If I were capable of doing such a PrE tree like you are, I'd have done it like you did.
Really, really nice. Congratulations edrein!
Core I:
Wood lore:
You gain +0.5 SP 0.5 HP and your hirelings, pets etc. (minions) gain 3 HP per point spend in this tree
You and your minions gain +1 insightful AC per core ability in this tree
Core II:
Wood friend:
SLA: Choose between Entangle(5sp, 6 sec cooldown) and Dominate Animal (10 sp, 6 sec cooldown)
You and your minions gain +3 PR and MR per core in this tree after this one
Core III:
Wood ally
SLA: Choose from Freedom of movement(12 sp) or Spiderskin(10 sp)
Every buff you cast on yourself now it's automatically cast on your minions(same for animal growth and so when cast in human form, not for healing spells)
+5 positive SP
Core IV:
Wood protege:
SLA: Vigor, Mass (12 SP)
You can summon one additional companion
10% fortification for you and your minions per core in this tree after this one
+10 positive SP
Core V:
Wood Child
SLA: Choose one from Fire Seeds(5sp( 3sp if set on the ground), 5s cooldown) or Animal Growth(15 sp, 15s cooldown)
Your summoned creatures counted as +3 CR
+2 diplomacy, concentration and haggle
+5 universal SP
Capstone:
Wood Prince
+2 WIS, +1 caster and max caster lvl for evocation and transmutation spells
+10 universal SP
+1% doublestrike and doubleshoot in animal form
+2% doublestrike and doubleshoot in elemental form
+1 to ability stats to all your minions
+ choose one from:
+1 DC for evocation and transmutation spells
feat shield mastery
feat improved shield mastery
feat Two Handed Fighting
feat Improved Two Handed Fighting
feat Greater Two Handed Fighting
feat Two Weapon Fighting
feat Improved Two Weapon Fighting
feat Greater Two Weapon Fighting
**************************************
tier 1:
Wolf's bond
choose:
you don't loose HP and SP when your pet dies (can't revive pet for 120s)
you gain 10% HP and 5% SP and 1% critical chance with spells, 1% doubleshoot and doublestrike as long as your pet is near you
2pt
Will of Oak:
+1/+2/+3 saves and +3/6/10 energy resistance for your pets
rank1: +1 to balance to You
rank 2: as long as your pet is near you, you gain +2 saves vs traps and energy resistance
rank 3: +1 saves to you
1pt per rank
Forest Branch in Spring:
+3/6/10 HP +10/20/35 SP
rank3: 5 universal SP
1 pt
Mistletoe elixir:
Clickie like action boost(5 per day):
choose one from:
you gain +20 to hide and move silently for 30 sec
you gain +20 to bluff for 30 sec
you gain +20 to swim for 30 sec
you gain +20 to search for 30 sec
you gain Trap finding feat for 30 sec (but can not disable trap)
you gain +2 STR and +2 CON for 30 sec
2 pt
Athlete of the Forest
Skill:
+1/2/3 jump, diplomacy, intimidate, bluff and haggle
rank 2 adds +1 to PR to you and your minions
rank 3 adds +1PR, 1% doublestrike and doubleshhot for you and your minions
1pt
**************************
tier2
Wolf's bond II
based on wolf's bond I:
revive your pet once more per rest /(to full health and removes 120s cooldown)
when your pet kills enemy there is 10%/20% chance that you'll get temporary SP,HP and universal spell power equal to level of your pet for 5s/10s
(doesn't stack, just extends duration)
2pt, preq: Wolf's bond I
Attack of oak:
choose:
SLA - splinterbolt (3SP cost, 4s cooldown)
your weapon gains 1d3 piercing damage
your minions gains d16 piercing
2pt
preq: Will of Oak
Forest band I
Your minions gains +3/6/9 AC and DR 2/4/6/
rank 2: you gain +3 AC
rank 3: you gain DR 5/
1 pt per rank
Ovate's knowledge:
You and you minions gain +3/6/9 healing amplification
rank 3: 5 universal SP and 1% doublestrike/doubleshoot
1pt
Forest Rejuvenating I
Empower Healing costs:
1/2/4 SP less
2p
**********************
tier 3
Defender of the Wood
Choose:
1 crit with spells/2% doublestrike in animal form/4% doublestrike/doubleshoot in elemental form
2pt
Heart of Oak I:
+1/+2 to ability scores to your minions
rank 1: +1 to balance to You
rank2: +10% fortification to your minions
1pt
Bardic call:
Mark enemy and he'll be immediately attacked with all your minions.
Bardic call inspires you and your minions, he'll get 10% more damage from melee/spells from you and your minions and you and your minnions get +10PR and +10MR for duration of
bardic call
duration 10 sec, cooldown 30 sec
preq: Ovate's knowledge
2pt
Forest Rejuvenating II:
your vigor and regenerate spells are cast at +2/+4/+6 caster and max caster level
+10/+20/+30 healing power
2 pt, preq Forest Rejuvenating I
rank 3: +1 crit chance with healing spells
Wood's knowledge
Choose
+1 WIS/STR/CON
2 pt
*********************
tier 4
Gatekeeper of the Wood
Choose:
1 crit with spells/3% doublestrike in animal form/6% doublestrike/doubleshoot in elemental form
+5 universal spell power
2pt, preq: Defender of the Wood
Heart of Oak II:
additional +1/+2/+3 to ability scores to your minions
rank 1: +1 to balance to You
rank2: +10% fortification to your minions
rank3: +5PR and +5MR to you and your minions
1pt preq: Heart of Oak I
Help from the Grove:
Call various birds, locust and reptiles to help you- AOE spell that blinds, slows and bleeds enemies (DC is 10+ Druid's level + CHA mod! not WIS)
reduces threat from caster to 0 and lasts for number of seconds equal to druid level + CHA mod.
Number of enemies that can be attacked is No_of_Cores_from_this_tree *2.
