There are MANY builds utilizing this class combo, but when I was researching to create this build, I was surprised to find out that nobody ever thought about lowering Monk to 2 in order to optimize the saves and both spellcasting and melee power. After exchanging ideas with many people, including the author of the build that mainly inspired this one (Nature's Wyrm), Kail Pendragon, I came up with a final version of this character that would suit most environments. Here we go:

Druid (28) / Monk (2) / Champion of Torm (10)

RACE: Human

ALIGNMENT: Lawful Neutral

Playable 1-40 PvM (Very Hard from 1-16, Hard from 16-21, Smooth from 22 on) Untested PvP

STARTING STATS:

STR - 08 (-1)
DEX - 08 (-1)
CON - 10 (+0)
WIS - 18 (+4)
INT - 14 (+2)
CHA - 14 (+2)

ENDING STATS:

STR - 08 (-1)
DEX - 08 (-1)
CON - 10 (+0)
WIS - 34 (+12)
INT - 14 (+2)
CHA - 14 (+2)

BASIC STATS:

Hit Points: 340

Skill Points: 281

Skills: Animal Empathy (42), Concentration (43), Discipline (43), Heal (28), Listen (43), Spellcraft (42), Tumble (40).

Saving Throws (Fort/Ref/Will): 29/23/38 (+8 vs Spells, Evasion)

Naked AC: 31

BAB: 26

AB: 27

Spellcasting: Druid (9)

LEVELING GUIDE:

1- Druid (1) - Extend Spell, Expertise
2- Druid (2)
3- Druid (3) - Spell Focus (Conjuration)
4- Druid (4) - WIS +1 (19)
5- Druid (5)
6- Druid (6) - Empower Spell
7- Druid (7)
8- Druid (8) - WIS +1 (20)
9- Druid (9) - Greater Spell Focus (Conjuration)
10- Druid (10)
11- Druid (11)
12- Druid (12) - Knockdown, WIS +1 (21)
13- Druid (13)
14- Druid (14)
15- Druid (15) - Weapon Focus (Scimitar)
16- Druid (16) - WIS +1 (22)
17- Champion of Torm (1)
18- Champion of Torm (2) - Improved Knockdown, Improved Critical (Unarmed)
19- Champion of Torm (3)
20- Champion of Torm (4) - Blind Fight, WIS +1 (23)
21- Druid (17) - Great Wisdom I (24)
22- Monk (1)
23- Druid (18)
24- Druid (19) - Great Wisdom II (25), WIS +1 (26)
25- Druid (20)
26- Druid (21)
27- Druid (22) - Great Wisdom III (27)
28- Druid (23) - WIS +1 (28)
29- Champion of Torm (5)
30- Champion of Torm (6) - Great Wisdom IV (29), Great Wisdom V (30)
31- Druid (24) - Dragon Shape
32- Champion of Torm (7) - WIS +1 (31)
33- Druid (25) - Epic Spell: Greater Ruin
34- Champion of Torm (8) - Armor Skin
35- Champion of Torm (9)
36- Druid (26) - Epic Spell: Hellball, WIS +1 (32)
37- Champion of Torm (10) - Epic Prowess
38- Druid (27)
39- Druid (28) - Great Wisdom VI (33), Epic Spell Focus (Conjuration)
40- Monk (2) - WIS +1 (34)

SIMILAR BUILDS:

The Dragon Druid (Dru 20 / Mnk 10 / CoT 10)
-- AntonTD
Nature's Spellsword (Dru 24 / Mnk 6 / CoT 10)
-- christian.schnabel
Christophs Dragon of Torm (Dru 25 / CoT 6 / Mnk 9)
-- DaMouse404
Avenging Dragon (Dru 26 / CoT 8 / Mnk 6)
-- Ithacan
Nature's Wyrm (Dru 30 / CoT 4 / Mnk 6)
-- Kail Pendragon
Caster Dragon (Dru 23 / Mnk 7 / CoT 10)
-- pulse cap
Shapeshifting Druid (Dru 26 / Mnk 6 / CoT 8)
-- pulse cap

SPECIAL NOTES:

Unbuffed DS Stats:

AB: 50 (55 with Divine Wrath)
AC: 63 (68 with Expertise on)
HP: 880/780
Saves (Fort/Ref/Will): 40/37/38 (45/42/43 with Divine Wrath)

