Critique my Druid!

sithramir

First Post
Tell me what you think of my character. Suggestions are welcome to improve although i'm liking him a lot now.

Aristol
Male Human (Lawful Neutral)
Hit Dice: 10d8 (104 hp) Monk 1/Druid 9
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 26 (+4 Armor, +2 Dex, +7 Deflection, +1 Insight, +2 Magical)/Touch 22/F-F 17
Base Attack/Grapple: +6/+10
Attacks: Unarmed Strike +8/+3 1d6+2
Face/Reach: 5 ft. /5 ft.
Special Attacks: Improved Grapple, Flurry of Blows, Improved Unarmed Strike
Special Qualities: Blind sight 120’ radius, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lore, Wild Shape 4/day, Wild Shape (Large), Venom Immunity
Saves: Fort +11, Ref +7, Will +15
Abilities: Str 12, Dex 14, Con 18(16), Int 14, Wis 24(20), Cha 10
Languages: Common, Druidic, Draconic, Aquan
Feats: Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Multi-Attack, Tattoo Magic, Natural Spell, Blindsight
Skills: Balance 5, Concentration 16, Craft (Tattoo) 7, Diplomacy 4, Escape Artist 4, Hide 9, Jump 3, Knowledge (Nature) 6, Listen 21, Move Silently 9, Sense Motive 13, Spell craft 15, Spot 21, Survival 10, Tumble 7
Equipment: Periapt of Wisdom +4, Hat of Disguise, Druid’s Vestments, Ring of Mage Armor, Ring of Protection +2, Wand Cure Light (50), Quaal’s Feather Token (Tree), Bracers of Health +2, Dusty Rose Ioun Stone, WaterSkin Spell Component Pouch, Ink Needle, Ink, Signet Ring, Pouch Belt (31 GP), Bedroll, Chalk, Hemp Rope 50’
Special: Aristol has had the Magic Fang spell cast on his right hand permanently.
Tattoos: Triplet of flames on chest (3 Flame Strikes), Water pouring over flame on upper right thigh (Quench), Green wavy line wrapping down inside wrist (Neutralize Poison), Yellow circle around neck (Dispel Magic), Female embracing male on left thigh (male is Restoration and female is Remove Disease), Spider on back of left palm (Spider Climb), Stone on right butt cheek (Meld into Stone), Snake wrapping around left wrist (Animal Messenger), Unshackle manacle wrapping left bicep (Freedom of Movement), Stone on left butt cheek (Stone Skin), Tree centered on lower back (Tree Stride), Blue circle on back of right palm (Cure Critical), Skull on upper right back (Death Ward), Lightning bolt wrapping right bicep (Call Lightning Storm), Black Bear on upper left back (Summon monster 4), Blue stripe on each abdominal (6 Cure Light Wounds), Mist on lower back (Obscuring Mist), Piece of bark on inner right thigh (Barkskin), Bull on top of head (Bull’s Strength), Foot on left ankle (Jump)
Spells (6/6/6/5/3/2):

JENGA (Tiger)
Large Animal
Hit Dice: 8d8+32 (69 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7)
Full Attack: 2 claws +12melee (1d8+7) and bite +10 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+3
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +8, Will +4
Abilities: Str 24, Dex 16, Con 18, Int 2, Wis 12, Cha 6
Skills: Balance +8, Hide +5*, Listen +5, Move Silently +11, Spot +5, Swim +13
Feats: Natural Attack (claw), Multiattack
Environment: Warm forests
Organization: Solitary
Challenge Rating: 4
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: —
This great cat stands more than 3 feet tall at the shoulder and is about 9 feet long. He weighs 492 pounds.
Combat
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
 

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Nightfall, he took monk to improve his AC with wisdom and to get Improved Grapple while in wildshape.... huge wildshape...

Edit: Why did you write your Monk bonus as Deflection bonus???
 
Last edited:

Darklone said:
Nightfall, he took monk to improve his AC with wisdom and to get Improved Grapple while in wildshape.... huge wildshape...

Edit: Why did you write your Monk bonus as Deflection bonus???

Blindsight is from masters of the wild yes. I took the monk for improved grapple and the bonus to AC. I expect to be fighting a lot of constructs so my best bet may be to get a ton of str from a wildshape and grapple them to allow the others to help beat him down with weapons. If not i'll resort to spells. Also the freedom of movement spell now allows me to escape and grapple and thus "live" if i'm getting a beat down.

As for the deflection bonus thats where I put it by accident so I just copied it over that way. Dodge bonus or whatever it is. I just know its lost with dex. Thanks for looking into it so far guys.
 

Ah, I thought this was 3.0 because of some obvious 3.0 elements, that's why I wondered about Improved Grapple, as I didn't remember seeing such a feat there.

Bye
Thanee
 


sithramir said:
As for the deflection bonus thats where I put it by accident so I just copied it over that way. Dodge bonus or whatever it is. I just know its lost with dex. Thanks for looking into it so far guys.

You might want to double check the PHB, as the SRD states the following about the Monk's AC Bonus (Ex):

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

So (s)he still keeps the bonus when denied Dex bonus to AC from being flat-footed.
 

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