Blind and bleed effects can start every sec, slow is only at the first tick
Why CHA mode- druid CHA should be high in order to "call" help from skies and distant fields
uses wild empathy, cooldown 2 mins
+1 wild/improved empathy
2pt
Creeping Doom:
SLA: Creeping Doom (10sp, 10 sec cooldown)
Wood's knowledge
Choose
+1 WIS/STR/CON
2 pt
******************************
tier 5
Guardian of the Forest
+2 crit with all spells, +5 doublestrike in animal form/ +9 doublestrike in elemental form
+10 universal SP, +1[W] in animal form, +10 attack speed in elemental form
preq: Gatekeeper of the Wood
Protector of Nature
+2 ability stats, +2 attack, +2 damage, +2 dodge, +3 AC, +5PR, +5MR, +3 MP to all minions
summons like Fire Elemental uses 50% of your fire spell power and crit rate for their spells
when you or your minions kill enemy, healing burst with 1d2*druid level and sonic burst with 1d3*druid level will occur;
this bursts will use 50% of your spell power
Master of Forest Rejuvenating
your vigor and regenerate spells are cast at +2 caster and max caster level
+20 healing power
+10 healing amplification to you and your minions
+ 1% critical chance with healing spells
preq: Forest Rejuvenating II:
Elemental Mastery:
gains flame blade (cold version)- can use WIS mode to hit and damage
+2 damage with druidic weapon (same as in fighter enhancements tree) or in animal form, +4 damage with quoterstuff
+10 universal spellpower while wearing quoterstuff
when in elemental form:
+2 CON
+2 to confirm and damage critical
+2 to caster and max caster level for spells bonded to appropriate form (Body of the Sun, Freezing Spray, Ice Flowers, Elemental Toughness and Cold Shield, both versions)
Master of Nature's wardens
Summoning spells cast with no SP and 50% cooldown (5 mins instead of 10)
minions have +15% HP and +40% fortification
Summonig Master X:
new spell with some new nature beings- one caster, one buffer as dryad fighter
preq: Heart of Oak II
This is my contribution to 3rd druid tree. I tried to buff whole minions that druid summons, buff healing capacity of druid in order to keep minions alive. Also, currently elemental forms are not so powerful, so I tried to make some enhancement line for them- imagine that you prefer to be elemental with melee power- maybe two weapon fighter, so I added some buffs in that case. Also, i have option for all three cases- caster druid, druid shapeshifter and elemental druid. You now have ability to improve your melee power w/o go into shapeshifter form and you can increase healing power and amplification.
Also, as I said before, I'm not pleased to hear that death of your pet doesn't bother you, so I add tempting(at least, it should be tempting) option- presence of your pet should buff you with some decent buffs, so player now has a choice. I also would like to see some new features- like Help from the Grove, which is, basically, CC spell. Also, summon monster X should be available if you want to play summoning style- maybe something as Elder Dryad from Primal Avatar destiny, but with "fighter pair', so player can choose...
So, 3rd tree should be capable of summon friends, keep them alive and have some CC. Offensive casting potential depends of user choice, but it's lesser than pure caster build, of course...
One interesting build that catch my mind is if you want to be TW elemental- that's why I added feat option to pick at core- to buff your melee options primary...
An excellent piece of work, THANK YOU!
I will move this to a spot of honor shortly.
Lol, now the gatekeeper tree really looks like the long shot, woot.
Great stuff this will help make the possible third tree really nice in the end.
That is a great thought, buffing player while your wolf is near you.
I love it.
Yes, probably a wolf death should hurt, but until we can consistently keep wolves alive in Epics, I hesitate on that direction.
Core abilities
The Animal Lord I: Choose an totem animal to focus your abilities on, gaining a abilities based upon that animal. In addition, each enhancement point spent in the Animal Lord tree grants +1 Universal Spell Power to all spells and +1 to your Maximum Hitpoints.
Snakelord I: You gain 15hp. Additionally for each core of Snakelord you and your companions gain +1 reflex save.
Wolflord I: You gain 2% doublestrike for each core you posses. Your wolf companion additionally gains +1 sneak damage die per core.
Bearlord I: You gain martial weapons profiency,10 PPR and MRR. Each additional core provides stacking 4/- DR.
Catlord I: Invisibility: Spell Like Ability: Invisibility (Activation Cost: 1 SP. Cooldown: 6 seconds.)
Dryadlord: Small Dryad Sap: Spell Like Ability: Lesser Vigor (Activation Cost: 3 SP. Cooldown: 4 seconds.)
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Druid Level 1
The Animal Lord II: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.
Snakelord II: Like a viper fiend your melee attacks drip of your venom: Your MELEE attacks now deal 1d6 Magical Poison. (This damage increases by 1 die at each core until capped at 5d6. This damage is also increased by Melee Power.)
Wolflord II: Animal Growth: Spell Like Ability: Animal Growth (Activation Cost: 7 SP. Cooldown: 20 seconds.)
Bearlord II: You gain a new bear companion, this companion has a high threat generation and deals AoE damage. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.
Catlord II: You gain the feat Fury of Blows, allowing you to fight unarmed like a monk. Your base unarmed damage increases to 1d6, at level 12 this becomes 2d6 and at 3d6 at level 20. (This does not stack with a Monk's Fury of Blows feat.)
Dryadlord II: Salt Ray : Spell Like Ability: Heightened Salt Ray (Activation Cost: 5 SP. Cooldown: 6 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Requires: The Animal Lord I, Druid Level 3
The Animal Lord III: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.
Snakelord III: Venomous Discharge : Spell Like Ability: Poison (Activation Cost: 3 SP. Cooldown: 2 seconds)
Wolflord III: You gain an additional wolf companion, allowing you to summon a small pack of two wolves. The second wolf mirrors the gear and stats on your main wolf.
Bearlord III: Wrath of Nature: Toggle: +2 profane bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and 10% melee attack speed. (Activation Cost: 15 SP.)
Catlord III: You gain feat Wildshape Lion:
While in this form, you gain +2 Dexterity and primal +4 to Trip DCs.
Your base attack speed is 10% faster, you gain a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a +10% enhancement bonus to movement speed.
Your natural attacks do 1d6 damage, do both piercing and slashing damage, and critically hit for double damage on a roll of 19-20.
On Vorpal Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
Form specific spells: Takedown and Baiting Bite.
Dryadlord III: Thornbush: Spell Like Ability: Spike Growth. (Activation Cost: 8 SP. Cooldown: 6 seconds.)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Requires: The Animal Lord II, Druid Level 6
The Animal Lord IV: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.
Snakelord IV: Tail Swipe: You swing your leg outward in an attempt to damage and trip enemies in a small radius. You 'cleave' for +3W and perform a trip effect with a reflex DC of (insert reasonable number). (Activation Cost: 15 SP. Cooldown: 12 seconds.)
Wolflord IV: Feast on the Kill: Toggle: While in Wolf form you are healed for 3d10 + Positive Spell Power HP whenever an enemy is killed within 20ft of you, your wolf companions gain this benefit regardless of your current form.
