Asmo said:
Here´s the final version of my 12 lvl druid. I present to you:
Eridric Fangbender N/G druid.
His stats: Str.13, Dex.17, Con.16, Int.11, Wis 22 and Cha.8. Hitpoints :88. (I rolled horribly, I couldn´t belive my eyes,several 1)
Init.+7. Attacks: Melee:11/6,(crit. 12-20) Ranged:12/7
Saves: Fort.11,Ref.7,Will.14.
4 magic items allowed,50 000 gp: Keen Scimitar +1, Hide armor +2, Winged Shield +3 and Periapt of Wisdom +4.
With Dodge and Barkskin final AC would be AC 29,not to bad.
Feats: Weapon Focus: Scimitar Improved Critical: Scimitar, Spell Penetration (those nasty buggers has Spellresistance!) Improved Initiative,Natural Spell and Dodge. The Dm allowed Iron Will as a free feat.
I think I´m going to like playing this guy,seems solid to me. I´m sure that I´ve overlooked something ,and there´s probably some more optimal build,but I want your opinons!!
Asmo
Well since you still want opinions I'll join in: see if you can rearrange your stats, items, and feats. Your selections are okay for a human fighter, but not so good for a druid.
In 3E you can stay wildshaped indefinitely and wildshape will give you access to high physical feats and good damage. So ditch the Scimitar feats. If you really want Weapon Focus and Imp Critical then take it in the weapon you'll use most: bite.
For magic items, ditch the keen scimitar and shield and get a Monk's Belt instead (13,000). It gives you the unarmed damage and AC bonus of a 5th level monk--which means you get to add your Wis bonus and an additional +1 to your AC, and if you shape into a Large animal you do 2d6 with an unarmed strike. While the idea of a bear doing karate is funny, it's also effective. Bonus: animals can wear belts (they're called "collars"). Add the "wild" ability to the armor, and get darkwood full plate +1 instead of hide.
Speaking of magic items, why did you chose a winged shield? You can turn into a bird!
For abilities, I'd go with:
Str.8, Dex.11, Con.16, Int.17, Wis 22 and Cha.13.
Str is useless to you. You'll be in dire lion shape (or some other scary animal) almost all the time. Dex is mostly useless except for the Init bonus--but you have Improved Init, and you'll be in a high-Dex animal shape all the time. Charisma is useful because your animal social skills depend on it, and you have Diplomacy as a class skill. Int is very useful for knowledge skill, languages, and bonus skill points. Druids have a decent skill list (a good list in 3.5) so you'll want all the Int you can get. Assuming human, with a 17 Int you can max out Wilderness Lore, Know: Nature, Spellcraft, Concentration, Handle Animal, Animal Empathy, Diplomacy, and Heal.
For feats, I'd go with:
Natural Spell, Scribe Scroll, Spell Penetration, Improved Initiative, Combat Expertise, Improved Trip. As a Large animal with high strength you'll be able to easily trip Medium foes.
So, in Dire Lion form you'd have
Str 25 Dex 15 Con 17 Int 17 Wis 22 Cha 13.
Your AC would be 30 (-1 size, +2 Dex, +6 Wis, +4 natural, +9 wild darkwood full plate)
Your trip attempt modifier is +11 vs. Medium opponents (+15 in 3.5).
Your unarmed attacks do 2d6+7, and you get 5 such attacks on a Pounce.
Your friends are a large Dire Lion and a Huge Dire Tiger. If they both pounce, they each get 5 attacks. That's 10 attacks, with two very good chances of the opponent becoming grappled (and thus losing its Dex bonus, which makes your party rogue very happy).
And you can cast spells. Like Ice Storm 4 times/day. Or Animal Growth on your feline pals (doubling their hit dice, increasing their BAB, increasing natural armor bonus, str, and con, and making the Tiger a Gargantuan creature with 35 Str and over 250 hit points).
I guess what I'm saying is that you're a Druid, not a fighter. Ditch the manufactured weapons and play to your strengths.
-z