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<blockquote data-quote="Cheiromancer" data-source="post: 1280602" data-attributes="member: 141"><p>The Green Knight (half-elf)</p><p></p><p>1. Druid 1: animal companion (horse), Mounted Combat</p><p>2. Fighter 1: Ride-by Attack</p><p>3. Fighter 2: Spirited Charge, Trample</p><p>4. Druid 2: woodland stride</p><p>5. Druid 3: trackless step</p><p>6. Fighter 3: Weapon Focus: Lance</p><p>7. Fighter 4: Weapon Specialization: Lance</p><p>8. Druid 4: resist nature’s lure</p><p>9. Druid 5: wild shape 1/day, Natural Spell</p><p>10+ Druid</p><p></p><p>Very simple in concept, this will make a good "Nature's Paladin," a knight from faerie, or just a rustic knight who goes about performing deeds of chivalry. The first fighter level gives early proficiency in all armors and weapons. The fighter levels also give +16 BAB at 20th level.</p><p></p><p>Key to the concept is the acquisition of Dragon Plate (3,300 gp) which works like masterwork full-plate (but costs double), and which can be worn without penalty by a druid. Until you can afford this you will either use leather or hide armor, or you will foreswear your druid spells and wear normal armor.</p><p></p><p>Once you have Dragon Plate you will want to enchant it with the wild enchantment (+3 value) allowing it to benefit the green knight even while wild-shaped.</p><p></p><p>Druid level first, because of improved skill points.</p><p></p><p>[edit]Dragonhide Fullplate requires the hide of a Gargantuan Dragon. That's a CR 22 encounter! Luckily, the Arms and Equipment Guide comes to our aid with other weapon materials. One could slay a gargantuan Insect or Arachnid to make chitin armor (+10,000 gp, same stats but half normal weight), elven darkleaf (+3,000 gp, +1 Dex, AC penalty reduced by 2, ASF reduced by 5%), or bronzewood (+9,000 gp, -10% weight). Elven Darkleaf requires a DC 25 alchemy check to manufacture, but seems the best choice.[/edit]</p><p></p><p>----</p><p></p><p>The Green Rider (half-elf or human)</p><p>Dex=10</p><p></p><p>1. Druid 1: animal companion (horse). Mounted Combat</p><p>2. Fighter 1: Mounted Archery</p><p>3. Druid 2: woodland stride, Weapon Focus: Shortbow</p><p>4. Druid 3: trackless step</p><p>5. Druid 4: resist nature's lure</p><p>6: Druid 5: wild shape 1/day, Natural Spell</p><p>7+ Druid </p><p></p><p>More spellcasting than the Green Knight, and more suited to hit and run combat. Generally fits the “mounted summoner” paradigm.</p><p></p><p>----</p><p></p><p>The Green Warrior (LN half-elf)</p><p></p><p>Level bonuses to Wisdom</p><p></p><p>1. Druid 1: animal companion, Point Blank Shot</p><p>2. Fighter 1: Far Shot*</p><p>3. Fighter 2: Rapid Shot*, Precise Shot</p><p>4. Druid 2: woodland stride</p><p>5. Druid 3: trackless step</p><p>6. Fighter 3: Weapon Focus: Long Bow</p><p>7. Fighter 4: Weapon Specialization: Long Bow*</p><p>8. Monk 1: Stunning Fist*, unarmed attack <----XP PENALTY!</p><p>9. Monk 2: Deflect Arrows*, evasion, Weapon Focus: Unarmed Attack</p><p>10. Monk 3: Still mind</p><p>11. Monk 4: ki strike (magic), slow fall (20 ft)</p><p>12. Monk 5: purity of body, Weapon Specialization: Unarmed Attack</p><p>13+ Monk</p><p></p><p>Favorite Spells; 1st: Entangle, Longstrider, Cure Light Wounds; 2nd: Barkskin, Cat’s Grace</p><p></p><p>A Green Warrior prefers to pick off enemies from a distance. Monk speed (+ longstrider, + woodland stride) means the Green Warrior is faster than most of her enemies, and her keen low-light vision means she can see and target opponents who cannot see her. Groups of enemies can be entangled so as to be picked off at leisure.