Recruiting for Ongoing 3.5 Wildwood game

I was thinking of a character who worked with loam, soils, fungi, etc - the rot/renewal cycle. But if you want a life-type druid, no prob, I can take a different feat and a domain that would be more appropriate, given however druids work in the setting and whatever the conception of positive/negative energy is. The only essential element is that I really want to be focused on plant attributes and basically ignore the animal aspects.
 

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There are plenty of great Druid spells for you then; take a look in Complete Divine and/or Spell Compendium (if you have access to them) for inspiration.
 

I'll submit this for approval now. You wanted level 2, right?


[sblock]Name: Gravan
Class and Level: Gestalt Druid/Monk (Undying Way) 2
Race: Human
Alignment: Good
Deity: animist
Domains: Plant
Sex: Male
Height: 5’ 8’’
Weight: 140lbs

(32 points)
Str: 10 (+0) - 2 points
Dex: 14 (+2) - 6 points
Con: 14 (+2) - 6 points
Int: 10 (+0) - 2 points
Wis: 18 (+4) - 16 points
Cha: 8 (+0) - 0 points
Racial Bonus: none

Racial Abilities:
Bonus feat, bonus skill points
Level Equiv - NA

Druid Class Abilities:
-Nature Sense (+2 knowledge: nature and survival)
-Wild Empathy (Druid level plus charisma modifier to attempt to influence animals as per diplomacy, -4 on magical beasts)
-Woodland stride (move through natural undergrowth at full speed)
Spells
-Shifter variant. Change form as a swift action.
-Predator Form: 1d6 bite, +4 STR, +4 natural AC, 50 movement

Monk Class Abilities:
-Improved unarmed strike as bonus feat
-Toughness as bonus feat
-Endurance as bonus feat
-AC bonus (wisdom modifier +1/5 levels)
-Flurry of blows
-Evasion
-Unarmed strike (1d6)

Domain Powers:
Plant Domain: domain power removed

House Rules
Spontaneous divine caster variant

Hit Dice: d8
HP: 20
AC: 23 (+4 armor; +0 shield; +2 Dex, +3 Ref, +4 wisdom) 19 Touch, 18 Flat-footed
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +5 [+3 base, +2 Con]
Reflex +5 [+3 base, +2 Dex]
Will +7 [+3 base, +4 Wis]

BAB/Grapple: +1/+1
Melee Atk: Punch +1 (1d6)
Melee Atk: flurry -1/-1 punches (1d6 each)
Ranged Atk: none

Class Skills: ((4+1) (human) x4) +5 (lvl up) = 25 (all class skills)

4 balance (0 ranks, +2 dex, +2 synergy)
7 Concentration (3 ranks; +2 con, +2 undying way)
+1 diplomacy (0 ranks, -1 cha, +2 sacred vow)
8 Heal (4 ranks; +4 Wis)
9 Knowledge (Nature) (5 ranks; +0 Int, +2 synergy, +2 class)
4 listen (0 ranks, +4 wisdom)
1 Speak Language: Dover
6 Spot (2 ranks, +4 wisdom)
13 survival (5 ranks, +4 wisdom, +2 synergy, +2 class)
7 tumble (5 ranks, +2 dexterity)


Feats: (6 total: 2 level, 1 human, 3 monk (Undying Way))
-Sacred Vow
-Improved unarmed strike
-Toughness
-Endurance
-Vow of Poverty (+4 AC, bonus exalted feats: 1)
-Augment healing (+2 per spell level to hit points regained from healing spells)
? unsure if I need to meet the ability requirements for exalted bonus feats