Bearlord IV: You gain the ability to summon an additional bear companion and have a chance to heal yourself for 4d10 + positive energy spellpower HP when being hit.
Catlord IV: You gain a lioness companion, this companion deals sneak attack damage and possesses a chance to outright kill enemies on vorpal hits. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.
Dryadlord IV: Greater Dryad Sap : Spell Like Ability: Regenerate (Activation Cost: 15 SP. Cooldown: 7 seconds)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Requires: The Animal Lord III, Druid Level 12
The Animal Lord V: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.
Snakelord V: Venomous Gale : Spell Like Ability: Creeping Doom (Activation Cost: 15 SP. Cooldown: 6 seconds)
Wolflord V: You gain an additional wolf companion for a total of three. Your pack gains a +4 bonuses to flanking, +1 sneak die, and +20% melee threat reduction.
Bearlord V: Nature's Guardian: Toggle: You gain full BAB, +2 con, 10% HP bonus and provide an aura to your bear companion that increases its HP and AC by 20%. (Activation Cost: 100 SP. Cooldown: 30 seconds.)
Catlord V: You gain feat Wildshape Panther:
While in this form, you gain +2 Dexterity, Manslayer, and primal +4 to Trip DCs.
You attack 15% faster, you gain a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 15% enhancement bonus to movement speed.
Your natural attacks do 1d10 damage, do both piercing and slashing damage, and critically hit for triple damage on a roll of 19 or 20.
On Critical Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
Form specific spells: Takedown and Baiting Bite.
Dryadlord V: You gain feat Wildshape Dryad:
While in this form, you gain +4 Wisdom and +4 primal natural armor.
Your plant-based spells are cast at your Character Level + Epic Level while in this form.
On Melee Critcal or Spell Critical: A splinterbolt is cast freely, maximized and empowered.
You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +150% critical hit resistance but suffer 1.5 times the normal damage from fire attacks and spells.
You are considered plant/elemental rather than your original type for the purpose of most effects.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Requires: The Animal Lord IV, Druid Level 18
Master of Beasts: Through extensive training and hours of bonding with your totem animal, you have finally become a lord of beasts. You gain +2 Wisdom, and +2 Constitution. As well as having a summoning cap of three non-companion creatures and additionally you gain benefits based on your Totem Animal or can choose a new totem to learn the basics in;
Snakelord: You gain +2 to dexterity and Evasion as a feat.
Wolflord: Your pack has grown once more, giving you four wolves in total. Your pack gains a +4 primal bonus to sneak attack die and a primal +2 to dexterity.
Bearlord: You gain +2 con and a 5% chance to perform a free great cleave when damaged in combat, this applies to your bear companion as well.
Catlord: You gain +10 doublestrike and +15 offhand doublestrike, this benefit applies to your lion companion as well.
Dryadlord: You gain feat Dryad's Tree: Instead of dying you are turned into a tree, this tree is considered helpless but your transformation drops any aggro you had, after 10 seconds of being a tree you are reborn without having truly died. You can only use this ability once every seven minutes.
Secondary Totem Mastery: You gain cores I through III for an additional totem animal.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: The Animal Lord V, Druid Level 20
Tier One
Patience of the Lord: Diplomacy, Concentration, and Heal skill +1/+2/+3.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None
Natural Armor I: Your skin hardens like the bark of a tree. You gain +1/2/4 insightful natural armor.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None
Beast Training I: Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None
Fury of the World's Guardians I: You gain a stacking 2 melee power per Forest Master core you possess.
AP Cost: 1 Ranks: 1 Progression: 5 Requirements: None
Beastmaster I: You gain two Wild Empathy uses.
AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None
Tier Two
Packmaster's Might: Spell Like Ability: Ram's Might (When cast the buff also applies to all summoned pets, companions, and creatures). (Activation Cost: 3 SP. Cooldown: 4 seconds.)
AP Cost: 2 Ranks 1 Progression: 5 Requirements: None
Natural Armor II: You gain +10 PPR and +10 MMR.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Natural Armor I
Beast Training II: Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Beast Training I
Fury of the World's Guardians II: Toggle: You and nearby allies gain +2/4 to hit and damage and 1/3% doublestrike.
AP Cost: 1 Ranks: 2 Progression: 5 Requirements: Fury of the World's Guardians I
Beastmaster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Forest Dominion I
Tier Three
Packmaster: Spell Like Ability: Harrowing Pack (This ability does not require Wolf form). (Activation Cost: 8 SP. Cooldown: 6 seconds.)
AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None
Natural Armor III: Toggle: You and nearby allies gain +2/4/6 energy resistance.
AP Cost: 1 Ranks: 3 Progression: 10 Requirements: Natural Armor II
Beast Training III: Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beast Training II
Beastmaster III: You expend one Wild Empathy to heal your animal companions for 10d15 HP, all negative levels, and all ability score damage. (Cooldown: 30 seconds.)
AP Cost: 2 Ranks: 1 Progression: 10 Requirements: Beastmaster II
Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution
AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None
Tier Four
Beast Training IV: No more SP and HP penalty when your companion dies, however if you possess Wolflord IV you take 50% the normal penalties. You also gain the ability to summon two non-companion creatures at once.
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beast Training III
Fury of the World's Guardians III: You and nearby allies gain and additional +1/2% to hit and damage and 1/3% doublestrike.
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Fury of the World's Guardians II
Beastmaster IV: Beastmaster's Call: Spell Like Ability: Howl of Terror (This ability does not require Wolf Form). (Activation Cost: 6 SP. Cooldown: 6 seconds.)
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beastmaster III
Wise Blows: You can now use your wisdom score for both to hit and damage rolls.
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None
Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None
Tier Five
Symbiotic Nature: Toggle Stance: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier. (Activation Cost: Wild Empathy uses reduced by 3 while active.)
AP Cost: 1 Ranks: 3 Progression: 30 Requirements: None
Master Trainer: Your summoned creatures, charmed minions, and hirelings all use your character level and epic levels for their level and AP should this be applicable.
AP Cost: 2 Ranks: 1 Progression: 30 Requirements: None
Beast Training V: Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
AP Cost: 2 Ranks: 3 Progression: 30 Requirements: Beast Training IV
Dryad's Favor: You gain a passive HP regeneration effect of +1d4/2d4/3d4 per 30 seconds. (This regeneration effect scales with positive energy spellpower.) Along with a summon-able Dryad companion. (Only one companion may be summoned at a time. This companion will replace the Druid's wolf if the wolf is already summoned, and also counts as one companion slot for any additional slots unlocked in this tree.)
