11 Dru/ 1 Ex-Mnk/ 1 Nature's warrior...Need some advice... [Archive] - Wizards Community

Post/Author/DateTimePost
Aland

11-09-05, 09:29 PM
This character might seem a bit...well...good at many things yet not THAT good...Some advice would really be apprieciated...

Source book limited:MM I MMIII DMG PHB Complete Series...
Fortunately I've got a high diplomacy check to persuade my GM to allow this Killoren in Race of The Wild...

Advantages?
Good at grapple(yet not that good for there's a belt in CD which give another +4 grapple check. But I really don't want to worship that god to get this belt working...)
High Wis( Again, a gem that gives +6 wis which costs only 22000gp skips my list. Relic......)
High Int(for a Druid)
No need to stay in humanoid form...

Disadvantages?
No talk...(Perhaps this could be solved by some arcane magice,somehow)
Too little HP in Humanoid form...
Not very good BAB...

And I think this character still has a great potential.So any advice would be welcome....................

====================================

Solion, Male Killoren
Drd11/Ex-Mnk1/Nature's Warrior1: CR 13;
Medium Fey ; HD 11d8-33(Druid) , 1d8-3(Monk) , 1d10-3(Nature`s Warrior) ; hp 25;
Init -3; Spd 30; AC:21 (Flatfooted:21 Touch:18)
BAB +9/+4 Atk +6/1 base melee, +6/1 base ranged; AL TN
SV Fort +11, Ref +5, Will +21;

STR 5, DEX 5, CON 5, INT 20, WIS 28, CHA 14.
(8,8,8,17,18,11, -3/+3 , 5,5,5,20,21,14,LV4,8,12 +3 Wis, 5,5,5,20,24,14)

SKILLS Max
Ranks 16/ 8

Concentration +13(con-3)
Ride +15(dex-3)
Diplomacy +21(cha+2)
Disguise +5(cha+2)
Gather Information +5(cha+2)
Handle Animal +22(cha+2)
Heal +14(wis+9)
Intimidate +5(cha+2)
Knowledge (Nature) +25(int+5)
Knowledge (The Planes) +7(int+5)
Listen +25(wis+9)
Perform (any) +5(cha+2)
Bluff +5(cha +2)
Spellcraft +21(int+5)
Spot +30(wis+9)
Survival +22(wis+9)


Special:
Low Light Vision
Immunity to Sleep Effects & +2 Racial Bonus on Enchantment Spells and Effects
Racial Skill: +2 On Handle Animal& Survival
Cold Iron Anathema
Manifest Nature's Power

Druid Class Features

Animal Companion
Druidic weapons
Nature Sense
Proficiency: Armor, Light
Proficiency: Armor, Medium
Proficiency: Shields
Resist Nature`s Lure
Secret Language: Druidic
Spells
Trackless Step
Venom Immunity
Wild Empathy (19)
Wild Shape (Tiny, Small, Medium, Large, Plant)
Wild Shape: 4x/day
Woodland Stride

Monk Class Features
Flurry of Blows
Improved Grapple
Monk Bonus Feat - 1st Level
Proficiency: Monk Weapons
Unarmed Strike
Wisdom Bonus to AC (Max: %d)

Nature`s Warrior Class Features
Nature`s Armament
Serpent`s Coils
Wilding

Language: Common, Undercommon, Druidic, Aquan, Auran, Celestial, Draconic

Feats: Fast Wild Shape,Natrual Bond, Natural Spell,Track, Eschew Materials

Spells Prepared (Drd 6/8/6/6/5/4/2):
0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light;
1st - Camouflage, Cure Light Wounds, Faerie Fire, Longstrider, Produce Flame, Sandblast, Vigor, Lesser, Wood Wose;
2nd - Barkskin, Fog Cloud, Listening Lorecall, Nature`s Favor, Resist Energy, Summon Swarm;
3rd - Call Lightning, Dominate Animal, Magic Fang, Greater, Resist Energy, Mass, Sleet Storm, Wind Wall;
4th - Chain of Eyes, Freedom of Movement, Languor, Murderous Mist x2;
5th - Animal Growth, Death Ward, Quill Blast, Rejuvenation Cocoon;
6th -- Enveloping Cocoon, Miasma.

Possessions:
Weapons: Quarterstaff (0 gp); Bullets, sling (50) (5 sp); Dagger (2 gp); Sling (0 gp);

Goods: Coin: gp (203) (203 gp); Coin: sp (7) (7 sp);
Holly and mistletoe (0 gp);
Flint and steel (1 gp);
Pouch, belt (1 gp);
Signet ring (5 gp);
Signal whistle (8 sp);
Bell (1 gp);
Candle (10) (10 cp);
Saddle, exotic riding (30 gp);
Saddlebags (4 gp);
Ink (vial) (8 gp);
Inkpen (1 sp);
Case, map or scroll (1 gp).

