Darimaus, having DMed 14-person parties before, let me just say that I appreciate how time-consuming build checking is. I've tried to explicitly state where all my bonuses are coming from. The only question I have is:
- Do you rule that a ninja's ki power: invisible lasts for one full round when used? (Every DM I have ever had has ruled this way due to the wording, but I just want to be clear.)
[I found the updated rules text: Druid wild shape works off alternate form now. I was also reminded of how shapechange works, courtesy of Jemal.]
760,000gp is the official recommended wealth level. I checked that number before putting it on my sheet the other day. Does anyone have the XP we are starting with? I know it's halfway to 21, but has anyone done the math? [Edit: Thanks, Jemal!]
[sblock=character]CHARACTER NAME : Daidoji Ichiru
RACE (ECL) : Human (+0)
CLASS (LEVEL) : Ninja 2/Druid 7/Daggerspell Shaper 9/Divine Oracle 2
... NET LEVEL : 20
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft
TYPE : Humanoid (Human)
Trained from youth to be an assassin, Ichiru was rescued by a kind hermit following a failed mission. From him he learned the virtues of nature. Now he uses his skills to ensure that none despoil the wilds. Having received dire omens of a threat that imperils the world, he has journeyed to the isle to stop it.
Books used: SRD, PHB, PHB II, C. Adv, C. Div, PGF, C. War, Eb., Und, MM2, BoED, BoVD
EXPERIENCE : xp
CASH : 760k gp
ABILITY SCORES 15 10 14 16 16 17
Str 16 (+3) (10/base 6/enh)
Dex 20 (+5) (15/base 5/inh)
Con 22 (+6) (16/base 6/enh)
Int 16 (+3) (16/base)
Wis 33 (+11) (17/base 5/bon 5/inh 6/enh)
Cha 14 (+2) (14/base)
SAVES
FORT +13 (5/dru 3/ds 6/con)
REF +16 (3/nin 2/dru 6/ds 5/dex) Evasion
WILL +27 (5/dru 6/ds 3/divo 11/wis 2/ki)
Legendary Tiger: Str 38, Dex 23, Con 30, Int 16, Wis 33, Cha 14, (large), nat armor 10, +8 hide/ms (16 in grass)
w/ Growth: Str 46, Dex 21, Con 34, Int 16, Wis 33, Cha 14, (huge), DR 10/magic, +4 resist, 10' reach
Legendary Tiger Form
FORT +18 (5/dru 3/ds 10/con)
REF +17 (3/nin 2/dru 6/ds 6/dex) Evasion
WILL +27 (5/dru 6/ds 3/divo 11/wis 2/ki)
w/ Growth
FORT +24 (5/dru 3/ds 12/con 4/res)
REF +20 (3/nin 2/dru 6/ds 5/dex 4/res) Evasion
WILL +31 (5/dru 6/ds 3/divo 11/wis 2/ki 4/res)
HIT POINTS : 13d6 + 7d8 +120 = to be rolled
ARMOR CLASS
Standard : 34 (10/base 5/dex 11/wis 8/force armor)
Touch : 26 (10/base 5/dex 11/wis) 31 vs. incorp.
Flat-Foot : 29 (10/base 11/wis 8/force armor)
Legendary Tiger Form
Standard : 44 (10/base 6/dex 11/wis 8/force armor 10/nat -1/size)
Touch : 26 (10/base 6/dex 11/wis -1/size)
Flat-Foot : 38 (10/base 11/wis 8/force armor 10/nat -1/size)
INITIATIVE : +5 (5/dex)
BASE ATTACK : +13
RANGED : +18 (5/dex)
MELEE : +17 (3/str 1/enh) Dire Bear form: +31 (17/str 1/enh)
WEAPONS [DC 24 poison stored]
+1 sure striking spellstoring spellblade magebane dagger [41002 gp; adamantium, overcomes align DR, redirect disintegrate]
+1 paralyzing spellblade magebane dagger [41002 gp; adamantium, will DC 17 or held; redirect greater dispel magic]
Magebane adds +2 to hit and +2d6 damage vs. arcane or Sp.
When wildshaped the daggers become claws, but the bonuses and properties still apply.