AP Cost: 1 Ranks: 3 Progression: 30 Requirement: None
Last edited by edrein; 10-05-2014 at 08:00 PM. Reason: Changed Beast Training IV to counter possible OP and removed Strong Oak. nature with Wolflord line.
Edrein, I liked a lot of your enhancement options, the very creative and adds a lot of new options.
I just want to add some new thoughts for druid enhancement- we all (OK, most of us) agreed that 3rd tree should buff whole druid's party. So, some enhancements are no brainer. I feel we lack options for druid in elemental form and druid wielding quoterstuff. Druid in elemental form should have enhancement line, among others... Healing options should make his way into this tree... As we said, summoning and keeping that part alive. I also think that add at least one more summon (or even new pet) should be possible.
What I also believe is that nature warrior tree should be slightly improved, possible with 5th option in 4th and 5th tier.
We have enhancements for shapeshifter and caster, and nothing for druid who is not afraid to enter melee fight in natural(or elemental) form (even two weapon fighter) and also be able to cast some decent spells. I think some enhancement line must be added for this...
I would play a Druid if there was a tree that allowed me to be in perma-groot form.
Primal avatar lasts maybe 10 secs, and the capstone of that one should be redone anyways.
Khyber:
Lunality, Sorcality, Tunality, Axation, Causation, Shurality, Desparality, Stingality and a few more...
Stingality
In general I'd like to see the "summoner" archetype better represented so I'm very much in favor of a tree like this (I'd like to see something similar for the arty dog...prob not hirelings or summoned minions though...that's druids thing) I do have a few suggestions/questions though
Why /adamantine? I'd say just /- also this needs to scale somehow, DR 10/- is nice at level 10ish but is practically nothing beyond that...maybe based on Wisdom or Con score?
I love this and basically any option that gives some visual variety to your wildshape or companion especially since my guess is this tree will make my friends want to play druids (and me as well) if this were to make it to lama/live
How would this interact with having Monk levels?
I really don't want to see a short term clicky in a core, this should either be a passive effect or be a toggle that later is buffed by Natures guardian (since it's also a toggle) I'd be fine with it requiring you to be in bear from to compensate.
Anything that requires "when you kill" has to proven to be very anti-group I'd say make it when something within 10ft of you dies it procs or have it be like a 20% chance when anyone (including you) within 120ft kills something
Can you mix and match these abilities or do you just gain w/e you choose during Core 1 (I'd be fine with either I'm just curious, I presume it's the latter)
I love this but maybe have it include a +10% HP for the character whilst in bear form as well.
I'd like to see a increased MCL & CL to plant based spells here
So to clarify Wolflords gets 4 Wolves everyone else gets 3 of w/e companion they happen to have, right?
I'd say add a healing Aura whilst in the Tree form so your not completely useless (and I presume healing yourself up from 1hp)...also I like the fact that this isn't reviving you but saving you from being killed. Also depsite being helpless you should have massive unbreakable DR (like 100,000/-) so you don't just immediately die after this procs
I'd say this needs a longish cooldown..maybe a minute or two?
How does this interact with the cores/capstone that already grants extra companions...I presume it just adds +1
The Hit/damage should be percentage based imo (he says about almost EVERY hit/dmg boost ever)
I'd like to see this be special in that it does not require 12 character levels despite being tier 5 otherwise it comes too late imo.
Honestly I don't get why these "Divine Might" type abilities need durations...people seem to use them constantly anyways...I'd rather see it reduce you total wild empathy uses by X (half?) and be a passive effect.
Shouldn't this be an effect in Dryad lord?
I'd much rather see something like one or both of the following
Master Summoner - Animal Lord Tier 5
Your summons and companions now use your character level instead of your Druid level (including epic levels) to determine their level and available AP
Master of Forms (two versions as the first one might be OP/hard to code, could also be a multi-selector)
1. You can now meld two of your forms gaining lesser version of the benefits of your second from (but only the visual look of the "main one) whilst in any wild shape (ie. choosing Bear would grant +2 Con, +5% AC and your attacks would bypass slashing and bludgeoning DR if they don't already do so)
It would be a multi-selector obviously with each one called Aspect of X (ie. Aspect of the Bear) or something. (easily editable with any new forms added)
Coding wise it would just add the effects of the "aspect" whilst in any wild shape except the chosen "aspect" the rest is just flavour text.
2. You can now use bear and wolf form abilities (maul, shred,etc.) in any animal or plant based wild shape.
Last edited by Failedlegend; 10-05-2014 at 03:38 PM.
Originally Posted by Cordovan
1) Adamantine was picked specifically for interations with http://ddowiki.com/page/Dethek_Runestone, as we are to assume a bear druid is using shields to maximize their defensive potential. The base 15/adamantine plus the 12/adamantine you would get from this enhancement would be a step towards decent deflection in epic levels. I guess this could be increased a bit more when considering the bigger picture.
2) The idea for this core is to entirely replace monk splashing. If you haven't noticed my trees are made to support/promote pure classes. While you won't gain evasion from Animal Lord (unless I were to make it like Pen and Paper and enable you to gain a new totem animal at level 12) you will still be able to get fury of blows on any animal form build. Remember that Animal Lord is supposed to mostly be a support tree, with the cores presenting the bulk of the more common DPS choices.
3) Personally I don't like clickies either. But I've been having to include them to keep within Dev 'agreeable' terms. If I were to make clickies instead be toggles in the cores I've placed in my theory's for Acolyte of the Skin, Forest Master, or Animal Lord many people would cry foul. Especially the choice forumites who don't really play the game.
4) This could be agreeable. I somehow saw the wolf line being taken more by soloist players. As you will end up with a small army of four wolves, two summonable mobs, and the player.
5) As of right now no. If I were to change this, it would be at core 12. However, you would have to sacrifice gaining the benefits of your original tree past level 12. We cannot make it entirely like pen and paper where you could have multiple totem choices with one maxed and the others just slightly developed. Although I could perhaps make the capstone a multi-selector with the option to take cores 1-6 of another totem animal instead of the mastery boosts.
6) +10% would be nice, however you are already gaining +6 con at this point. Add in the clicky and you are at +10 con at this juncture.
