nittanytbone
First Post
As I understand it, the OP wants suggestions for a solid melee combatant, using SRD material, that is fairly simple, and doesn't do anything "questionable" as the DM has some restrictions in place.
That means... CoDzilla.
DRUID.
Feats: SF (Conjuration), Augment Summoning, Craft Wondrous Item, Quicken Spell
Notable Mentions: Improved Grapple (used with grapple wildshape forms)
Downside - Wildshape can be complicated.
CLERIC.
The upside to cleric is that its simpler than druid.
Only "necessary" feat is Power Attack. Quicken Spell is nice at higher levels. I like finding something to do with my Turn Undead attempts. Divine Might (in the SRD), Divine Vigor (burn a turn attempt for +2 temp HP/level and +10' move speed for 1 min per cha bonus) or DMM Quicken Spell (burn 5 turn attempts to spontaneously quicken any spell) are good. In a pinch if your DM doesn't like the Divine Feats, just dump CHA and grab Weapon Focus, Imp Initiative, or Item Crafting feats. They're boring but effective.
Use the best two handed weapon you can. Suggested domains are Luck & Travel, perhaps War if you can get the Great Sword somehow.
Buffs - Quickened Divine Favor, Divine Power, and Righteous Might. Greater Magic Weapon & Magic Vestment should be on all day long.
Quick, simple, done. You'll be a melee powerhouse and have highly versatile spells. Plus I can't see any DM turning down a simple Cleric 10 build with Power Attack, Quicken Spell, and 1-2 other non-objectionable feats (Imp Init and Weapon Focus, for example). The only essential gear is a Ring of Counterspelling with a Dispel Magic loaded into it.
That means... CoDzilla.
DRUID.
Feats: SF (Conjuration), Augment Summoning, Craft Wondrous Item, Quicken Spell
Notable Mentions: Improved Grapple (used with grapple wildshape forms)
Downside - Wildshape can be complicated.
CLERIC.
The upside to cleric is that its simpler than druid.
Only "necessary" feat is Power Attack. Quicken Spell is nice at higher levels. I like finding something to do with my Turn Undead attempts. Divine Might (in the SRD), Divine Vigor (burn a turn attempt for +2 temp HP/level and +10' move speed for 1 min per cha bonus) or DMM Quicken Spell (burn 5 turn attempts to spontaneously quicken any spell) are good. In a pinch if your DM doesn't like the Divine Feats, just dump CHA and grab Weapon Focus, Imp Initiative, or Item Crafting feats. They're boring but effective.
Use the best two handed weapon you can. Suggested domains are Luck & Travel, perhaps War if you can get the Great Sword somehow.
Buffs - Quickened Divine Favor, Divine Power, and Righteous Might. Greater Magic Weapon & Magic Vestment should be on all day long.
Quick, simple, done. You'll be a melee powerhouse and have highly versatile spells. Plus I can't see any DM turning down a simple Cleric 10 build with Power Attack, Quicken Spell, and 1-2 other non-objectionable feats (Imp Init and Weapon Focus, for example). The only essential gear is a Ring of Counterspelling with a Dispel Magic loaded into it.