Languages: Common, Dover, Druidic

Equipment
-Simple monk’s clothing
-Small sack
-hand shovel
-Waterskin
-Traveling cloak
-Long stem pipe and around 50 varieties of pipe weed
-various teas
-a tiny earthenware kettle
-walking stick with a gourd hanging from it



~~~~~
Spells Known (5/2)
0: create water, cure minor wounds, detect magic, light, mending
1st: cure light wounds (1d8+4), entangle (DC 15), goodberry (2d4 berries)
Spells per Day (4/4)
DC: 10 + spell level + Wis

Appearance and Impressions

Gravan is nothing much to look at: he’s short, plain, and unassuming. With cropped black hair and deep-set eyes ensconced in rings like a raccoon, he always seems either distracted or tired. Despite being a young man of only 20 years, Gravan takes everything entirely too seriously – nearly any event is a cause of undue stress for him, with the most minor incidents serving as continual fuel for his anxiety. He finds refuge in exotic teas, a long-stem pipe, and gardening. Gardening, in particular, is a hobby that he is extremely skilled at. In truth, Gravan is better at dealing with plants than he is with people, a fact that he is acutely aware of any time he’s forced into a social situation.

Despite his good intentions, Gravan is profoundly socially clumsy – so clumsy that it’s almost endearing. The ‘almost’ part is important. He’ll look at his feet, cut conversations short, make obvious excuses to get out of engagements, or work his way out of the room in as graceful a fashion as possible (read: not very).

Gravan holds a deep admiration for people who he sees as courageous, and tries to emulate them. Especially in battle. His grim resolve in the face of death is so contrary to his regular way of acting that it’s startling to see. He is extremely perceptive and actually quite competent in combat, all things considered.

History

Gravan has spent most of his life in a deep forest monastery. Since about the age of six, when it was realized that he ‘wasn’t getting on well’ with the other kids, his parents decided maybe a life of introspection would be better for him. As it turned out, it was. Gravan took to the forest and stewardship of the local garden like a fish to water. Since then, it seems that his brief misadventures have dragged him into some kind of trouble...[/sblock]

Edit: messed something up
 
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Neat build, Brazeku!

One small thing though. Probably best if you separate out the AC you get from Dex from the AC you get from your Reflex save. It looks like you have a Dex of 20 there, which is confusing at first glance. :)
 


hellrazor111 said:
How about a child of an afflicted weretiger here and hopefull the ability to shapechange

I just had another thought.

Have you taken a look at the Shifter from Eberron? They're ECL 0 humanoids descended from lycanthropes with minor shapeshifting abilities that can be improved with feats.

Could work well for your concept.
 

hellrazor,

The bloodline does not give you shapeshifting or even tiger appearance, just "a feral stare and an overabundance of body hair." which is not what I think you are going for.

Here are the two you asked about

Tal'artathi tiger men from Mythic Races[sblock]Artathi from Mythic Races

• +2 Dexterity, –2 Constitution.
• Medium-size: As Medium-size creatures,
artathi have no special bonuses or penalties
due to their size.
• Artathi base speed is 30 feet.
• Low-light Vision: Artathi can see twice as far
as a human in starlight, moonlight, torchlight,
and similar conditions of poor illumination.
They retain the ability to distinguish color
and detail under these conditions.
• +2 racial bonus on Hide and Move Silently
checks. In areas of tall grass or heavy undergrowth,
the Hide bonus increases to +6.
• +6 racial bonus on Balance checks.
• +2 dodge bonus. This bonus represents the
artathi’s uncanny natural instincts for danger.
Any time a character loses his positive
Dexterity bonus to Armor Class, such as
when he’s caught flat-footed, he loses his
dodge bonus, too.
• If an artathi attacks unarmed with his claws
extended, his unarmed strikes cause 1d6
points of damage. Unlike normal unarmed
strike damage, this damage is not subdual
damage. An artathi’s Strength modifier is
applied to this damage as usual. If an artathi
attacks unarmed without his claws extended
he causes 1d3 points of subdual damage.

The artathi are a proud race of felinids who live
upon and rule the savannas and jungles of the
south. They believe they are the sons and
daughters of Ba en Aset and thus divine among
the “lesser races” of the world. On a personal
level, they are constantly seeking ways to
prove their own worth; as a race they look for
ways to expand their domains.

The artathi race is composed of seven different
castes: three upper castes—Il’artathi (resembling
lions), Tal’artathi (tigers), and Ahl’artathi
(pumas); and four lower castes—Htak’artathi
(lynx), Sal’artathi (cheetah), Dal’artathi (leopard),
and Vyk’artathi (jaguar). Although members
of one caste are capable of mating with
those from another, the offspring from such a
union are mongrels. Those unlucky enough to
be tainted as such from birth are considered to
be letathen, casteless ones, and are considered
the lowest members of artathi society.

Members of the Tal’artathi fill the highest
ranks of the Church of Ba en Aset. Of the three
upper castes, they are the most conservative in
their outlook, preferring to prepare for longterm
gain rather than short-term benefits—an
attitude they typically carry into their personal
lives, as well.[/sblock]

Wild Frey from Wildwood (I was wrong they are not in Complete Minions or the Oathbound CS)[sblock]Wild Frey