7) If you look over my Forest Master enhancement tree you'll notice plant based spells are a bit slim and far off the top of my head there are only; Splinterbolt, Entangle, Snare, Spikegrowth, and fire seeds. Free damage wins out over enhancing the CLs to those few spells.
8) Wolf gets 4 companions (IE: Wolf pet), Bear gets two but with a unique summons, cat get one but a unique summons, and dryad and snake both get the normal one. (This is mostly due to there not being any actual snake models in DDO as well as dryad's innately have issues with their AI. Take the elder dryad summon into Epic Chronoscope and you'll see why. They also don't make sense as a lower level summonable pet due to their usual abilities.) So the total for each is 4, 2, 1. Wolves travel in a pack, thus they got the biggest group.
9) Giving you unbreakable DR defeats the purpose of being helpless. We can kill Dryad trees right now. The idea of the Dryad is that they are a support caster, the party should want to protect one if they are even forced into tree form. At max I'd agree to a small healing aura. But nothing to make the tree immortal.
10) 30 seconds is reasonable, given how the game moves along.
11) You've got me here, when I went back and added that I hadn't remembered that I gave bears the option of two summons. If you refer back to answer 8, you'll see a bit of the logic. At four companions which is double everyone else, the wolflord needed a balancing clause. They should take a penalty if a member of their pack is killed, otherwise they could just zerg through content crazily and not care if one of their four wolves died along the way.
12) If this was turned into percents, it'd mirror the elven racial cores and be 1/2% respectively.
13) Motion passed, this will be moved to T4.
14) Again refer to answer 3. As a T5 I personally believe this should be a toggle and would implore the devs to take that route. But if I don't provide a reasonable alternative in the original post, chances are they'd nerf the ability to all get out.
15) Your Master Summoner option was already taken care of in the enhancements via scaling. Granting them additional AP and 8-10 levels won't help much. Although I agree that this should be taken care on the whole druid spectrum, not just this tree. I like the idea of Master of Forms, but it better fits in Nature's Warrior than this tree.
I'll try my hand, why not.
Note: this will reflect my opinion that pets currently suck... hard. With that in mind I don't want to clutter the game with hoards of NPC pickups, so I'd rather just make pets not suck, which requires a LOT (let me know if I've gone too far).
Beastmaster:
Core:
Beastmaster: All your pets gain 20% fortification for each core ability you possess. Gain 1 universal spell power per point in this tree.
Shelter: All your pets gain 10 PRR and MRR for each core ability you possess
Heart: All your pets gain 10 melee power for each core you possess
Lead: All your pets gain (choose 1) +10% or -10% threat for each core ability you posses
Beastmaster's Protection: All your pets gain DR 2- and elemental resist 10 per core ability you possess (does not stack with spell/ship buff)
Reign: gain +2 str, +2 wis, +2 con. Your companion's level is equal to your character level, other pets you control get +4 CR.
Tier 1:
Nature's Might (2ap, 3 tiers): gain +5/10/15 melee power
Nature's Fury (2ap, 3 tiers): gain +5/10/15 universal power
Alpha Presence (1AP, 3 tiers): your pets gain +1/2/3 D6 sneak damage
Bestial Nature (1ap, 2 tiers): In beast form gain +5/10 MRR and PRR
Predator's Instinct (1AP, 3 tiers): gain +1/2/3 reflex save
Tier 2:
One with Nature (1AP, 3 tiers): gain 3/6/10 inherent elemental resistance
Nature's Wrath (2ap, 3 tiers): Select: gain +2/4/6 universal spell crit chance
Warden (2ap, 3 tier): any time you heal yourself your pets heal for 10/20/30% of the amount you heal
Efficient Metamagic: (same as Season's Herald)
Safety in Numbers: Pet's under your control gain +2/4/6 to saving throws
Tier 3:
Str/Wis/Con (2ap): +1 stat
Harrass (1ap): Your pets gain: any successful sneak attack has a 5% chance to inflict the crippling effect
Animal Growth (1ap, 3 tiers): gain Animal Growth as an SLA for 12/8/4 SP and 6/4/2 sec cooldown
Pack Frenzy (1ap, 3 tiers): each time you or a pet under your control kills an enemy, each pet you control gains 3% double strike that stacks 1/3/5 times. Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
Wary (1AP, 3 tiers): while in beast form gain +1/2/3% dodge
Tier 4:
Str/Wis/Con (2ap): +1 stat
Circling Pack (2ap): Pets under your control gain deception
Takedown (2ap): Your Pets gain: any successful sneak attack has a 5% chance to cause a trip effect (normal trip DC for the pet)
Careful Pack (1AP, 3 tiers): Pets under your control gain +5/10/20% dodge.
Tier 5:
Alpha Dominance (2ap): gain stacking DR 2- for each core ability you possess in this tree
Loyalty (2ap): Your companion will shield your life with his; if your pet is alive and an attack or effect would kill you the attack is negated, but your companion is killed.
Packmaster (2ap): your pets gain +2 to hit, +2 damage, and +1D6 sneak damage for each pet you control
Caretaker (2ap): all self only spells you cast now affect your pet also
Second Skin (2ap): you take no cooldown penalty for casting in animal form
I hesistate to ever base anything on a single item...I'd rather see it not stack with other sources and be a large contribute itself (ie. based on Con or Wis Mod)
Well I'll freely admit I'm Pro-multi but mainly because making builds is like half of the fun I have with DDO/PnP...frankly it's the only reason I stopped playing 2e/4e the kits and hybrids/paths weren't enough customiazation for me. It's why I can't stand most MMOs, and games like FF5 or FF10-2 based solely on it's battle/job system
That said I could be down with losing the "unarmed stacking" as long as the Wis to AC still works and I can generate Ki in form.
How about making it a multi-selector that offers the enhancement as is except passive or a more powerful version that us 20 second duration clickie with a 120/60/30 second cooldown
True, but there's little reason NOT to make it party friendly
As I said I'm fine with it as is, but I would definately be in favor the capstone being a choice Mastery of your chosen line OR cherry pick one of the other lines abilities (or maybe a whole second line minus the mastery)
I'd be fine without it I just view Bearlord as the "tank" line so I figured a couple stalwart defender boosts would be apt
I didn't mean to replace anything just as addition, it's a minor boost but very flavourful
It might make Wolf the most powerful option by a bit too much...maybe make it 3,2,2 w/ Beast training 4 for Bear, Snake, Dryad?
