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<blockquote data-quote="Cheiromancer" data-source="post: 1309807" data-attributes="member: 141"><p>The consensus on the rules forum is that wild armor inhibits the monk AC bonus. And it has been noticed that a monk's belt (13,000 gp) is cheap enough that a druid wouldn't need to multiclass. I am playing a Green Warrior in Ransom's game (first session this Saturday!), but I'll probably interchange precise shot and far shot.</p><p></p><p>Anyways...</p><p></p><p>Here's a suggestion for a dwarven Horizon Walker build:</p><p></p><p>Initial stats: Str 16, Dex 14, Con 10, Int 14, Wis 14, Cha 8</p><p>After racial Mods: Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 6</p><p>Level-up ability points to Strength</p><p>Point Buy: 10+6+2+6+6+0= 30 points</p><p></p><p>Dwarven Horizon Walker </p><p>1. Barbarian 1- fast movement, illiteracy, rage 1/day, Eyes in the Back of Your Head (Wis 13, no +2 bonus when flanked)</p><p>2. Fighter 1- Blind Fight*</p><p>3. Fighter 2- Combat Expertise* (Int 13), Endurance</p><p>4. Hexblade 1</p><p>5. Ranger 1- FE Undead, Track* (all skill points to Knowledge: Geography)</p><p>6. Horizon Walker 1- desert (immune to fatigue), Improved Combat Expertise (Int 13))</p><p>7. Horizon Walker 2- underground (120 foot darkvision)</p><p>8. Barbarian 2- uncanny dodge (Dex while flat footed)</p><p>9. Horizon Walker 3- plains (+4 Spot), Improved Favored Enemy (+3 damage)</p><p>10. Horizon Walker 4- aquatic (+4 Swim)</p><p>11. Horizon Walker 5- hills (+4 Listen)</p><p>12. Horizon Walker 6- shifting (<em>dimension door</em> every 1d4 rounds), Feat</p><p>13. Horizon Walker 7- cavernous (30 foot tremor sense) </p><p></p><p>*Feats with an asterisk are bonus feats from a class. </p><p>Hexblade 1: good will save, d10 HD; 2+int skill points; bluff, diplomacy, intimidate, knowledge: arcana and spellcraft are class skills. It's included so that will saves are no worse than straight fighter.</p><p></p><p>Eyes in the Back of Your Head and Improved Favored Enemy is from Complete Warrior.</p><p></p><p>Armor:</p><p>Mithral Full Plate: 10500 gp, +8 AC Bonus, Max Dex +3, Armor Check -3, Weight 25 lb</p><p>Darkwood Tower Shield: 480 gp, +4 AC Bonus, Max Dex +2, Armor Check -10, ASF 50%, 23 lb</p><p></p><p>Mithral Full Plate counts as medium armor. A dwarf's ability to move at normal speed in medium armor + barbarian speed= 30 foot move.</p><p></p><p>Tower shields provide +4 AC, but give a -2 to all attacks. They can provide total cover if needed (but you have to give up all attacks that round). You are still affected by targeted effects.</p><p></p><p>Comments: Barbarian is for hit points, skill points, faster movement and (at 8th level) uncanny dodge. Not rage, though that might help in an emergency. Ranger is for favored enemy and for the skill points to qualify for Horizon Walker. Hexblade, as noted above, is for a decent will save.</p><p></p><p>Very hard to hit, but not impressive in combat. Poor will save is a major weakness.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1309807, member: 141"] The consensus on the rules forum is that wild armor inhibits the monk AC bonus. And it has been noticed that a monk's belt (13,000 gp) is cheap enough that a druid wouldn't need to multiclass. I am playing a Green Warrior in Ransom's game (first session this Saturday!), but I'll probably interchange precise shot and far shot. Anyways... Here's a suggestion for a dwarven Horizon Walker build: Initial stats: Str 16, Dex 14, Con 10, Int 14, Wis 14, Cha 8 After racial Mods: Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 6 Level-up ability points to Strength Point Buy: 10+6+2+6+6+0= 30 points Dwarven Horizon Walker 1. Barbarian 1- fast movement, illiteracy, rage 1/day, Eyes in the Back of Your Head (Wis 13, no +2 bonus when flanked) 2. Fighter 1- Blind Fight* 3. Fighter 2- Combat Expertise* (Int 13), Endurance 4. Hexblade 1 5. Ranger 1- FE Undead, Track* (all skill points to Knowledge: Geography) 6. Horizon Walker 1- desert (immune to fatigue), Improved Combat Expertise (Int 13)) 7. Horizon Walker 2- underground (120 foot darkvision) 8. Barbarian 2- uncanny dodge (Dex while flat footed) 9. Horizon Walker 3- plains (+4 Spot), Improved Favored Enemy (+3 damage) 10. Horizon Walker 4- aquatic (+4 Swim) 11. Horizon Walker 5- hills (+4 Listen) 12. Horizon Walker 6- shifting ([i]dimension door[/i] every 1d4 rounds), Feat 13. Horizon Walker 7- cavernous (30 foot tremor sense) *Feats with an asterisk are bonus feats from a class. Hexblade 1: good will save, d10 HD; 2+int skill points; bluff, diplomacy, intimidate, knowledge: arcana and spellcraft are class skills. It's included so that will saves are no worse than straight fighter. Eyes in the Back of Your Head and Improved Favored Enemy is from Complete Warrior. Armor: Mithral Full Plate: 10500 gp, +8 AC Bonus, Max Dex +3, Armor Check -3, Weight 25 lb Darkwood Tower Shield: 480 gp, +4 AC Bonus, Max Dex +2, Armor Check -10, ASF 50%, 23 lb Mithral Full Plate counts as medium armor. A dwarf's ability to move at normal speed in medium armor + barbarian speed= 30 foot move. Tower shields provide +4 AC, but give a -2 to all attacks. They can provide total cover if needed (but you have to give up all attacks that round). You are still affected by targeted effects. Comments: Barbarian is for hit points, skill points, faster movement and (at 8th level) uncanny dodge. Not rage, though that might help in an emergency. Ranger is for favored enemy and for the skill points to qualify for Horizon Walker. Hexblade, as noted above, is for a decent will save. Very hard to hit, but not impressive in combat. Poor will save is a major weakness. [/QUOTE]
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