Druid – Mad Druid – D&D 3.5
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The pair fought desperately against the pack of wolfmen them in the dark, both displaying incredible martial prowess. The woman, her long white coat flourished, as she struck three different wolfmen. Her strikes were like a whirlwind, almost as a fluid slash.
Meanwhile, the man teleported behind another, and stabbed it in the back simultaneously with an incantation to unleash a powerful wall of fire in the small clearing.
Just as suddenly as they had swarmed in, the wolfmen retreated in the dark, alarmed. It was as if they fled in terror from something.
The woman was about to interrogate her companion about this strange behavior, she noticed on the edge of the clearing a man. He was clad in a dark plate armor and armed with a long, vicious looking glaive. As he walked towards the couple, she noticed that something felt…not right. He approached, yet did not appear closer. It was as if reality was breaking, shattering around this man.
“Well, that can’t be good,” the nobleman said, as he readied another spell of arcane power. The woman shapeshifted her arm into a black furred clawed hand, ready to face this most powerful opponent.
Race
Human
Classes
Druid 5/Planar Shepherd 5/Contemplative 1/Alienist 1/Planar Shepherd +5/Fighter 1/Talontar Blightlord 2
Ability Scores
Str 13/Dex 12/Con 14/Int 10/Wis 17/Cha 10
Skills
Knowledge(Nature) 8, Knowledge(Religion) 13, Knowledge(The Planes) 8. Of note we want to invest in the Lucid Dreaming skill.
Flaws
Murky Eyed, Shaky
Feats by Level
Flaw-Educated
Flaw-Greensinger Initiate
1-Greenbound Summoning
Human Bonus-Aberration Blood
3-Spell Focus(Conjuration)
6-Nature Spell
9-Augment Summoning
12-Aberration Wild Shape
15-Great Fortitude
18-Natural Bond
Bonus 18-Power Attack
Greensinger Initiate will expand our spell list by adding some great Enchantment spells to our list, such as Hold Monster and Charm Person.
Since we multiclass a few times, grabbing Natural Bond makes sense at higher level to recoup the lost levels on our animal companion.
Greenbound Summoning might be the single most powerful Summoning feat period. It gives the Greenbound Template to all the creatures you summon via Summon Nature’s Ally spells, meaning starting level 1 you could Summon one such creature and have it cast Wall of Thorns. Which is a 5th level spell.
At level 1.
Yeah, adding to that Augment Summoning just means whatever you will be summoning will be just downright broken.
We add to this Aberration Wild Shape because of both thematics and because double standard action is hilarious in and of itself.
And since we will have so many forms that will have the ability to manipulate weapons, grabbing Power Attack later on will add significantly to our damage capability.
Special Abilities
We get an almost fully leveled Animal Companion. Start with a Wolf for the first few levels, then switch to a Fleshraker and don’t look back until you can get to an Allosaurus, a Dire Lion or even a Dire Tiger. That Venomfire combo with the Fleshraker is simply that good.
We also have to choose our Planar Attunement. We shall go for Dal Quor, aka the Plane of Dreams.
Equipment
For the majority of our career, our weaponry will likely be a Quarterstaff and some form or other of leather or Hide armor. As soon as we get our first level in Talontar Blightlord however, we can grab a Full Plate armor with no problem as we are no longer restricted to non-metal armor. We can also grab a Glaive then for a Reach+Power Attack weapon.
As we level, a good Periapt of Wisdom is of course our main choice, along with a Cloak of Resistance. Once we get access to metallic armor, we can grab an Adamantine Full Plate of Heavy Fortification and we can enchant our Glaive to be Vorpal or Spell-Storing.
Final Thoughts on the Build
Okay, so this build is broken. This is the kind of build I make simply to demonstrate how certain combinations have essentially infinite power over reality and this is one of them. Let me explain.
First, we have a Blightspawned Animal Companion. From very early on it is a Fleshraker which in itself is already broken, but as we level up it becomes eventually a Dire Tiger, which can deal some downright ridiculous damage by itself without buffs (and trust me, we can buff our oversized critter quite a lot).
