CrazedRanger
2013-04-07, 11:31 PM
Please give me your feedback. When rolling numbers, I got, and will be placing them as such; (Dwarf racials applied) Str 16, Con 18, Dex 15, Int 13, Wis 14, Cha 9.
Monk
(Level 1 Character)
- Overwhelming Attack "Fighting Style"
--- 1st-Level Feat: Power Attack
- Great Fortitude (Level 1 Feat)
- Improved Unarmed Strike
- Flurry of Blows
- Skills: (4+ Int mod.)x4; Note: Bonus +1 to Intelligence.
--- Climb (4) ranks - Hide (4) ranks - Move Silently (4) ranks
--- Jump (4) ranks - Spot (4) ranks
Monk
(Level 2 Character)
- Overwhelming Attack "Fighting Sytle"
--- 2nd-Level Feat: Improved Bull Rush
- Evasion
- Skills: (4 + Int mod); Note: Bonus +1 to Intelligence.
--- Climb (5) ranks - Hide (5) ranks - Move Silently (5) ranks
--- Jump (5) ranks - Spot (5) ranks
Ranger
(Level 3 Character)
- Shape-changing alternate class feature.
--- Gain Wild-shape as Druid (small/medium animals only).
--- Gain fast movement as Barbarian. (+10 ft Movement)
--- "Lose" combat styles.
- Trap Expert
--- Gain Trap Finding (Search)
--- Gain Disable Device
--- Lose Tracking
- Favored Enemy (Monstrous Humanoid)
- Ascetic Hunter (Level 3 Feat)
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Handle Animal (1) rank, Heal (2) ranks
--- Knowledge "Dungeoneering" (2) ranks, Survival (2) ranks
Ranger
(Level 4 Character)
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Handle Animal (2) rank, Heal (4) ranks
--- Knowledge "Dungeoneering" (4) ranks, Survival (4) ranks
Ranger
(Level 5 Character)
- Endurance
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Handle Animal (4) rank, Heal (5) rank, Hide (6) rank
--- Knowledge "Dungeoneering" (5) rank, Survival (5) rank
Fist of the Forest
(Level 6 Character)
- Unarmed Damage Increase
- AC Bonus: If unarmored gain Constitution Bonus to AC.
- Fast Movement: +10ft to Movement
- Feral Trance:
--- 1/day; Gain +4 Dex, +2 Dam Bonus, +Bite (1d6+Str), for 3+Con Mod rds.
- Primal Living
- Superior Unarmed Strike (Level 6 Feat)
- Skills: (2 + Int mod); Note: Bonus +1 to Intelligence.
--- Listen (1) rank, Move Silently (6) rank, Spot (6) rank
Deepwarden
(Level 7 Character)
- Track
- Trap Sense +1
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Hide (7) ranks, Listen (2) ranks, Move Silently (7) ranks
--- Search (3) ranks, Spot (7) ranks
Deepwarden
(Level 8 Character)
- Stone Warden: Use Constitution instead of Dexterity for AC.
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Hide (8) ranks, Listen (3) ranks, Move Silently (8) ranks
--- Search (6) ranks, Spot (8) ranks
Ranger
(Level 9 Character)
- Improved Natural Attack: (Level 9 Feat)
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Search (9) ranks, Disable Device (4) ranks
Ranger
(Level 10 Character)
- Favored Enemy (Magical Beast)
- Wild shape 1/day
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Disable Device (11) ranks
Warshaper
(Level 11 Character)
- Morphic Immunities: Immune to Stunning, and Critical Hits.
- Morphic Weapons: Move action; Change size of unarmed strike by 1 category.
- Skills: (2 + Int mod); Note: Bonus +1 to Intelligence.
--- Climb (6) ranks, Jump (6) ranks
Warshaper
(Level 12 Character)
- Morphic Body: +4 to Strength, and +4 Constitution
Special Note: This puts unarmed damage at 4d6 by level 11 with the two size increases. Your Base Attack Bonus is +10/+5, with base saves being +12/+9/+7 at level 12. Later the feat Steadfast Determination is a consideration, to gain and even greater benefit of having a high Constitution.
From level 13 to 20 you have a lot of possibilities. I will probably take 7 levels of Assassin, but I'm curious how the unarmed Monk/Ascetic Ranger damage, with the two size category increases would work with Master of Many Forms - Cave Troll, War Troll - Zern wildshape forms.
