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| Wolfsbruder07-15-05, 02:13 PM | I need your comments on my last character played in a 3.5 D&D Forgotten Realms setting from lvl 1 to CL 6 resp. ECL 8: CHARACTER CREATION "DAWN GREYCASTLE": I. Class and Advancement: Class: Druid lvl 6 (Features written in PHB p. 33) Race: Human Ability scores: 32 point buy system from DMG p. 169 (DM decision) Starting scores: Str 10 / Dex 12 / Con 10 / Int 12 / Wis 18 / Cha 12 Fixed Hit Point system from DMG p. 198 (DM decision) Spell Point system from Unearthed Arcana p. 153 (DM decision) 4th lvl: Wis +1 Feats: Human Bonus Feat lvl 1: Sacred Vow lvl 1: Vow of Poverty lvl 3: Zen Archery lvl 6: Natural Spell II. Vow of Poverty Features written in BoED p. 29 Bonus Exalted Feat lvl 1: Nymph’s Kiss Bonus Exalted Feat lvl 2: Intuitive Attack Bonus Exalted Feat lvl 4: Exalted Companion Bonus Exalted Feat lvl 6: Gift of Faith III. Saint Template Features written in BoED p. 185 LA +2 resulting in ECL 8 CHARACTER RESULT "DAWN GREYCASTLE": Most time wildshaped into Dinosaur, Fleshraker (MM 3 p. 40), keeping the ability to speak because of the saints tongue special ability (Fleshraker scores in brackets) FULL spell power of 6th lvl druid Ability scores: Str 10 (17) / Dex 12 (19) / Con 12 (17) / Int 12 / Wis 21 / Cha 16 Hit Points: 36 (46) Spell Points: 34 Defensive abilities: AC 23 (32) / Touch 17 (26) / Flat-Footed 22 (28) against attacks from evil attackers: AC 26 (35) / Touch 20 (29) / Flat-Footed 25 (31) Damage Reduction 5/magic Fast Healing 3 Resistance 10 against fire Immunity against acid, cold, electricity and petrification Low-Light Vision and 60-ft.-darkvision Initiative +1 ( +4) speed: 30 feet (50 feet) Wild Empathy +13 Offensive abilities: Attack bonus melee: +10 Attack bonus ranged: +10 Grapple: +5 Full Attack as Fleshraker: 1st claw +10 (1d6+4+poison +1d6 against evil or +1d8 against evil undead/outsider) 2nd claw +10 (1d6+4+poison +1d6 against evil or +1d8 against evil undead/outsider) bite +5 (1d6+2 +1d6 or +1d6 against evil or +1d8 against evil undead/outsider) tail +5 (1d6+2+poison +1d6 against evil or +1d8 against evil undead/outsider) Saves: Fortitude save: +6 ( +8) Reflex save: +3 ( +6) Will save: +10 +4 against fey and poison +2 against fear and despair +1 against spells and spellike Skills: +5 Bluff +10 Concentration ( +12) +16 Diplomacy +5 Disguise +5 Gather Information +11 Handle Animal (+8 Hide) +5 Intimidate ( +8) (+6 Jump) +14 Knowledge (nature) +11 Listen +3 Ride (+6) +10 Spellcraft +11 Spot +18 Survival Feel free to write whatever you think or feel about it! |
| celtredleg07-15-05, 03:33 PM | Wellllll, by the RAW, you cant do it. Druid requires TN, and Saint requires Good. Rather incompatible. If you change your alignment to godd to get the saint template, you should lose the druid abilitys. Besides, the requirements for sainthood say you must live your whole life dedicated to good. Hard to justify that as a Druid. Obviously your DM may see it different, but it would never happen IMC Interesting idea, and maybe you could work out some sort of saintlike template for a superdruid, but it should be very hard to aquire. |
| Illion the Red07-15-05, 03:44 PM | Wellllll, by the RAW, you cant do it. Druid requires TN, and Saint requires Good. Rather incompatible. If you change your alignment to godd to get the saint template, you should lose the druid abilitys. Not too sure about that... From the SRD: DRUID Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. |
| Wolfsbruder07-15-05, 03:50 PM | Oh, sorry, I forgot to mention alignment. I don't really know how it was before, but in 3.5 druid must have at least ONE neutral component - so beside TN there are also LN, CN, NG and NE possible. Obviously, Dawn is NG. |