LANGUAGES
Auran, Common, Druidic, Sylvan, Terran
RACIAL TRAITS
1 free feat, 1 extra skill point/level.
CLASS FEATURES
Ninja: AC bonus, 1d6 SA, ki power invisible (12/day), +2 will, trapfinding
Druid: Wild shape 3/day, Woodland stride, trackless step, wild empathy, animal companion, +2 to know (nat), survival
Daggerspell Shaper: Daggercast, move action wild shape, retain bonuses from gear (daggers, +str/con/dex), +3d6 SA
Wild shape +2/day; large and tiny.
Divine Oracle: Oracle Domain (+2 to Divination CL), +1 to Divination DC. Trap sense +1 Ac, +1 saves.
Prescient Sense (evasion in armor).
Casts: 7 druid + 8 shaper +2 oracle = as 17th druid (19 for divinations)
Wild shape: 5/day, 16 hrs, large/tiny.
Sneak attack: +4d6.
Wild empathy: 7/dip +2/ha +7/dru = +16.
FEATS
Cha 1 . Weapon Focus (dagger)
Cha 1 . Silent Spell
Cha 3 . TWF
Cha 6 . Natural Spell
Cha 9 . Savage Grapple: Add SA to grapple.
Cha12 . Still Spell
Cha15 . Skill Focus: Know (religion)
Cha18 . PGF Innate spell: Heal (lose 1 7th slot; gain Heal 3/day (sp).)
---------------[ Epic Threshold! ]---------------
Cha21 .
Cha24 .
SKILLS (5+9)*(6+4) +7*(4+4) +2*(2+4) = 140 +56 +12 = 208
There is considerable room to move levels around in this build.
Bluff +7 (5 ranks 2 cha) +2 to diplomacy, sleight, intimidate
Concentration +25 (23 ranks 6 con)
Diplomacy +7 (1 ranks 2 cha 2/bluff 2/sm)
Handle Animal +7 (5 ranks 2 cha) +2 to ride, wild empathy
Heal +12 (1 ranks 11 wis)
Know (Arcana) +8 (5 ranks 3 int) +2 to ka
Know (Nature) +28 (23 ranks 3 int 2/dru) +2 to survival
Know (Planes) +8 (5 ranks 3 int) +2 to survival
Know (Religion) +29 (23 ranks 3 int 3/feat) +2 to turning
Listen +16 (5 ranks 11 wis)
Search +4 (1 ranks 3 int)
Sense Motive +31 (20 ranks 11 wis) +2 to diplomacy
Sleight of Hand +27 (20 ranks 5 dex 2/bluff)
Survival +16 (1 ranks 11 wis 2/dru 2/kn)
Spellcraft +28 (23 ranks 3 int 2/ka)
Spot +31 (20 ranks 11 wis) Notice presence of active invisible creature: DC 20; unmoving DC 30.
Tumble +28 (23 ranks 5 dex) 150% bonus on defensive action AC
Spent 204 ranks
Tricks: 4 pts
Acrobatic Backstab (enemy flatfooted if you tumble past)
Collector of Stories (+5 know to identify creatures)
EQUIPMENT (total 648,584 gp 4sp)
Adventurer's Outfit [- gp]
Belt of Health [36000 gp; +6 con]
Gauntlets of Power [36000 gp; +6 str]
Periapt of Wisdom [36000 gp; +6 Wis]
Jade Circlet [1500 gp; also serves as focus for shapechange]
Gem of Spell Extending [3700 gp; Extend up to 6th level sp,
1/day]
Skill Trinket, Clarity of Vision [1000 gp; (DC 20 spot pinpoints all invis within 30')]
Skill Trinket, Back on your Feet [1000 gp; (as soon as you fall prone, stand immediately. No AOOs.)]
Skill Trinket, Conceal Spellcasting[1000 gp; (Sleight of hand disguises spellcasting; no AOOs etc.)]
