15th Level Druid, built for a pbp, coming right up...
Be sure to know your forms...you can be wild shaped in combat all the time. Remember that elementals now have DR X/-, and look in the MM2 and Fiend Folio for better Dinosaurs (Allosarus gets Trample 5d8+str, Rake, Improved Grab, and Swallow Whole) and carniverous plants (In FF, the Ironmaw and Octopus Trees are unstoppable combat machines, esp if you use master air, wings of flying or something like that to fly).
Also, since you are starting this character now, make him venerable, but having become so after getting all his levels. That gives him +3 to all mental stats, but beucase of timeless body, no physical penalties.
Also, permanent spells suck for 1hour/level spells like magic fang. They cost XP, but can be dispelled. Dont go that route. Instead, just cast GMF on yourself every day (altouhgh you only get +3 to one weapon or +1 to all).
This character wild shapes 7/day into huge or smaller animals or plants, and 2/day into elementals. His wild shape ability is counted as 19th level for purposes of everything, including max creature hd (it is thus now 19).
Adding a level of monk, anytinhg that he turns into will have the following, without any buff spell includng gmf up: +6 str, +4 dex, +6 con +18AC, while having a constant Int 16, Wis 28, and Cha 16, not to mention Multiattack, Natural Spell, and Venom Immunity.
Male Wood Elf Druid(3.5e) 15
Age: 350
Str: 16 (+6 enh)
Dex: 14 (+4 enh)
Con: 20 (+1 Level. +6 enh)
Int: 16 (+3 Age)
Wis: 28 (+3 Age, +2 Level +6 enhanc)
Cha: 16 (+3 Age)
Init: +1
AC: 10+7 Armor+2 Dex =19
HP: 14d8+8+75 = 157
BaB: +11/+6/+1
Saves
F: 13
R: 6
W: 18
Skill Points: 7*18 = 126
Spot: +27 (18)
Listen +27 (18)
Concentration +22 (18)
Spellcraft: +20 (17)
Survival: +20 (9)
Knowledge (nature): +18 (10)
Hande Animal: +27 (18)
Swim: +3 (1)
Diplomacy +5 (2)
Heal: +19 (10)
Ride: +6 (5)
Class Abilities: Spontaneous Casting (Summoning Spells), Druidic Language, Animal Companion, Nature Sense (+2 Survival and Knowledge (nature), Wild Empathy (like diplomacy to animals, withe levels as ranks), Woodland Stride, Trackless Step, Resist Nature's Lure (+4 saves vs. Fey), Venom Immunity, A thousand Faces (alter self at will), timeless Body, Wild Shape (Huge, 5/day +1 from the Druid's Vestments + 1 Wildshape Amulet = 7/day + 2/day Elemental)
Feats(6): Natural Spell (Masters of the Wild, 3.5e PHB), <Empty Slot>, Multiattack (Masters of the Wild, attacks with additional natural weapons after the first one are at -2 instead of -5), Augment Summoning ( +4 str and Con for your summoned creatures) , Sonic Substitution (Tome and Blood, may replace energy type with Sonic) Empower Spell
Animal Companion: Dire Bear (Name = Yigu) w/ +1 Str and Dex, Two Bonus Tricks, Evasion, Nat Armor +2, hd +2, Link, Share Spells
Spells: 6/8/7/7/6/6/4/3/2
Eq:
Periapt of Wisdom +6 (36)
Belt of Str +6 (36k)
Periapt Con +6 (36k
Tattoo of Dex +4 (16k)
Druid's Vestments (5.8k)
Ring of Feather Fall (2.2k)
Wild Shape Vest (as amulet, from Mag of Faerun, Wild Shape as if level +4, 40k)
Heward's Handy Haversack (2k)
Wild Masterwork Elven Leafweave Chain Shirt +2 (27.5k)
Basic Spell List (Will add non-PHB spells later)
Spell List:
0-LEVEL DRUID SPELLS (Orisons): Create Water ; Cure Minor Wounds ; Detect Magic ; Detect Poison ; Flare ; Guidance ; Know Direction ; Light; Mending ; Purify Food and Drink ; Read Magic ; Resistance ; Virtue; Ram's Might (Imp Unarmed for 1min/level, MaOF); Quick Sober (R&R)