</p><p></p><p>---</p><p></p><p>Of course, the most effective build is probably the pure druid, with possibly a single level of monk (AC bonus while wild shaped!). I wonder if armor with the wild enchantment interferes with the monk AC bonus. There could be some super high ACs if that were the case...</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1280602, member: 141"] The Green Knight (half-elf) 1. Druid 1: animal companion (horse), Mounted Combat 2. Fighter 1: Ride-by Attack 3. Fighter 2: Spirited Charge, Trample 4. Druid 2: woodland stride 5. Druid 3: trackless step 6. Fighter 3: Weapon Focus: Lance 7. Fighter 4: Weapon Specialization: Lance 8. Druid 4: resist nature’s lure 9. Druid 5: wild shape 1/day, Natural Spell 10+ Druid Very simple in concept, this will make a good "Nature's Paladin," a knight from faerie, or just a rustic knight who goes about performing deeds of chivalry. The first fighter level gives early proficiency in all armors and weapons. The fighter levels also give +16 BAB at 20th level. Key to the concept is the acquisition of Dragon Plate (3,300 gp) which works like masterwork full-plate (but costs double), and which can be worn without penalty by a druid. Until you can afford this you will either use leather or hide armor, or you will foreswear your druid spells and wear normal armor. Once you have Dragon Plate you will want to enchant it with the wild enchantment (+3 value) allowing it to benefit the green knight even while wild-shaped. Druid level first, because of improved skill points. [edit]Dragonhide Fullplate requires the hide of a Gargantuan Dragon. That's a CR 22 encounter! Luckily, the Arms and Equipment Guide comes to our aid with other weapon materials. One could slay a gargantuan Insect or Arachnid to make chitin armor (+10,000 gp, same stats but half normal weight), elven darkleaf (+3,000 gp, +1 Dex, AC penalty reduced by 2, ASF reduced by 5%), or bronzewood (+9,000 gp, -10% weight). Elven Darkleaf requires a DC 25 alchemy check to manufacture, but seems the best choice.[/edit] ---- The Green Rider (half-elf or human) Dex=10 1. Druid 1: animal companion (horse). Mounted Combat 2. Fighter 1: Mounted Archery 3. Druid 2: woodland stride, Weapon Focus: Shortbow 4. Druid 3: trackless step 5. Druid 4: resist nature's lure 6: Druid 5: wild shape 1/day, Natural Spell 7+ Druid More spellcasting than the Green Knight, and more suited to hit and run combat. Generally fits the “mounted summoner” paradigm. ---- The Green Warrior (LN half-elf) Level bonuses to Wisdom 1. Druid 1: animal companion, Point Blank Shot 2. Fighter 1: Far Shot* 3. Fighter 2: Rapid Shot*, Precise Shot 4. Druid 2: woodland stride 5. Druid 3: trackless step 6. Fighter 3: Weapon Focus: Long Bow 7. Fighter 4: Weapon Specialization: Long Bow* 8. Monk 1: Stunning Fist*, unarmed attack <----XP PENALTY! 9. Monk 2: Deflect Arrows*, evasion, Weapon Focus: Unarmed Attack 10. Monk 3: Still mind 11. Monk 4: ki strike (magic), slow fall (20 ft) 12. Monk 5: purity of body, Weapon Specialization: Unarmed Attack 13+ Monk Favorite Spells; 1st: Entangle, Longstrider, Cure Light Wounds; 2nd: Barkskin, Cat’s Grace A Green Warrior prefers to pick off enemies from a distance. Monk speed (+ longstrider, + woodland stride) means the Green Warrior is faster than most of her enemies, and her keen low-light vision means she can see and target opponents who cannot see her. Groups of enemies can be entangled so as to be picked off at leisure. --- Of course, the most effective build is probably the pure druid, with possibly a single level of monk (AC bonus while wild shaped!). I wonder if armor with the wild enchantment interferes with the monk AC bonus. There could be some super high ACs if that were the case... [/QUOTE]
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