More akin to their predatory ancestors, wild frey reach
a height of 5 ft., tip the scales at approximately 120
pounds and look very similar to a gray and black furred humanoid leopard.
Wild Frey Racial Traits:
• Wild frey gain a +2 bonus to Dexterity and suffer a
-2 penalty to Intelligence.
• Wild frey are Medium creatures; therefore size does
not affect their ACor attack rolls. While moving in an
upright fashion, they have a base speed of 30 ft; but
if their hands are free, they can move as a quadruped
increasing their base speed to 40 ft.
• Wild frey are humanoids (feline).
• Darkvision 60 ft.
• Wild frey have a Climb speed of 20 ft. They gain a +8
racial bonus to all Climb checks as well as the
benefits described under the Skills chapter in the
Player’s Handbook.
• +2 racial bonus to Listen and Jump checks
• +4 racial bonus to Move Silently checks
• The wild frey’s two claws deal 1d6 points of damage
and possess a threat range of 19-20. Its bite delivers
1d6 points of damage with a critical multiplier of x3.
These attacks are considered natural weapons. The wild
frey’s claws are its primary attacks while its bite is
its secondary attack.
• Land on Feet (Ex): Whenever the wild frey is subject
to damage from falling, it can make a Reflex save (DC
12) to ignore damage from the fall’s first 20 feet.
• Scent
• Wild frey reach middle age at 20, old age at 30 and
venerable at 40.
• Automatic Languages: Feline and Green; Bonus
Languages: select from Canine, Common, Elven, Gnoll,
Halfling, Orc and Sylvan.

I have to double check the LA.[/sblock]


There are also a few more

Chiao[sblock]
Chiao are intelligent, bipedal creatures with
the body structure of a human and the face of a
tiger. Their bodies are often striped like tigers,
and those few born without stripes are teased and
ridiculed among the chiao. Chiao are territorial
tribal people that live in the jungles. They value
strength, hunting, and martial pursuits, following
the Tiger General in his conquests.

Combat
The chiao are masters of jungle warfare.
They excel at hit and run tactics, emerging from
the jungle without warning and then melting away
after bloodying their opponents. Since jungle
conditions are so claustrophobic, chiao favor
short-ranged missile weapons like javelins. They
let loose a rain of these and then close with their
tiger claws.

+4 str, +4 Dex, +2 Con, -2 int, 2HD humanoid, +1 LA,
poison use, low light vision, weapon familiarity tiger
claws

Weapon Familiarity: Chiao treat tiger claws
as martial weapons, rather than exotic weapons.
Skills: Chiao have a +2 racial bonus on Hide
and Move Silently checks. *In areas of tall grass or
heavy undergrowth, the Hide bonus improves to +4.

Tiger Claws: Also known as bagh nakh,
the chiao favor these nasty paired weapons. Users
grasp a metal crossbar, from which several curved
blades protrude. A tiger claw is a light exotic
weapon that deals 1d4 (Medium) of piercing
damage on a hit with a critical range of x3. Cost: 4
gp (one pair of claws). Weight: 1 lb.[/sblock]

Vah Shir[sblock]Vah Shi r Racial Traits
Abilities: +2 Strength, -2 Intelligence. Though strong
like great cats, the Vah Shir do not place emphasis on logic
so much as instinctive wisdom.
Medium-size: As Medium-size creatures,
Vah Shir begin speak Combine.
Vah Shir get +4 on tumble, hide, and move silently
Appearance: As bipedal humanoid cats, Vah Shir are similar in size and structural anatomy to humans, but also share many features of their catlike ancestry. From feline ears atop their heads, cat-iris eyes, whiskers, and carnivorous teeth to the thick fur that covers their bodies and feline tails, Vah Shir appear much like great cats. Subtypes of Vah Shir range in appearance similarly to many big cats, including lions, tigers, lynxes, cougars, leopards, black panthers and others.[/sblock]
 

Brazeku

Looks pretty good. A few notes and questions though.

Augment healing has a prereq of 4 ranks of heal you have only 3. http://realmshelps.dandello.net/cgi-bin/feats.pl?Augment_Healing,CD

I require 1 skill point be reserved to learn the dover language which is the default for the party.

Druids get druidic as a bonus language.

Undying way gives a +2 bonus on concentration checks.

hp should be 8 (level 1)+ 5(level 2) +3(toughness) + 4 (Con+2x2) = 20 hp.

Thinking of eventually going with the Aspect of Nature version of wildshaping so at 12th you get the plant form?

What's your conception for the monk part? A treant fighting style the druids know but rarely practice that gave you focus? Was there a treant among the druids who inspired you and set you on your path of tending herbs and such in much the same way treants tend to trees and whole forests?
 

There we go, cleaned it up. Sorry bout that.

Re: Wild shape: I'm planning on just staying with the standard variant, but if there is some option that only allows me to turn into plant creatures I would take it, even though it would be a power cut. The closest I've found is the Verdant Lord prestige class, which only allows treants (and that's too restrictive, also it seems to be 3.0)

As for the monk aspects, the reason I took Undying Way is because I was thinking that the monks in this particular monastery are attempting to achieve immortality, and their symbol for eternal life is the tree. There are a few feats that I plan on picking to accentuate the plant and healing elements, but it won't really be so much a combat thing as it is the more mental/calmness aspects of plant life, which are things that this character needs to keep his head together.
 

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