Edit - Must have Magical Items: Necklace of Natural Weapons & Monk Tatoo (Magic of Faerun).
Monk
(Level 1 Character)
- Overwhelming Attack "Fighting Style"
--- 1st-Level Feat: Power Attack
- Great Fortitude (Level 1 Feat)
- Improved Unarmed Strike
- Flurry of Blows
- Skills: (4+ Int mod.)x4; Note: Bonus +1 to Intelligence.
--- Climb (4) ranks - Hide (4) ranks - Move Silently (4) ranks
--- Jump (4) ranks - Spot (4) ranks
Monk
(Level 2 Character)
- Overwhelming Attack "Fighting Sytle"
--- 2nd-Level Feat: Improved Bull Rush
- Evasion
- Skills: (4 + Int mod); Note: Bonus +1 to Intelligence.
--- Climb (5) ranks - Hide (5) ranks - Move Silently (5) ranks
--- Jump (5) ranks - Spot (5) ranks
Ranger
(Level 3 Character)
- Shape-changing alternate class feature.
--- Gain Wild-shape as Druid (small/medium animals only).
--- Gain fast movement as Barbarian. (+10 ft Movement)
--- "Lose" combat styles.
- Trap Expert
--- Gain Trap Finding (Search)
--- Gain Disable Device
--- Lose Tracking
- Favored Enemy (Monstrous Humanoid)
- Ascetic Hunter (Level 3 Feat)
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Handle Animal (1) rank, Heal (2) ranks
--- Knowledge "Dungeoneering" (2) ranks, Survival (2) ranks
Ranger
(Level 4 Character)
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Handle Animal (2) rank, Heal (4) ranks
--- Knowledge "Dungeoneering" (4) ranks, Survival (4) ranks
Ranger
(Level 5 Character)
- Endurance
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Handle Animal (4) rank, Heal (5) rank, Hide (6) rank
--- Knowledge "Dungeoneering" (5) rank, Survival (5) rank
Fist of the Forest
(Level 6 Character)
- Unarmed Damage Increase
- AC Bonus: If unarmored gain Constitution Bonus to AC.
- Fast Movement: +10ft to Movement
- Feral Trance:
--- 1/day; Gain +4 Dex, +2 Dam Bonus, +Bite (1d6+Str), for 3+Con Mod rds.
- Primal Living
- Superior Unarmed Strike (Level 6 Feat)
- Skills: (2 + Int mod); Note: Bonus +1 to Intelligence.
--- Listen (1) rank, Move Silently (6) rank, Spot (6) rank
Deepwarden
(Level 7 Character)
- Track
- Trap Sense +1
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Hide (7) ranks, Listen (2) ranks, Move Silently (7) ranks
--- Search (3) ranks, Spot (7) ranks
Deepwarden
(Level 8 Character)
- Stone Warden: Use Constitution instead of Dexterity for AC.
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Hide (8) ranks, Listen (3) ranks, Move Silently (8) ranks
--- Search (6) ranks, Spot (8) ranks
Ranger
(Level 9 Character)
- Improved Natural Attack: (Level 9 Feat)
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Search (9) ranks, Disable Device (4) ranks
Ranger
(Level 10 Character)
- Favored Enemy (Magical Beast)
- Wild shape 1/day
- Skills: (6 + Int mod); Note: Bonus +1 to Intelligence.
--- Disable Device (11) ranks
Warshaper
(Level 11 Character)
- Morphic Immunities: Immune to Stunning, and Critical Hits.
- Morphic Weapons: Move action; Change size of unarmed strike by 1 category.
- Skills: (2 + Int mod); Note: Bonus +1 to Intelligence.
--- Climb (6) ranks, Jump (6) ranks
Warshaper
(Level 12 Character)
- Morphic Body: +4 to Strength, and +4 Constitution
Special Note: This puts unarmed damage at 4d6 by level 11 with the two size increases. Your Base Attack Bonus is +10/+5, with base saves being +12/+9/+7 at level 12. Later the feat Steadfast Determination is a consideration, to gain and even greater benefit of having a high Constitution.
From level 13 to 20 you have a lot of possibilities. I will probably take 7 levels of Assassin, but I'm curious how the unarmed Monk/Ascetic Ranger damage, with the two size category increases would work with Master of Many Forms - Cave Troll, War Troll - Zern wildshape forms.
Edit - Must have Magical Items: Necklace of Natural Weapons & Monk Tatoo (Magic of Faerun).