Fully Buffed DS Stats with no items:

AB: 56 (61 with Divine Wrath)
AC: 75 (80 with Expertise on)
HP: 1000/900
Saves (Fort/Ref/Will): 43/39/45 (48/44/50 with Divine Wrath)

Fully Buffed DS Stats with good +5 items:

AB: 56 (61 with Divine Wrath)
AC: 81 (86 with Expertise on)
HP: 1000/900
Saves (Fort/Ref/Will): 43/39/45 (48/44/50 with Divine Wrath)

Your Spell DCs (with Owl's Insight) will be the following:

Grease: 35
Extended Grease: 36
Stonehold: 40
Extended Stonehold: 41
Empowered Stonehold: 42
Storm of Vengeance: 43
Creeping Doom: No Save

But THE BEST THING about the Conjuration school and the one that many people easily overlook is that Grease is a Reflex Save spell, Stonehold is a Will save spell and Storm of Vengeance is a Fortitude Save spell. That means you will ALWAYS have a spell ready to attack your opponent's weakest save. As an example, I was fighting 3 Prismatic Dragons simultaneously on the Training Mod. Before shifting to DS, I cast 4 Extended Greases and 4 Greases around me. They COULD NOT STAND STILL to attack me, because they would always fail at least one save and get Knocked down. ALL THREE OF THEM .

Too bad Conjuration is also the school that is most affected by immunities. If your server has permanent freedom items in abundance, forget about this school and go for Evocation instead. The main problem is that the Evocation spells are mostly Reflex save spells, and therefore subject to Evasion / Improved Evasion. If those are also in abundance, get Transmutation for Drown DC or Necromancy for Finger of Death and Slay Living. I hate those insta-death spells, for real, so I don't use them much, but if nothing else will work, then what the hell...

Anyway, hope you like it.

Take it EZ!

Edited By Kail Pendragon on 07/08/10 18:23

Here's the skill chart:

01: Animal Empathy(4), Concentration(4), Heal(4), Spellcraft(4), Save(12),
02: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(15),
03: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(18),
04: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(21),
05: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(24),
06: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(27),
07: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(30),
08: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(33),
09: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(36),
10: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(39),
11: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(42),
12: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(45),
13: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(48),
14: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(51),
15: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(54),
16: Animal Empathy(1), Concentration(1), Heal(1), Spellcraft(1), Save(57),
17: Discipline(20), Save(42),
18: Discipline(1), Save(46),
19: Discipline(1), Save(50),
20: Discipline(1), Save(54),
21: Animal Empathy(5), Concentration(5), Spellcraft(5), Save(46),
22: Concentration(1), Discipline(2), Listen(25), Tumble(25),
23: Animal Empathy(2), Concentration(1), Spellcraft(2), Save(2),
24: Animal Empathy(1), Concentration(1), Spellcraft(1), Save(6),
25: Animal Empathy(1), Concentration(1), Spellcraft(1), Save(10),
26: Animal Empathy(1), Concentration(1), Spellcraft(1), Save(14),
27: Animal Empathy(1), Concentration(1), Spellcraft(1), Save(18),
28: Animal Empathy(1), Concentration(1), Spellcraft(1), Save(22),
29: Discipline(7), Save(20),
30: Discipline(1), Save(24),
31: Animal Empathy(3), Concentration(3), Spellcraft(3), Save(22),
32: Discipline(2), Save(25),
33: Animal Empathy(2), Concentration(2), Spellcraft(2), Save(26),
34: Discipline(2), Save(29),
35: Discipline(1), Save(33),
36: Animal Empathy(3), Concentration(3), Spellcraft(3), Save(31),
37: Discipline(2), Save(34),
38: Animal Empathy(2), Concentration(2), Spellcraft(2), Save(35),
39: Animal Empathy(1), Concentration(1), Spellcraft(1), Save(39),
40: Concentration(1), Discipline(3), Heal(9), Listen(18), Tumble(15),

Take it EZ! I am sorry, the server I was playing on must've changed SoV to be a Fortitude save spell, because I vividly recall being very happy to have one spell for each save available, but I was testing this on a Training Mod and I found out in regular NWN it's actually a Reflex Save spell, so I stand corrected.

Take it EZ!