15th level Druid with 200k gold.

kristov

Explorer
I am joining a high level campaign where I start as 15th level.

I am going to be a level 1 monk/level 15 druid - with a permanancied +5 greater magic fang. I think this costs me like 9k total.

What do I buy with my other 190k?

Thanks!

Kristov
 

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LGodamus said:
buy some armor with the wild trait so you can keep its armor bonus in wildshape....get a shield with it too...

Why would he do that? He's a Monk, and as a Druid, probably has an obscene Wisdom score.

I would reccomend either an Amulet of Natural Armor +5 or an Amulet of Mighty Fists +5 (replacing the permant spell), or a Periapt of Wisdom to boost his spells (and AC, to a lesser degree).

If you're planning on being Wild Shaped a lot, forget the Amulet of Natural Armor and get the Amulet of Natural Attacks from Savage Species, for at least three attacks. Try to get Wounding on it, and Keen, since you won't want to take Imp. Crit for Claws, Bite, and god-knows-what-else. That'll also apply for your unarmed strikes when you're in town or in a small space.

You'll want a Ring of Freedom of Movement, in case you're grappled, Held, or otherwise immobilized in flight.

Anything you do to boost your Wisdom is a good idea. Since your neck slot is full, try the appropriate Tome.

Other than that, I can't think of anything else too important.
 


Buy 475 Quaal's Tree Tokens (this assumes you're paying the 400 gp price in 3.5 - if you're still using 3.0, then you can get 1900 of them). ;)

Among their other uses, the tree token is your escape plan, as long as you keep at least one Transport via Plants memorized. Just drop one tree outside of town before you go into the dungeon...

Out of curiosity, are you using the 3.0 rules or the 3.5 rules? The suggestions for what to take will vary depending on the version (for example, wild shape in 3.5 allows you to keep magic items that both forms could wear).

Also, why one level in monk?
 

Character... 3.5

I am using 3.5 D&D.

Also, I have 1 level of monk because my Wisdom is like 24.

So I get the Bonus to AC in normal mode, as well as in Wild Shaped mode.

For like 9k - I can get a permanancied +5 Greater Magic Fang, which means that all my monk attacks are +5 to hit and damage. Also when Wild Shaped I have +5 to hit and damage.

-Kristov
 

Yes, but Permanancy is pretty easy to dispel.

A few staves might be a good idea (staff of earth, staff of insects, etc), as well as just a good solid walking stick (as shillaegh now rocks).

Strength, Dex, Con and Wisdom boosting items (either tomes or wearables) are a must. Bracers of armor wouldn't be a bad idea either.

Demiurge out.
 

From the Plexus - Potent Portals

Druids' Arch: Also called a druids' dais, this powerful arch is rarely found except in an area where a single druid has been established and unchallenged for a very long time or it is set up immediately by a new druid attempting to establish themselves in a given area. Normally it is fashioned from a natural rock formation or between two entwined trees. This single arch has four effects or functions that are outlined below.

Find the Path - When standing within the druid's arch and uttering a command word geared to this function, the character can find the shortest, most direct physical route to a specified destination provided that location is within one hour and fifty minutes of the druids' arch. Note that the effect works with respect to locales, not objects or creatures within a locale. The location must be on the same plane as the character and the arch.

The effect enables the subject to sense the correct direction that will eventually lead the subject to the destination, indicating at the appropriate times the exact path to follow or physical actions to take. The effect frees the subject and those with the subject, from a maze spell in a single round, if one has been created in the area occupied by the druids' arch.

This divination effect is keyed to the recipient, not the recipient’s companions, and does not predict or allow for the actions of creatures (including guardians).

Pass without Trace - Once after passing through the druids' arch, and uttering a command word specified to this function, the druid and up to eleven companions can move through any type of terrain and leave neither footprints nor scent to any distance within one hour and fifty minutes of the druids' arch. Tracking the subjects is impossible by nonmagical means.

Speak with Animals - Lasting for eleven minutes, when a druid utters the command word while standing in a druids' arch they will be endowed with the ability to speak with animals.

Summon Nature's Ally VI - This effect, upon utterance of a command word specific to it, summons a natural creature. It appears within fifty feet of the druids' arch, as designated by the character, and acts immediately on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn, after eleven rounds.

The druids' arch can be used three times per day regardless of which effect is desired.

Caster Level: 11th; Prerequisites: Craft Wondrous Item, find the path, pass without trace, speak with animals, summon nature's ally VI; Market Price: 125,400 gp; Weight: variable.
______________________________________

Set up a stronghold in your woods and, if traveling, have the arcane caster use teleport anytime one of the effects would be advantageous. ;)

Hope that helps! :)
 

demiurge1138 said:
Yes, but Permanancy is pretty easy to dispel.

A few staves might be a good idea (staff of earth, staff of insects, etc), as well as just a good solid walking stick (as shillaegh now rocks).

Strength, Dex, Con and Wisdom boosting items (either tomes or wearables) are a must. Bracers of armor wouldn't be a bad idea either.

Demiurge out.

You can get by without needing insanely high Strength or Dex, since you can rely on wildshaped forms for most of your combat needs. Definitely load up on as much Wisdom as you can manage,

Don't waste your time memorizing cure spells. Just stock up on wands of CLW, which are dirt cheap for their benefit, and use them in between combat. Leave the combat healing to the cleric, if there is one.
 

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