As for the 4 wolf, I'd say being a wolf lord locks you out of Bear training 4 and 5...4 since that increases it by another 1 and 5 since that removes the penalty (that will allow you to remove that clause)
Either way the Master of Beasts capstone needs some clarification than
Master of Beasts:: Through extensive training and hours of bonding with your totem animal, you have finally become a lord of beasts. You gain +2 Wisdom, and +2 Constitution. As well as having a summoning cap of three creatures and additionally you gain benefits based on your Totem Animal;
Can I get a bit more info on how the tree works than because assuming it just stops you from dying you'd be a 1hp, you'd die almost immediately after...does it start with a full heal...I thought the point of the "helpless" was just so you couldn't move during the "recovery" not so much to make you easy to kill.
Works for me, mostly just so it couldn't be spammed
Works for me
Woot, too bad the devs aren't this easy to sway lol
[/quote]
The master summoner tier 5 is mostly for druid multi-classes that still want an effective companion, the epic levels obviously being useful for any build.
As for master of forms, I'd be fine with it in either tree but NW already has 4 Tier 5 abilities whereas minus wise blows (moved to tier 5) and Dryad summon being moved to the Dryad lord line you only have 2 so it needs at least 1 more if not 2 more abilities in tier 5
Note: Whilst there is no snake models and the dryad summons AI is a little weird the change to Dryad companions (as a Dryadlord) could just be a cosmetic difference except that it adds a healing ability to you former wolf...the snakes for now could be scaled down Salamanders or Yuan-ti with brighter ("happier") coloring.
Originally Posted by Cordovan
1) Acceptable.
2) Again limiting this at Core III or level 6 seems reasonable to me.
3) That is possible, I guess it would provide more buffs than the Nature's Warrior tree. However, you do have one to two additional bear tanks alongside you to help mitigate damage and aggro as well.
4) The idea for these limitations follow: The four wolves are all single target DPS, moderately squishy on their own, and deal a majority of their bonus damage while flanking/sneak attacking. The two bears are AoE damage and aggro tanks. The cat is essentially an improved wolf with a vorpal manslayer effect. The dryad summon from T5 is a healer support much like the Dryad Elder and can be used to replace any other pet. In that vein unless you are planning to murder a boss, the wolflord ideally would run with three wolves and a dryad. The bearlord depending on how they feel about healing will be a bear and dryad or two bears. Everyone else can then choose between DPS or utility. See answer 2 for how the wolflord will be stopped from gaining a way to bypass their pack penalty.
5) I thought I was very clear in the wording from the beginning. Companions are the wolf-pet styled things. Creatures are anything summoned via spells, items, etc.
6) When you are reduced beyond your unconcious HP amount, you are automatically healed to full health but unable to do anything for 10 seconds as you are stuck in the helpless tree form. At this point you should hope your group defends you.
7) The dryad companion will not be added directly to the dryad core. It will remain as T5 for the reasons in answer 4. Salamander's and Yuan-ti sadly cannot pass for a natural companion. The alternative to this would be revamping snakelord into a Dragon Disciple style line and instead giving them a small-small-small dragon wildshape. Most likely keeping with the flavor and making them a green dragon.
I went back and changed the Animal Lord tree based on feedback I received, for those who have piped in and given me feedback thanks. It definitely helped as I wasn't as confident about Animal Lord compared to my Forest Master tree.
So mastery or core 1/2/3 of another line? SOrry I'm clearly being a little slow today
I didn't think about the 2 bear tanks.
Sounds about right although I can hear the "grrr companions = lag" arguments now though lol
OH!!!!! your suggesting multiple summon nature's allies...ok I get it now lol
AH ok I get it, I wasn't sure if there was a heal or not, that said I really do thin a decent healing ability and possible something else minor would at least encourage your allies to stand around you, that said I see this as relying too much on other people..I mean about 50% of pugs are awesome but 50% of pugs suck and especially if you end up wioth a bunch of zergers...well lets just say the tree stands alone.
I presume the heal keeps you from losing any buffs etc. eh.
I'm fine with an alternative companion at Tier 5 but not if it is the same as one of the "X" Lords it very much makes it feel displaced...maybe go Legend of Zelda with this and make it a swarm of fairiesThat way Dryadlords can get their dryad companions.
As for viper lord being replaced with green (forest) dragons I think thats much more apt (and possible with existing models) also being called a Dragonlord is cool
I actually like it WAY better![]()
Last edited by Failedlegend; 10-05-2014 at 08:36 PM.
Originally Posted by Cordovan
I LOVE ALL THE EXTRA TREES AND THE FEEDBACK ON THEM.
I will organize soon, and move copies of all these new trees to the front page.
Probably from now on, I will quote older rounds and leave them inside the thread instead of saving them on the front page,
as I am having space problems.
Again, I want to thank people for posting all these grand trees, and I will comment on each one someday soon. The more ideas thrown around, the more wealth of information the Devs will have available to look at. Thanks.
These are independent projects, but I would not be bringing them to you, if I did not have confidence this information will be very useful in the future. No promises, but again thank you, these trees are really nice.
I would love to see a second animal companion capstone. I would do a pure 20 druid for the fun in epics of having a zerg pack. A capstone that is not evasion that is of such uniqueness that it is something to be jealous of, even if it isn't that powerful.
Since previous rounds take up a lot of extra room on page one, I am quoting them and placing them inside the body of the thread.
At the same time, I will attempt to upgrade gatekeeper, although, gatekeeper is no longer the best tree in this thread.
I strongly recommend that the Devs carefully examine the other trees offered by the player base, because Forest Master and others look extremely good from my point of view.
Gatekeeper Rerolled Round 4
Core One
Attuned to Nature:
+.75 Universal Spellpower per AP spent in this tree.
Core Three
Disrupt Undead:
Spell Like Ability: Disrupt Undead (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
Core Six
Gatekeeper Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...
Core 12
Dismissal:
Spell Like Ability: Dismissal. (Activation Cost: 6 Spell Points. Cooldown: 10 seconds.)
Core 18
Banishment
Spell Like Ability: Dismissal. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)
Capstone
Drawing from Nature
You gain a 10% discount to the cost of casting spells and spell like abilities.
