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| Aland11-09-05, 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%.............. |
| Surreal11-10-05, 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 |
| Aland11-10-05, 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). |
| finbury11-10-05, 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. |