We get to wear a Full Plate Armor while being a Druid, and use a Reach Weapon in complete impunity, because giving the finger to the rules is just part of what this build does.
Our Summonings, from level 1 can duplicate 5th level spells via being Greenbound, which by itself should already be ringing some massive alarm bells in your head. And we always can spontaneously cast Summon Nature’s Ally spells, so we are essentially never running out of those spells.
Or we can summon Pseudonatural creatures via Summon Monster spells that we pick via the Summoning Domain. Further breaking reality.
And I have not even begun discussing our Wild Shape here. We can wild shape into up to Huge animals, into Aberrations, and into Magical Beasts, Elementals and Outsiders native from our Attuned Plane. Which is the Plane of Dreams. So we have access to all the Quori and they all are fantastic Wild Shape mind you, especially since we can use all their supernatural, special and extraordinary abilities.
And yet all of this still somehow pales in comparison to our Planar Bubble ability. Planar Bubble let us bring our attuned plane with us, with all its intrinsic benefits and we suffer none of its penalties.
Our Plane is the Plane of Dream.
We can now, at will, completely remodel reality as we desire via our Lucid Dreaming skill within said bubble. We can create Non-Euclidean Geometry for example which means enemies will always be out of reach from us, and always within melee touch reach for us. Via a single DC 25 skill check.
Get how absurdly broken this is already? *It gets worse*. See, time in the Plane of Dream passes on a 10:1 ratio with the material plane. This means for each round enemies play, we get ten rounds. Wild Shape into a Choker and now we have twenty standard actions per round.
As I explicitly said. This build completely shatters reality within 3.5. And that’s by level 10 as that is when we get Planar Bubble. You still get another full ten levels to toy with after this.
| Level | Class | HD | Feats | Special |
| 1 | Druid | 10 | Educated, Greensinger Initiate, Greenbound Summoning, Aberration Blood | Animal Companion, Nature Sense, Wild Empathy |
| 2 | Druid | 1d8+2 | – | Woodland Stride |
| 3 | Druid | 1d8+2 | Spell Focus(Conjuration) | Trackless Step |
| 4 | Druid | 1d8+2 | – | Resist Nature’s Lure |
| 5 | Druid | 1d8+2 | – | Wild Shape 1/Day |
| 6 | Planar Shepherd | 1d8+2 | Nature Spell | Planar Attunement, Wild Shape 2/Day |
| 7 | Planar Shepherd | 1d8+2 | – | Detect Manifest Zone, Wild Shape 3/Day |
| 8 | Planar Shepherd | 1d8+2 | – | Wild Shape (Large, Magical Beast) |
| 9 | Planar Shepherd | 1d8+2 | Augment Summoning | Plane Shift 1/Day |
| 10 | Planar Shepherd | 1d8+2 | – | Planar Bubble 1/Day, Wild Shape 4/Day |
| 11 | Contemplative | 1d6+2 | – | Summoning Domain, Divine Health |
| 12 | Alienist | 1d4+2 | Aberration Wild Shape | Summon Alien |
| 13 | Planar Shepherd | 1d8+2 | – | Wild Shape(Tiny) |
| 14 | Planar Shepherd | 1d8+2 | – | Intensify Manifest Zone |
| 15 | Planar Shepherd | 1d8+2 | Great Fortitude | Plane Shift 2/Day |
| 16 | Planar Shepherd | 1d8+2 | – | Wild Shape(Elemental or Outsider) 5/Day |
| 17 | Planar Shepherd | 1d8+2 | – | Planar Bubble 3/Day, Planar Self, Wild Shape(Huge) |
| 18 | Fighter | 1d10+2 | Power Attack, Natural Bond | – |
| 19 | Talontar Blightlord | 1d8+2 | – | Blightbringer Domain, Blightlord |
| 20 | Talontar Blightlord | 1d8+2 | – | Illmaster |