DM Forced Multiclass

Post/Author/DateTimePost
#1

WalterMellon

Jun 08, 2014 18:18:02

Playing 3rd edition with use of most 3.5 books. And the DM has made all of us start as level 2 Fighters and we're multiclassing out and we have to use those first feats as something a fighter would use.

 

I want to be a Human Druid (Wild Reaper variant from Dragon Magazine 311). Whats the best way to spend those 4 feats(2 from being human, and 2 from fighter bonus feats) I have that would benefit a fighter but also a druid? 

 

Nothing is set in stone yet other than the stats I rolled (11,12,14,14,15,17), I was planning on using a scythe if he will accept the Wild Reaper Variant and Scimitar or Quarterstaff if not.

 

TL;DR: 3.0/3.5ed Forced multiclass Fighter 2/Druid --, WHAT DO?

 

#2

Maat_Mons

Jun 09, 2014 0:20:09

You can use a scythe even if you don't get wild reaper approved.  It's a martial weapon.  You're proficient with all of those from your fighter levels.  

 

Feats that enhance melee combat would be good.  You'd just have to make sure they apply equally to manufactured weapons and natural weapons.  Feats related to tripping and attacks of opportunity are popular choices.  

 

If you really have no ideas for the fighter bonus feats, there are a couple that just about anyone can use.  Improved initiative gives you +4 to initiative.  Who doesn't like going first?  Improved toughness (Complete Warrior, p101) gives you extra hit points equal to your character level.  Despite the name, you don't have to take toughness to qualify.  

 

For your general feats, you've got all kinds of options, even if you want feats that aren't geared toward hitting things with other things, an even considering the feats have to be indisputably fighter-appropriate.  Fearless (Player's Guide to Faerun, p38) makes you immune to fear.  That's very thematic for someone whose job involves being surrounded by a vast sea of chaos and death.  You could pair up cloak of the obyrith (Fiendish Codex I, p85) and demonic skin (Fiendish Codex I, p85) for damage reduction 2/lawful and +2 natural armor.  That's pretty badass at 1st level, though it loses its luster as you go. 

#3

WalterMellon

Jun 09, 2014 2:31:23

Thanks, those are some good ideas and I really appreciate the book page references. But the problem with druid, regardless of proficiency, they can't use most martial weapons besides a scimitar or use heavy or metal armor, else they lose their powers for 24 hours. I'll check out the gear you suggested as well, if the DM will give us a set of starting gear or a gold amount to purchase gear I will keep it in mind.

 

Any other suggestions are still welcome though.

#4

Maat_Mons

Jun 09, 2014 3:05:37

The 3.5 version of druid has no restrictions on weapons.  If you're stuck with the 3.0 version, you could try to get the environmental weapon lists variant (Dragon 331, p87) allowed.  Each of those gives the druid class alternate weapon proficiencies.  Both "arctic/tundra" and "grasslands/savannah" include scythe on the list.  I like the latter, since it also includes shortbow.  The variant doesn't address weapon restrictions, since they don't exist in 3.5, but your restrictions should presumably change to match the new list of proficiencies given by the class.  

 

As a clarification, cloak of the obyrith and demonic skin are both feats.  I can see why you'd think otherwise though.  

 

I've taken to giving book and page number for just about everything these days.  It's mostly because of all the times I've read someone else's post and had a lot of trouble finding what he was talking about. 

#5

WalterMellon

Jun 09, 2014 4:02:52

Lol thanks for the clarification, they sounded like gear, my apologies. If the DM allows the Dragon Magazines, I will keep the Wild Reaper variant, I like its flavor and some of the end-game benefits, but I will check out those other variants. I appreciate all the help.

 

edit: I guess I had misinterpretted the rules for 3.5, they only take the powers away if the druid wears metal armor or carries a metal shield, I assumed weapons went with that, but you were correct again.

#6

Krusk

Jun 09, 2014 17:02:24

What level are you starting? If 8+ and you plan to use wildshape, take feats for your animal forms now. If less, I'd lean towards focusing on slings or thrown weapons. 

 

A halfling fighter2/druid 1 who focuses on slings isn't terrible, and you can eventually move into spells. Your low level druid might even use slings for a bit anyway. Point Blank Shot, Rapid Shot, Precise Shot, and Rapid Reload all come to mind as 4 pretty quickly. 

#7

WalterMellon

Jun 09, 2014 19:54:18

We're starting at 3rd level, so it was actually 5 feats being a human Fighter 2/Druid 1. But, we're fighters that had a change of heart or something, I'm not sure yet, we were just making the characters, and I wasn't sure how to go about that initial set up. We also already have a Halfling in the group, I'm just trying to cash in the best feats I can when they have to be Fighter oriented.

#8

Krusk

Jun 10, 2014 15:45:21

So to me it sounds like you should be halfling bros. 

 

You could also go the mounted route, and eventually ride your companion.

Feats - mounted combat, ride by attack, spirited charge, Improved init. 

 

Use a lance and just run at things and watch them explode. 

#9

Tempest_Stormwind

Jun 10, 2014 17:14:38

This also sounds like a job for a druidic avenger.

#10

ninjarabbit

Jun 12, 2014 17:04:11

Your 3rd level feat should be natural bond so you're considered a 3rd level druid for purposes of your animal companion so it's tougher and gets evasion. Wild cohort isn't a bad feat either if you want to go the beastmaster route.

 

Maybe with your 6th level feat you should take practiced spellcaster to make up for the lost caster levels.

#11

WalterMellon

Jun 22, 2014 15:00:31

Yeah I was considering Natural Bond, so I could get a bigger, better animal companion in 1 level rather than 3. But I may save it for level 6 since I won't be able to get Natural Spell yet. It will make for an interesting campaign, but those 2 levels in a class I don't want will prove difficult.

 

Thanks again for all the suggestions.

 

Update: I got Improved Unarmed Strike, Weapon Finesse, Improved Grapple, Improved Toughness, and Natural Bond. Almost went with Natural Heavyweight from the Planar Handbook, doubles carrying capacity and gives bonuses on jump and swim skill checks, but decided 3 more health would be better. With Natural Bond I'll have an OP pet my whole career as a druid. I think I'll be fine, until I get to Wild Shape, then I know I will be fine; Wild Shape into some godless grappling machine and shut down everything.

 

Again, thanks for all your help guys and gals, it is much appreciated.

#12

aelryinth

Jun 24, 2014 16:21:48

IMproved Toughness gives +1 HP/level instead of +3 hit points. I think you have the fort save for it.

 

==Aelryinth