InEffect: Tripping Balls
Role: Off-Tank/Damage Dealer/Support
Race: Aasimar(Lawbringer)
Alignment: Lawful-Neutral
Pet: Leopard
Deity/Domain: Asmodeus/Trickery*
*Not really important, but a bit of a buffer is handy. Alternative would be anything with Travel or Plant Domain.
Stats:
Str: 17 > 22
Dex: 13
Con: 16
Int: 13
Wis: 16
Cha: 7
Final Build: Druid(Defender of the True World)15/Monk(Traditional) 2/Inquisitor(Sacred Huntsmaster) 3
Main skills: Perception, Lore: Nature, Mobility 3
Suggested secondary skills: Persuasion or Athletics. You have 30 spare points so choose whatever you want.
Detailed leveling breakdown:
Lvl 1: Druid - Dodge
Lvl 2: Druid -
Lvl 3: Druid - Combat Expertise
Lvl 4: Druid
Lvl 5: Monk - Natural Spell // Crane Style
Lvl 6: Druid
Lvl 7: Druid - Outflank
Lvl 8: Druid
Lvl 9: Druid - Trip
Lvl 10: Druid
Lvl 11: Inquisitor - Wings
Lvl 12: Inquisitor
Lvl 13: Inquisitor - Greater Trip // Tandem Trip
Lvl 14: Druid
Lvl 15: Druid - Fury’s Fall*
Lvl 16: Druid
Lvl 17: Druid - Combat Reflexes**
Lvl 18: Druid
Lvl 19: Druid - Seize the Moment**
Lvl 20: Monk - Improved Initiative
*can be swapped for Precise Strike for more damage from all the elements you have on your attacks by now, but I feel pushing main theme is better.
**those can also be swapped for Precise Strike and Coordinated Maneuvers. You need extra AoO attacks, but there are boots that can fix those for you. Seize the Moment can't be replaced so easily - you decide.
Spells by level in order of importance:
Lvl 1: Entangle, Longstrider, Faerie Fire, Acid Maw, Featherstep
Lvl 2: Aspect of the Bear, Barkskin, Frigid Touch, Restoration(Lesser)
Lvl 3: Magic Fang(Greater), Spike Growth, Delay Poison(Communal), Resist Energy(Communal), Featherstep(Mass)
Lvl4: Cape of Wasps, Thorn Body, Protection from Energy(Communal), Freedom of Movement
Lvl5: Aspect of the Wolf, Geniekind, Blessing of the Salamander, Animal Growth
Lvl6: Stoneskin(Communal), Dispel Magic(Greater), Tar Pool
Lvl7: Legendary Proportions, Heal, Creeping Doom
Lvl8: Seamantle, Frightful Aspect
Inquisitor Spells: Remove Fear, Divine Favor, True Strike, Heal Light Wounds
Gear: Staff, +AC robes, deflection ring, Bracers, +Stat items
Proper druid centered on shape-shifting and tripping enemies. Won’t break any records in terms of AC or Damage, but is solid enough on both fronts. Aspect of the wolf allows for free trips. Punishes tripped enemies hard.
Main two forms you want are bear and smilodon. Shambling mound is ok in a pinch. There is a bear form scimitar in the game. You can make use of that as well. You should start shifting the moment you get leopard.
Totally is not your healer. This is a combat character.
Extend rods are your friends
You want an alchemist in your party for shield spell.
Don't forget you have spontaneous summoning. Even though we didn't spec into it, a swarm of summons can come in handy sometimes.
Expertise and fighting defensively cut into your AB. only turn on if you are swarmed and need to tank.
Can’t be done as a merc. Can’t be done on any other race. You need dem wings. Jaethal is the closest thing to it, her alignment won't allow for monk, but it would work ok-ish, but not really.
Thank you for this. I have been trying to find a way to incorporate a Druid MC on Hard difficulty. Do you feel this build will have any difficulty on hard mode in regards to overcoming enemy CMD?
Also if you don't want to min/max...how would you change the stat allocation? Would the below be fine?