |
Level 2: Druid | |
Level 3: Druid | Spell Penetration |
Level 4: Druid | |
Level 5: Druid | |
Level 6: Druid | Greater Spell Penetration |
Level 7: Druid | |
Level 8: Druid | |
Level 9: Druid | Spell Focus: Necromancy |
Level 10: Druid | |
Level 11: Druid | |
Level 12: Druid | Greater Spell Focus: Necromancy |
Level 13: Druid | |
Level 14: Druid | |
Level 15: Druid | Metamagic (Extend Spell) |
Level 16: Druid | |
Level 17: Druid | |
Level 18: Druid | Metamagic (Empower Spell) |
Level 19: Druid | |
Level 20: Druid |
Levels 21-40:
Level 21: Druid | Epic Spell Penetration | |
Level 22: Druid | ||
Level 23: Druid | ||
Level 24: Druid | Epic Spell Focus: Transmutation | Bonus: Epic Spell Focus: Necromancy |
Level 25: Druid | ||
Level 26: Druid | ||
Level 27: Druid | Epic Spell Focus: Evocation | |
Level 28: Druid | Bonus: Great Wisdom I | |
Level 29: Druid | ||
Level 30: Druid | Great Wisdom II | |
Level 31: Druid | ||
Level 32: Druid | Bonus: Great Wisdom III | |
Level 33: Druid | Great Wisdom IV | |
Level 34: Druid | ||
Level 35: Druid | ||
Level 36: Druid | Great Wisdom V | Bonus: Great Wisdom VI |
Level 37: Druid | ||
Level 38: Druid | ||
Level 39: Druid | Great Wisdom VII | |
Level 40: Monk | +43 Discipline, +43 Tumble |
Levels 41-60:
Level 41: Druid | Wondrous Tome of Ancient Lore: Divination |
Level 42: Druid | Great Wisdom VIII |
Level 43: Druid | |
Level 44: Druid | |
Level 45: Druid | Great Wisdom IX |
Level 46: Druid | |
Level 47: Druid | |
Level 48: Druid | Great Wisdom X |
Level 49: Druid | |
Level 50: Druid | |
Level 51: Druid | Legendary Spell Focus: Transmutation |
Level 52: Druid | |
Level 53: Druid | |
Level 54: Druid | Legendary Spell Focus: Necromancy |
Level 55: Druid | Pyramid Energy, +2 Wisdom and Fear Immune |
Level 56: Druid | Either CA Pandect or Energy Resistance |
Level 57: Druid | Legendary Spell Focus: Evocation (I want x2 immutes) |
Level 58: Druid | |
Level 59: Druid | |
Level 60: Druid | Legendary Spell Penetration |
Levels 61-80:
Level 61: Druid | |
Level 62: Druid | |
Level 63: Druid | Paragon Spell Focus: Transmutation |
Level 64: Druid | |
Level 65: Druid | |
Level 66: Druid | Paragon Spell Penetration |
Level 67: Druid | |
Level 68: Druid | |
Level 69: Druid | Paragon Spell Focus: Necromancy |
Level 70: Druid | |
Level 71: Druid | |
Level 72: Druid | Paragon Spell Knowledge: Necromancy |
Level 73: Druid | |
Level 74: Druid | |
Level 75: Druid | Paragon Spell Focus: Evocation |
Level 76: Druid | |
Level 77: Druid | |
Level 78: Druid | Paragon Spell Knowledge: Evocation |
Level 79: Druid | |
Level 80: Druid |
Epic Spells:
Necromancy: Dust to Dust (x2 after PSK Necro)
Description: "The eternal hourglass of existence is turned over and over, and you with it, a grain of dust."
Effect: Petrifies all creatures in a Large area of effect for 10 rounds.
Transmutation: Elemental Shunt
Description: The caster manipulates the motion of elements such that the caster and their party is spared from enduring their full force. Those who move with the elements, like a blade of grass in the wind, need not fear their full force. Those who resist, like a tree in a gale, needs must fast their full force, and often fall.
Effect: Grants the caster and their party immunity increase of 10% + 1%/2 casterlevels to all forms of elemental damage (acid, cold, electrical, fire, sonic) for 1 turn per two caster levels. Only works if within 6 levels of the caster.
Evocation: Immutable Force (x2 after PSK Evo)
Description: Like a towering wave or a mighty avalanche, the caster and his party become a raw force of nature. You can not fight it; you can not slow it. You can only cower beneath it and hope it passes on before you do.
Effect: The caster and their party become invulnerable for 5 rounds. Invulnerability will be lost if the character moves to another area, or relogs. This effect can only be used once every 2 minutes.
Divination: Primal Cataclysm
Description: Those who know the deep lore of nature know of the Threads, massive strands of primal matter that drift through the ether. They are said to be so dense that they distort time itself. Because of this distortion, only a master diviner could ever hope to locate such a thread. One group of diviners did manage just such a feat, in the later days of the Empire, and learned to tap the power of the thread, by opening a portal to where the thread was about to be, and holding it open just long enough to spill out a tiny fraction of the power of the thread, without letting the portal rupture. Some druids revered this spell as the ultimate demonstration of nature's might, while others renounced it as risking all that which they are sworn to protect.