Magic:
Wondrous: Periapt of Wisdom +4 (16,000 gp);
Wondrous: Bracers of Armor +3 (9,000 gp);
Wondrous: Everbright Lantern (212 gp);

Ring: Protection +2 (8,000 gp);
Ring: Invisibility (20,000 gp);
Ring: Sustenance (2,500 gp);

Wondrous: Bag of Tricks, Tan (6,300 gp);
Wondrous: Circlet of Persuasion (4,500 gp);
Wondrous: Cloak of Resistance +3 (9,000 gp);

Wondrous: Eyes of the Eagle (2,500 gp);
Wondrous: Heward`s Handy Haversack (2,000 gp);
Wondrous: Ioun Stone, Clear [Spindle] (4,000 gp);
Wondrous: Ioun Stone, Dull Gray (1 gp);

Wondrous: Pearl of Power, 1st-Level Spell (1,000 gp);
Wondrous: Pearl of Power, 1st-Level Spell (1,000 gp);
Wondrous: Pearl of Power, 1st-Level Spell (1,000 gp);
Wondrous: Pearl of Power, 1st-Level Spell (1,000 gp).
Wondrous: Pearl of Power, 1st-Level Spell (1,000 gp);
Wondrous: Pearl of Power, 1st-Level Spell (1,000 gp);
Wondrous: Pearl of Power, 2nd-Level Spell (4,000 gp);
Wondrous: Pearl of Power, 3rd-Level Spell (9,000 gp);

Rod: Metamagic, Enlarge, Lesser (3,000 gp);
Rod: Metamagic, Extend, Lesser (3,000 gp);
Rod: Metamagic, Silent, Lesser (3,000 gp);
Rod: Metamagic, Enlarge, Lesser (3,000 gp);
Rod: Metamagic, Substitution (Acid), Lesser (2,700 gp);
Rod: Metamagic, Substitution (Cold), Lesser (2,700 gp);




Dire Animal, Bat, Male Dire Animal, Bat Large Animal ;
HD 10d8+24 ( Animal) ; hp 73; Init + 7; Spd 20, Fly, Perfect 60;
AC 31 ( Natrual+11, Dex+7, Ring of Protection+1, Bracer of Armor+2)
BAB+7
Atk + 12/+7 base melee( 1d8+6, Bite ), + 14 base ranged;
SQ: Blindsense (Ex): 40 ft., Low-light Vision (Ex); AL N;
SV Fort + 12, Ref + 16, Will + 11;
STR 20, DEX 25, CON 17, INT 2, WIS 14, CHA 6.
Skills: Hide+10(+7 skill,+7 dex,-4 size), Listen +5, Move Silently+13(+6 skill,+7 dex), Spot +5.
Feats: Improved Flight, Improved Filght Speedx2.

Specail:
Bonus Tricks (4), Link (Ex), Share Spells, Evasion, Devotion (Ex),Multiattack.

Tricks:
Attackx2,Defend, Guard

Ring: Protection +1 (2,000 gp);
Wondrous: Bracers of Armor +2 (4,000 gp);
Wondrous: Vest of Resistance +2 (4,000 gp);
Parchment (sheet) (10) (20 sp);
Rope, silk (50 ft.) (10 gp);
Waterskin (full) (1 gp);
Whip (1 gp).

I've got a discount of 10%..............
Surreal

11-10-05, 02:17 AM
Some prestige classes:
- Warshaper - beef up whatever forms you're using
- Master of Many Forms - you have just enough levels to get MoMF 7, the best cutoff point of the class
- Sacred Fist (maybe combined with MoMF 3), advances your druid casting, and with MoMF3/SF4 lets you flurry as a monstrous humanoid with flaming sacred fists
Aland

11-10-05, 05:54 AM
Warshaper is definitely a good choice, however, it means you'll sacrifice a lot of useful spells(especially in CD) and some wild shape abilities (At least no plant shape ...).

Master of Manyforms has the same "Caster or Monster" problem.

And to Sacred Fist, I have to say that this is a very interesting combination, yet the requirement needs Combat Reflex and Stunning Attack, which I think would be more fit for a Druid/ Warshaper/Mnk/ Sacred Fist multiclass.

En, in fact I think this one would be very interesting, but I begin to love spells more and more( especially Murderous Mist......SO nice and smart).
finbury

11-10-05, 05:08 PM
Master of Many Forms 1 lets you talk while in wildshape form, pretty useful if you're getting sick of RPing grunting.