1st-LEVEL DRUID SPELLS: Calm Animals ; Charm Animal ; Cure Light Wounds ; Detect Animals or Plants ; Detect Snares and Pits ; Endure Elements ; Entangle ; Faerie Fire ; Goodberry
Hide from Animals ; Jump; Longstrider ; Magic Fang ; Magic Stone ; Obscuring Mist ; Pass without Trace ; Produce Flame; Shillelagh ; Speak with Animals; Summon Nature's Ally I; Camoflage (+10 Hide Chex, MaoF), Speed Swim (target gets swim 30, MaoF)
2nd-LEVEL DRUID SPELLS: Animal Messenger ; Animal Trance ; Barkskin ; Bear's Endurance; Bull's Strength; Cat's Grace; Chill Metal ; Delay Poison ; Fire Trap . ; Flame Blade ; Flaming Sphere ; Fog Cloud; Gust of Wind ; Heat Metal ; Hold Animal ; Owl's Wisdom; Reduce Animal; Resist Energy; Restoration, Lesser; Soften Earth and Stone ; Spider Climb; Summon Nature's Ally II ; Summon Swarm ; Tree Shape ; Warp Wood ; Wood Shape; Blood Frenzy (Half-Powered Rage, MaoF); Cloudburst (rains, MaoF); Master Air (fly 120 1round/L, MaoF); Earthfast (doubles the hardness and hp of stone, MaoF); Remedy Moderate
3rd-LEVEL DRUID SPELLS: ; Call Lightning ; Contagion ; Cure Moderate Wounds ; Daylight ; Diminish Plants ; Dominate Animal ; Magic Fang, Greater ; Meld into Stone ; Neutralize Poison ; Plant Growth ; Poison ; Protection from Elements ; Quench ; Remove Disease ; Sleet Storm; Snare ; Speak with Plants ; Spike Growth ; Stone Shape ; Summon Nature's Ally III ; Water Breathing ; Wind Wall; Healing Sting, Blindsight, Quillfire, Infestation of Maggots
4th-LEVEL DRUID SPELLS: Air Walk; Antiplant Shell ; Blight; Command Plants ; Control Water; Cure Serious Wounds ; Dispel Magic ; Flame Strike ; Freedom of Movement ; Giant Vermin ; Ice Storm ; Reincarnate ; Repel Vermin ; Rusting Grasp ; Scrying ; Spike Stones ; Summon Nature's Ally IV; Jaws of the Wolf, Mass Camo; Murderous Mist; Wind at Back;
5th-LEVEL DRUID SPELLS: Animal Growth ; Atonement ; Awaken ; Baleful Polymorph; Call Lightning Storm; Commune with Nature ; Control Winds ; Cure Critical Wounds ; Death Ward ; Hallow ; Insect Plague ; Stoneskin; Summon Nature's Ally V ; Transmute Mud to Rock ; Transmute Rock to Mud ; Tree Stride ; Unhallow ; Wall of Fire ; Wall of Thorns; Blinding Winds; Breath of truth, Inferno, Memory Rot, Echo Skull, Vine Mine, Wind Tunnel
6th-LEVEL DRUID SPELLS: Antilife Shell ; Bear's Endurance, Mass; Bull's Strength, Mass; Cat's Grace, Mass; Cure Light Wounds, Mass; Dispel Magic, Greater; Find the Path ; Fire Seeds ; Ironwood ; Liveoak ; Move Earth; Owl's Wisdom, Mass; Repel Wood; Spellstaff ; Stone Tell ; Summon Nature's Ally VI ; Transport via Plants ; Wall of Stone; Crumble, Gate Seal; Stone Hold
7th-LEVEL DRUID SPELLS: Animate Plants; Changestaff ; Control Weather
Creeping Doom ; Cure Moderate Wounds, Mass; Fire Storm ; Heal ; Scrying, Greater; Summon Nature's Ally VII ; Sunbeam ; Transmute Metal to Wood ; True Seeing ; Wind Walk; Aura of Vitality, Brillient Aura; Master Earth, Poison Vines, Storm Tower
8th-LEVEL DRUID SPELLS: Animal Shapes ; Control Plants ; Cure Serious Wounds, Mass; Earthquake; Finger of Death ; Repel Metal or Stone ; Reverse Gravity ; Summon Nature's Ally VIII ; Sunburst; Whirlwind ; Word of Recall; Bombardment; Cocoon
9th-LEVEL DRUID SPELLS: Antipathy ; Cure Critical Wounds, Mass ; Elemental Swarm ; Foresight ; Regenerate; Shambler ; Shapechange ; Storm of Vengeance ; Summon Nature's Ally IX ; Sympathy