Bracers of Armor +8 [64,000 gp; force AC 8]
Starmantle Cloak [132,000 gp; perm starmantle: ref DC 15 to halve magic weapon dmg]
Boots of Haste [12000 gp; haste 10 rounds/day]
+1 sure striking spellstoring spellblade magebane dagger [41002 gp; adamantium, overcomes align DR, redirect disintegrate]
+1 paralyzing spellblade magebane dagger [41002 gp; adamantium, will DC 17 or held; redirect greater dispel magic]
Tome +5 Wis [137,500 gp; consumed]
Tome +5 Dex [137,500 gp; consumed]
Strand of Prayer Beads [25,800 gp; beads of healing, karma, smiting]
Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
Bead of smiting Wearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will DC 17 partial).
Each special bead can be used once per day.
MW Composite Longbow [330 gp; Darkwood; 1d8 x3; in weightless storage]
Arrows, Cold Iron (20) [40 gp; in weightless storage]
Arrows, Silver (10) [30 gp; in weightless storage]
Arrows, Regular (40) [40 gp; in weightless storage]
Efficient Quiver [1800 gp]
Antitoxin x2 [100 gp; +5 Fort vs. poison 1 hr.]
Cold Iron Caltrops x5 [10 gp; in weightless storage]
Silk Rope [20 gp; 100', +2 use rope, 10 lbs.]
Pearl of Power I x4 [4000 gp; recall 4x 1st level spell]
Wand of Lesser Vigor [750 gp; 50 charges, fast healing 1 for 11 rounds]
Sacred Scabbard [4400 gp; Bless Weapon 3/day, CL4]
Antitoxin x1 [50 gp; +5 Fort vs. poison 1 hr.]
STUFF (14gp 4sp)
Hooded Lantern [7 gp]
Oil x10 [1 gp]
Shovel [2 gp]
Waterskin [1 gp]
Symbol x2 [2 gp]
Tindertwig [1 gp]
Bedroll [1 sp]
Parchment [2 sp]
Chalk x5 [5 cp]
Whetstone [2 cp]
Flask of water [3 cp]
DRUID SPELLS: 6 5+1 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1
BONUS: +11 — 3 3 3 2 2 2 2-1 1 1
0 - detect magic x2, detect poison, naturewatch, purify food and drink, read magic
1 - entangle, eyes of the avoral, faerie fire, omen of peril x2, lesser vigor, silvered claws, winged watcher, identify*
2 - barkskin, briar web, master air, resist energy x2, soften earth and stone x2, warp wood, augury*
3 - affliction, greater magic fang x2, nature's favor x2, poison, quench, spike growth, divination*
4 - chain of eyes, flamestrike, freedom of movement, greater luminous armor, last breath, rusting grasp, scrying*
5 - Animal Growth x2, Baleful Polymorph, Death Ward, wall of Thorns, stilled freedom of movement, commune*
6 - Cometfall, Find the Path, Greater Dispel Magic x2, Miasma, stilled silent freedom of movement, legend lore*
7 - Slime Wave, Sunbeam, True Seeing, greater scrying*
8 - Leonal's Roar, Sunburst, Word of Recall, discern location*
9 - Shapechange x2, foresight*
*Domain spell. [/sblock]
In other affairs . . . Yikes, I was wondering why the thread grew so fast.

If anyone wants my perspective on powergaming in general, I've sblocked it so that the thread can stay on topic. I think some of you might find it instructive, but then, some of you might find it offensive, so read it at your own discretion.
[sblock=Powergaming]
Personally, I think anything less than AC 100* is within acceptable limits. I understand Jemal's build philosophy: if you're playing a level 20 character who is supposed to kick butt and save the world, do all you can to make it capable of really kicking butt.
When Jemal points out that any of a half-dozen builds people can easily find on a search engine or construct off the top of their head can wipe him out in one round, he's not kidding. Off the top of my head, how about a DSP/divine metamagic widened blasphemy build? You can get a caster level in the 40s and he'll die with no save as long as you can get to within 80' of him. SR will likely not even be worth mentioning. With a properly built character, you can even pull this trick off more than once per day.
Of course, I've been accused of not having a normal perspective on power levels in builds. But the point is that there is much worse out there. There is a reason I didn't build a cleric.
*20 x 5 = 100, so 100 at this level. I made a thread a while back about how 5*character level is generally what constitutes a good AC.[/sblock]