+2 Wisdom, +2 Strength
Tier One
Gatekeeper Summoning I Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Gatekeeper Lore I: Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. You gain a bonus of +2 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Spawn Screen:
Spell Like Ability: Spawn Screen (Activation Cost: 4 Spell Points. Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 1 No requirements
Woodsman Caster I: +1/+2/+3 Spellcraft.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Hunter Afield I: +3/+6/+10% Threat Generation. Rank 3: +1 Saving throws while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Tier Two
Gatekeeper Summoning II Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements Gatekeeper Summoning I
Gatekeeper Lore II: Your Gatekeeper lore bonus increases to a bonus of +4 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Gatekeeper Lore I
Magic Circle Against Evil
Spell Like Ability: Magic Circle Against Evil. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 Requirements: Spawn Screen
Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I
Hunter Afield II: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements Hunter Afield I
Tier Three
Gatekeeper Summoning III
Passive Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Summoning II
Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +6 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Lore II
Greater Glyph of Warding
Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Magic Circle Against Evil
Woodsman Caster III: +2/+4/+7 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II
Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Tier Four
Gatekeeper Summoning IV Passive No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Summoning III
Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +8 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Lore III
Draconic Lessons I: You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Woodsman Caster IV: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster III
Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)
Tier Five
Gatekeeper Summoning V
Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning IV
Gatekeeper Lore V: Your Gatekeeper lore bonus increases to a bonus of +10 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Gatekeeper Lore IV
Planar Seal You are immune to banishment and energy drain.
AP Cost: 2 Ranks: 1 Progression: 30 no requirements
Summon the Forest
You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.
Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}
SP costs 50/40/30 Cooldown 120/90/60 seconds
AP Cost: 2 Ranks: 3 Progression: 30 No requirements
Draconic Lessons II: You are true student of Vvaraak: Your offensive spells gain a 10% chance to trigger Vvaraak Supremacy.
Vvarrak Supremacy: +25% Spell Critical Chance, +50% Spell Critical Damage. 24 seconds duration. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Draconic Lessons I
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Gatekeeper Rerolled Round 3
Core One
Attuned to Nature:
+.75 Universal Spellpower per AP spent in this tree.
Core Three
Disrupt Undead:
Spell Like Ability: Disrupt Undead (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
Core Six
Gatekeeper Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...
Core 12
Dismissal:
Spell Like Ability: Dismissal. (Activation Cost: 6 Spell Points. Cooldown: 10 seconds.)
Core 18
Banishment
Spell Like Ability: Dismissal. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)
Capstone
Drawing from Nature
You gain a 10% discount to the cost of casting spells and spell like abilities.
+2 Wisdom, +2 Strength
Tier One
Gatekeeper Summoning I Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Gatekeeper Lore I: Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. You gain a bonus of +2 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Glyph of Warding
Spell Like Ability: Glyph of Warding (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Woodsman Caster I: +1/+2/+3 Spellcraft.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Hunter Afield I: +3/+6/+10% Threat Generation. Rank 3: +1 Saving throws while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Tier Two
Gatekeeper Summoning II Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements Gatekeeper Summoning I
Gatekeeper Lore II: Your Gatekeeper lore bonus increases to a bonus of +4 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Gatekeeper Lore I
Spawn Screen:
Spell Like Ability: Spawn Screen (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
AP Cost: 1 Ranks: 3 Progression: 5 Requirements: Glyph of Warding
Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I
Hunter Afield II: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements Hunter Afield I
Tier Three
Gatekeeper Summoning III
Passive Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Summoning II
Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +6 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Lore II
Magic Circle Against Evil
Spell Like Ability: Magic Circle Against Evil. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Spawn Screen
Woodsman Caster III: +2/+4/+7 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II
Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Tier Four
Gatekeeper Summoning IV Passive No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Summoning III
Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +8 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Lore III
Greater Glyph of Warding
Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 Requirement: Magic Circle of Protection
Woodsman Caster IV: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster III
Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)
Tier Five
Gatekeeper Summoning V
Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning IV
Gatekeeper Lore V: Your Gatekeeper lore bonus increases to a bonus of +10 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Gatekeeper Lore IV
Planar Seal You are immune to banishment and energy drain.
AP Cost: 2 Ranks: 1 Progression: 30 no requirements
Summon the Forest
You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.
Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}
SP costs 50/40/30 Cooldown 120/90/60 seconds
AP Cost: 2 Ranks: 3 Progression: 30 No requirements
Elemental Resources
Whenever you are damaged by Acid, Cold, Electric or Fire you gain 4/6/10 primal temporary spell points that last for 15 seconds. This can happen once every 5 seconds.
AP Cost: 1 Ranks: 3 Progression: 30 No requirements
.................................................. ............................
Beastmaster of the Woodlands Round 2
Core 1
Attuned to Nature: +.75 Universal Spellpower per AP spent in this tree.
Core 3
Beastmaster Training
You companion gains a bonus to tactical feats equal to your character level divided by five.
Core 6
Elemental Protection
Your summoned creatures, charmed minions, and hirelings have Acid, Cold, Electric, and Fire resistance equal to your character level.
Core 12
Beastmaster Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...
Core 18
Beastmaster Natural Fighting
Your companion improves its double strike chance by 6%.
Capstone
Drawing from Nature
You gain a 10% discount to the cost of casting spells and spell like abilities.
+2 Wisdom, +2 Strength
Tier One
Beastmaster Summoning I Passive Your summoned creatures, charmed minions, and hirelings have +25 maximum hp .
AP Cost: 2 Ranks: 1 Progression: 0 No requirements
Hunter Afield: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Fort save.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Woodsman Caster I: +3/+6/+10 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Woodman Lore I: placeholder
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Tier Two
Beastmaster Summoning II Passive Your summoned creatures, charmed minions, and hirelings have +15 to AC.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements Beastmaster Summoning I
Beastmaster Loyalty I Your companion gains +PPR and +MMR equal to your Character Level.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Woodman Lore II: placeholder
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Woodsman Lore I
Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I
Tier Three
Beastmaster Summoning III
Passive Your summoned creatures, charmed minions, and hirelings have +15 to PPR and MMR.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Beastmaster Summoning I
Woodman Lore III: placeholder
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Lore II
Woodsman Caster III: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II
Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Tier Four
Beastmaster Summoning IV Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Beastmaster Summoning II
Beastmaster Loyalty II No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 no requirement
Beastmaster Presence You gain +5/10/15% threat generation.
AP Cost: 1 Ranks: 3 Progression: 20 no requirements
Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)
Tier Five
Beastmaster Summoning V
Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning III
Beastmaster Loyalty III Your summoned creatures, charmed minions, and hirelings gain 25% absorption of Acid, Cold, Electric, and Fire.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement Beastmaster Loyalty II
Summon the Forest
You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.
