Jemal
Adventurer
Nuthin to see here, just WIPing my new build.
By toning monk way down and replacing most of it with revised druid levels, I got Wildshape HD up to 35. This allows some absolutely fantastic shapes like juvenile force dragons, and ancient gold dragons...and much much more...
I haven't bought the Wilding Clasps yet, but I'm gonna. Just so you know I haven't forgotten.
[sblock=Shapechanger]Name:
Human
Druid 17 / Monk 2 / Ranger (Wildshape) 5 / Master of Many Forms 10 / Warshaper 3 / Nature's Warrior 3
Description:![]()
Str 10/24 +4 inherent +10 enh
Dex 10/26 +1 level +5 inherent +10 enh
Con 18/30 +1 level +5 inherent +6 enh
Int 16
Wis 18/40 +7 level +5 inherent +10 enh
Cha 18/30 +1 level +5 inherent +6 enh
AC: 61 (10 + 15wis +8 dex +10 nat +8 armor +10 def), Touch 43, FF 53
Fort: +43 (+23 +10con +10res)
Ref: +36 (+18 +8dex +10res)
Will: +46
Hit Points: 10+16d10+23d8
Move: 30'
Init: +12
Base Attack: +30
Feats:
-------
1 Alertness
1 Improved Initiative
3 Combat Reflexes
6 Weapon Finesse
9 Weapon Focus: Bite
12 Weapon Focus: Claws
15 Flyby Attack
18
B Tracking
B Endurance
B Improved Grappling
B Deflect Arrows
21 Exceptional Deflection
24 Infinite Deflection
27 Fast Healing
30 Improved Natural Strike (Epic)
33 Epic Prowess
36 Magical Beast Wild Shape
39 Dragon Wild Shape
Race Traits: Human
---------------
Extra Feat
Extra Skill Point
Etc
Class Traits:
-----------------
Druid
Animal Companion (Druid level 17)
Wild Empathy
Nature Sense
Woodland Stride
Trackless Step
Resist Nature's Lure
Wildshape 5/day
Venom Immunity
1000 Faces
Timeless Body
DRUID POWERS!
- Natural Strike (Silver)
- Natural Strike (Good)
- Natural Strike (Cold Iron)
- Natural Strike (Adamantine)
- Natural Strike (Evil)
Ranger
Favored Enemies
- Evil Outsiders +4
- Good Outsiders +2
Track
Wild Empathy
Endurance
Animal Companion (Druid Level 2)
Wild Shape 1/day (Small or Medium only)
Monk
Bonus Feats
- Improved Grapple
- Deflect Arrows
Flurry of Blows
Unarmed strike (1d6)
Evasion
Master of Many Forms
Improved Wildshape 16/day (gargantuan through dimunitive, up to 35HD)
- Humanoid, Monstrous Humanoid, Giant, fey, vermin, abberation, plant, ooze, elemental, dragon
Shifters Speech
Fast Wildshape
Extraordinary Wildshape
Evershifting Form (shapechanger subtype, immune to transmutations)
Warshaper
Morphic Immunities (Stuns, crits)
Morphic Weapons (+1 size level natural weapons)
Morphic Body (+4 str, +4 Con)
Morphic Reach +5'`
Nature's Warrior
- Claws of the Grizzly (+3 dmg w/natural weapons), Wilding
- caster level increase
- Skin of the Alligator (+3 natural armor in wildshape)
Skills 160d+50r+16m+80mmf+18w+?ng
Languages: Common, Giant, Draconic, Sylvan, Druidic
Equipment
Cash: 489,500-27.5k-120k
Unity of Threes: Amulet of Mind, Body, and Spirit - 4.019
- +10 Natural Armor, 2mil
- +10 Epic Wisdom, 1.5mil
- +5 Mighty Fists, .225
- +6 Constitution, 54k
- Concealment (as 3rd Eye of Conceal), .24
Straps of Strength and Speed (belt), 2.5mil
- +10 Strength, 1mil
- +10 Dexterity, 1.5mil
Uber-Ring, 5.26
- Universal Energy Immunity, 2.16
- Epic Protection +10, 2.5
- Ironskin, .6
- Spell Turning, .147420
Vest of Epic Resistance +10, 1mil
Bracers of Armor +8, 64k
Boots of Teleportation, 49k
Tomes,
- +5 Strength, 137,500
- +5 Dexterity, 137,500
- +5 Wisdom, 137,500
- +5 Constitution, 137,500
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Preferred Shapes
---------------------
Juvenile Force Dragon (gargantuan)
60' move, Fly 300
+36 Str, 0 Dex, +22 Con
+37 natural AC, -4 size AC, SR33, DR15/magic
Breath Weapon: 20d12 Force DC 48 in 60' cone, Fright DC37
Reach 20', Bite: 4d8+30, 2 Claws 4d6+17, 2 Wings 2d8+17, Tail 4d6+30, Crush 4d8+30, Sweep 2d8+17
Immune to Sleep, Paralysis and Force, Deflecting Force (+10), Blur (20% miss)
Blindsense 60', darkvision, low light vision
Tayella
Magical Beast (gargantuan)
100' move
+26 Str, +38 Dex, +28 Con
+15 insight AC, +7 natural AC, -4 size AC, SR34, DR10/epic
Reach 20', 2 Claws 4d6+21, 3 Bites 2d8+12, Sting 3d8+12+poison (DC49, 2d10Con)
Pounce, Improved Grab, Rake 4d8+21[/sblock]
Why still going with the 5 ranger rather than more levels in something else?
You forgot to count the +1 spellcasting of Nature's Warrior at lvls 2 and 4. If you dropped Druid to 15 and took two more levels in Nature's Warrior, you'd gain an additional +2 AC, another Nature's Armament, you'd still get all the bonuses for Druid 17 casting, and your Wild Shape wouldn't decrease.
Why didn't you up Warshaper to 5 for the fantastically awesome Multimorph? It would essentially mean you can change form at will once per round as a move action. Your Wild shape lasts for 35 hours per use, meaning you'd only need a single use per day, and could use the rest as backups or to power Wild feats.
Why Improved Initiative? It's not a requirement for anything I can see, and the extra 4 initiative isn't really game-breaking in a game that isn't "Person who goes first wins". Using that feat slot and the other empty one you have, you could take Improved Natural Attack twice, for Bite and Claw (Which will likely be your two most used attack forms), or Multiattack/Improved Multiattack.
Favoured Forms: Little bit of a math problem here, You're forgetting to account for the fact that your base Con is 18, not 10. Your con scores increase by less than you have listed.
Tayellah : 34 (Tayella base) +4 (warshaper) = 38. 38 - 18(your base)= +20
Force Dragon : 28(Base) + 4 (warshaper) = 32- 18 base = +14
Equipment:
I think the ring of Ironskin is a waste of money. DR 10/Magic is practically useless, especially when you could gain better DR through any number of shapes. Your favoured forms for example: Force dragon is 20/Magic and Tayellah is 15/Epic.