Effect: This spell affects every creature hostile to the caster in a Gargantuan area of effect, inflicting (1d6 per casterlevel) x 3 points of positive damage, and slowing them for 20 rounds. There is no chance to Evade this spell, though a successful reflex save against a DC of (30 + relevant caster ability bonus) cuts the damage in half. This spell is guaranteed to always do some damage.
Paragon Spells:
Necromancy: Stolen Lifeforce
Description:
Effect: The druid draws in the life energy around the party, channeling it into them, granting a +2 stacking bonus to the party's ability scores for 10 turns (capping at +20).
Evocation: Burn the Veil (NOT YET IMPLEMENTED)
Description:
Effect: Creates a persistent area of effect which deals d4 per casterlevel ectoplasmic damage to all enemies within it. (not implemented yet)
Skills:
Description:
Effect: The druid draws in the life energy around the party, channeling it into them, granting a +2 stacking bonus to the party's ability scores for 10 turns (capping at +20).
Evocation: Burn the Veil (NOT YET IMPLEMENTED)
Description:
Effect: Creates a persistent area of effect which deals d4 per casterlevel ectoplasmic damage to all enemies within it. (not implemented yet)
Skills:
420 skill points at level 60.
Animal Empathy: 63
Concentration: 63
Parry: 63
Lore: 63
Craft Armour: 63
Tumble: 43
Discipline: 43
Roughly 20 spare skill points at 60
if you max the same skills.
(Put into heal, then have heal maxed by about lvl 72.)
Animal Empathy: 63
Concentration: 63
Parry: 63
Lore: 63
Craft Armour: 63
Tumble: 43
Discipline: 43
Roughly 20 spare skill points at 60
if you max the same skills.
(Put into heal, then have heal maxed by about lvl 72.)
Spells to think about using:
Level 1: | Endure Elements, Entangle, Grease, Foundation of Stone |
Level 2: | Resist Elements, Blood Frenzy, Desert Sirocco, One with the Land Elemental spells of this level decrease resistance of that element |
Level 3: | Caustic Weapon, Shock Weapon, Font of Vision, Pristine Word, Infestation of Maggots Remove Disease, Protection from Elements, Poison, Neutralize Poison |
Level 4: | Freedom of Movement, Mass Camouflage, Extended Infestation of Maggots, Defoliate, Pesticide Call of Stone, Vortex of Teeth, Vitriolic Ray |
Level 5: | Augury, Font of Resistance, Inferno, Monstrous Regeneration, Death Ward, Restoration, Spell Resistance |
Level 6: | Greater Stoneskin (until you get asmo shield or abos torch), Healing Circle, Energy Buffer, Regenerate Drown, Crumble, Stonehold, Possibly Tortoise Shell |
Level 7: | Word of Balance, Fissure, Aura of Vitality, Heal, Font of Purification, Extend Drown & Crumble |
Level 8: | Finger of Death (even more so with BUR plate), Natures Balance, Premonition (after getting asmo shield or abos torch) Storm Tower, Reverse Gravity, Sunburst |
Level 9: | Empowered Fissure, Empowered Word of Balance, Cast in Stone, Elemental Swarm (fissure generally better though), Summon Creature IX, Storm of Vengeance |
Even without abjuration focus the fonts are still useful to have on the tank/s when they are fighting something nasty that takes a little while to go down. Font of Restoration restores the people in the area of effect repeatedly until it goes, gets bigger with abjuration focus but that's not necessary if the tanks aren't moving too much.
Drown and Crumble are two of the druids most useful spells both being instakill type. Drown is a fortitude save instakill spell that becomes AoE like Implosion when you get Legendary Spell Focus. Very useful in hells for Kokrachons which usually take a little while to kill since they heal in a small AoE.
Crumble is used to instakill constructs and any stoned creatures, for example an Infernal Machine in Dispater run. Also quite nice to instakill Infestriarchs and Rachugons once they are stoned if you dont have a shifter to poison them quickly.
Infestation of Maggots once used diseases the target and drops their constitution, concentration and discipline each round. It ends if they make a successful save. *Can be used to kill tears in minauros.
Empowered Fissure is a very powerful spell doing from 200-600+ dmg to practically any mob meaning its universally good. Very nice to have in Elysium where planetars and such take alot of pierce damage.
Cast in Stone is cone spell that stones any mobs in the AoE if they fail the save. Good to have a few at least, more if you lack a shifter/pariah.
Natures Balance is an AWESOME spell that drops the creatures spell resistance in the AoE by 12 with 60 caster levels (+1 per trans feat). So using a CL ego is suggested. Also heals people in the area a little bit.
Premonition is a key spell once you get your asmo shield or abos torch as it gives at CL 60 and LSF Div 50/+16 soak. To get the LSF Div i usually just use a Draught of Divination before i cast it to get that extra +1.
Using Blood Frenzy and the Wisdom Artifact gives you a hefty amount of temp HP putting you at about 1.6k buffed at lvl 60.