AP Cost: 2 Ranks: 3 Progression: 30 No requirements
Elemental Resources
Whenever you are damaged by Acid, Cold, Electric or Fire you gain 4/6/10 primal temporary spell points that last for 15 seconds. This can happen once every 5 seconds.
AP Cost: 1 Ranks: 3 Progression: 30 No requirements
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Beastmaster of the Woodlands Round 1
Core 1
Attuned to Nature: +.75 Universal Spellpower per AP spent in this tree.
Core 3
Beastmaster Training
You companion gains a bonus to tactical feats equal to your character level divided by five.
Core 6
Elemental Protection
Your summoned creatures, charmed minions, and hirelings have Acid, Cold, Electric, and Fire resistance equal to your character level.
Core 12
Natural Fighting You gain Natural Fighting as a bonus feat.
Core 18
Natural Fighting You gain Natural Fighting as a bonus feat.
Capstone
Drawing from Nature You gain a 10% discount to the cost of casting spells and spell like abilities.
+2 Wisdom, +2 Strength
Tier One
Toughness: +5/+10/+15 maximum hp.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Woodsman: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Fort save.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Energy of the Woodman: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 2 Ranks: 3 Progression: 1 No requirements
Woodsman Caster: +3/+6/+10 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Tier Two
Beastmaster Summoning I Passive Your summoned creatures, charmed minions, and hirelings have +2 to all ability scores.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Woodman Lore I: +3/+6/+10 Physical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Woodman Lore II: +3/+6/+10 Magical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Woodsman Lore I
Woodman Lore III: +3/+6/+10 AC while holding a Staff
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Woodsman Lore II
Tier Three
Elemental Resources
Whenever you are damaged by Acid, Cold, Electric or Fire you gain 2/4/6 primal temporary spell points that last for 15 seconds. This can happen once every 5 seconds.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Beastmaster Summoning II
Passive Your summoned creatures, charmed minions, and hirelings have +3 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Beastmaster Summoning I
Beastmaster Natural Fighting I
Your companion improves its double strike chance by 6%.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Tier Four
Beastmaster Summoning III Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Beastmaster Summoning II
Beastmaster Natural Fighting II
Your companion improves its double strike chance by 6%.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Beastmaster Natural Fighting I
Beastmaster Loyalty I No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 no requirement
Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)
Tier Five
Beastmaster Natural Fighting III
Your companion improves its double strike chance by 6%.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Natural Fighting II
Beastmaster Summoning IV
Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning III
Beastmaster Loyalty II Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...
AP Cost: 2 Ranks: 1 Progression: 30 Requirement Beastmaster Devotion I
Beastmaster Loyalty III Your companion gains PPR and MMR equal to your Character Level.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement Beastmaster Devotion II
Beastmaster Withstand the elements Your summoned creatures, charmed minions, and hirelings gain 20% absorption of Acid, Cold, Electric, and Fire.
AP Cost: 2 Ranks: 1 Progression: 30 no requirement
Notice I am leaving an opening for a Artificier/Druid multiclass build here, by using the word companion instead of wolf, which should include the artificer iron defender type. {It is impossible to summon both an iron defender and a wolf at the same time ~ tested by me already.}
Here is round 5, changes are shown in red here, but are normal color on page 1.
Essentially the weaker SLAs that were identified have been replaced with better.
Gatekeeper Rerolled Round 5
Core One
Attuned to Nature:
+.75 Universal Spellpower per AP spent in this tree.
Core Three
Disrupt Undead:
Spell Like Ability: Disrupt Undead (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
Core Six
Gatekeeper Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...
Core 12
Banishment
Spell Like Ability: Dismissal. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)
Core 18
Entangle
Spell Like Ability: Entangle. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)
Capstone
Salt Ray
Spell Like Ability: Salt Ray. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)
Drawing from Nature
You gain a 10% discount to the cost of casting spells and spell like abilities.
+2 Wisdom, +2 Strength
Tier One
Gatekeeper Summoning I Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Gatekeeper Lore I: Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. You gain a bonus of +2 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Greater Ram's Might:
Spell Like Ability: Greater Ram's Might (Activation Cost: 10 Spell Points. Cooldown: 2 seconds. Range: Personal Target: Self Duration: 1 minute per caster level)
Description: Your hands increase in size, granting a +3 size bonus to Strength and damage.
AP Cost: 1 Ranks: 1 Progression: 1 No requirements
Woodsman Caster I: +1/+2/+3 Spellcraft.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Hunter Afield I: +3/+6/+10% Threat Generation. Rank 3: +1 Saving throws while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Tier Two
Gatekeeper Summoning II Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements Gatekeeper Summoning I
Gatekeeper Lore II: Your Gatekeeper lore bonus increases to a bonus of +4 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Gatekeeper Lore I
Splinterbolt
Spell Like Ability: Splinterbolt. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 No Requirement
Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I
Hunter Afield II: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements Hunter Afield I
Tier Three
Gatekeeper Summoning III
Passive Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Summoning II
Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +6 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Lore II
Greater Glyph of Warding
Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Splinterbolt
Woodsman Caster III: +2/+4/+7 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II
Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Tier Four
Gatekeeper Summoning IV Passive No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Summoning III
Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +8 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Lore III
Draconic Lessons I: You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Woodsman Caster IV: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster III
Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)
Tier Five
Gatekeeper Summoning V
Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning IV
Gatekeeper Lore V: Your Gatekeeper lore bonus increases to a bonus of +10 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Gatekeeper Lore IV
Planar Seal You are immune to banishment and energy drain.
AP Cost: 2 Ranks: 1 Progression: 30 no requirements
Summon the Forest
You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.
Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}
SP costs 50/40/30 Cooldown 120/90/60 seconds
AP Cost: 2 Ranks: 3 Progression: 30 No requirements
Draconic Lessons II: You are true student of Vvaraak: Your offensive spells gain a 10% chance to trigger Vvaraak Supremacy.
Vvarrak Supremacy: +25% Spell Critical Chance, +50% Spell Critical Damage. 24 seconds duration. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Draconic Lessons I
Not to toot my own horn or anything but I'd definitely suggest a Dev to go over my Forest Master enhancement tree. It could be adjusted a bit further, but so far I think it would be the most balanced tree that would give any druid build what they need to survive and thrive in all content. (And by that I mean non-casters have a chance without splashing monk/fighter/etc.) As Silver pointed out there are several other good trees as well.