Drown and Crumble are two of the druids most useful spells both being instakill type. Drown is a fortitude save instakill spell that becomes AoE like Implosion when you get Legendary Spell Focus. Very useful in hells for Kokrachons which usually take a little while to kill since they heal in a small AoE.
Crumble is used to instakill constructs and any stoned creatures, for example an Infernal Machine in Dispater run. Also quite nice to instakill Infestriarchs and Rachugons once they are stoned if you dont have a shifter to poison them quickly.
Infestation of Maggots once used diseases the target and drops their constitution, concentration and discipline each round. It ends if they make a successful save. *Can be used to kill tears in minauros.
Empowered Fissure is a very powerful spell doing from 200-600+ dmg to practically any mob meaning its universally good. Very nice to have in Elysium where planetars and such take alot of pierce damage.
Cast in Stone is cone spell that stones any mobs in the AoE if they fail the save. Good to have a few at least, more if you lack a shifter/pariah.
Natures Balance is an AWESOME spell that drops the creatures spell resistance in the AoE by 12 with 60 caster levels (+1 per trans feat). So using a CL ego is suggested. Also heals people in the area a little bit.
Premonition is a key spell once you get your asmo shield or abos torch as it gives at CL 60 and LSF Div 50/+16 soak. To get the LSF Div i usually just use a Draught of Divination before i cast it to get that extra +1.
Using Blood Frenzy and the Wisdom Artifact gives you a hefty amount of temp HP putting you at about 1.6k buffed at lvl 60.
Gear to look out for:
In the armour slot the main choices are Nature's Embanking Palisade or Wrap of Raphael which gives +1 DC to lvl 6 and below spells, however it is a robe so it will drop your AC by a little bit. Easier to wear once you reach x1 or 2 with better wisdom and dex.
Offhand slot, until demigod i would suggest using any BUR large shield as you will still get some monk AC bonus being a druid.
Once you can get your hands on it you will afterwards be wearing either Rampart of the Pact Primeval or Confluence of Sylvanus. The asmo shield allows you to still get premonition soak while having a shield in offhand and also gives a hefty +18 shield AC. The Torch gives +1 SP to all druid spells and increases the radius of Natures Balance.
Offhand slot, until demigod i would suggest using any BUR large shield as you will still get some monk AC bonus being a druid.
Once you can get your hands on it you will afterwards be wearing either Rampart of the Pact Primeval or Confluence of Sylvanus. The asmo shield allows you to still get premonition soak while having a shield in offhand and also gives a hefty +18 shield AC. The Torch gives +1 SP to all druid spells and increases the radius of Natures Balance.
Amulet wise i generally chose either the Pendant of the Seer or the Amulet of the Axerian Grandmaster. The tia ammy gives overall better slots, but if you add a rare or UR druid aug to the pendant it is superior because of the bonus +1 DC to lvl 6 and below spells.
Belt slot either goes to Belt of the Axerian Grandmaster or Song of the East depending on what you can get your hands on and the quality of the UR belt randomization. (UR belt could get added %imm or something on top of putting UR aug on)
Boots are dependent on what you need and where you are going but generally these are the choices... Mord's Mockery as it gives you Breach immunity for various creatures and can be auged nicely. Boots of the Axerian Grandmaster are also a decent choice. Styxwalkers are also a good contender for this slot. Corruption of the Land gives slots and ESF: Discipline which is nice and gives +16 to str and dex at lvl 80.
Helm slot will ultimately go to this in the end Gaze into the Abyss but before you can get your hands on it you will probably just want to put on a BUR helm for the best resists/immunes you can get.
The Staff of Emrys is easier to obtain then the Staff of the Axerian Grandmaster and if randomized and auged well can give nicer slots and stuff then the Tia staff.
Belt slot either goes to Belt of the Axerian Grandmaster or Song of the East depending on what you can get your hands on and the quality of the UR belt randomization. (UR belt could get added %imm or something on top of putting UR aug on)
Boots are dependent on what you need and where you are going but generally these are the choices... Mord's Mockery as it gives you Breach immunity for various creatures and can be auged nicely. Boots of the Axerian Grandmaster are also a decent choice. Styxwalkers are also a good contender for this slot. Corruption of the Land gives slots and ESF: Discipline which is nice and gives +16 to str and dex at lvl 80.
Helm slot will ultimately go to this in the end Gaze into the Abyss but before you can get your hands on it you will probably just want to put on a BUR helm for the best resists/immunes you can get.
The Staff of Emrys is easier to obtain then the Staff of the Axerian Grandmaster and if randomized and auged well can give nicer slots and stuff then the Tia staff.
*Tip - until you find a Druid CL ego using a Netherese Power Orb before you buff gives them that little bit extra.
Since going torch route, you lose Abj to Divination for prem... have to get closer to bosses for NB.
If you have many power orbs and a CL ego you can take pally splash for very nice saves. Will eat through the consumables though.
If you have many power orbs and a CL ego you can take pally splash for very nice saves. Will eat through the consumables though.