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Originally Posted by
mercedesbinns07
I'm not looking for a monk past life, I'm looking for a druid one. So I will definitely be interested in a 13 druid/7 monk, or even 11 druid/9 monk, with heavy emphasis on melee dps and self-sufficiency. If you could possibly think of a build along those lines, I would be much appreciative.
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13 Druid gets you regenerate and Body of the Sun or Elemental Toughness, while 7 monk gets you nothing over 6 monk except wholeness of body, which you don't need because you have healing spells.
14 Druid gets you an extra spell slot, which opens up another option, while 13 Druid/6 Monk/X Class allows you to splash another class for a feat, but you probably don't need an extra feat at that point.
13 or 14 druid gets you:
Fire or water form
Regenerate
Greater Creeping Cold
Reincarnate
Death Ward
Stoneskin
Fire Wall
Elemental Toughness
Body of the Sun
Also at 13 Druid, every single druid enhancement is availiable.
From 6 monk:
+10% Movespeed
+3 Feats
+6 AC
Shintao Monk
-Smite Tainted
-Bypass Byeshk
Ninja Spy
-Shortswords
-1d6 Sneak
-Shadow Fade (25% Incorporeality)
Monk WIS II
Unbalancing Strike
Ten Thousand Stars
Way of (Animal) II
Stances II (Wind)
For this build, consider:
Lawful Neutral Half-Elf:
15 STR
15 DEX
15 CON
10 INT
16 WIS
Leveling order:
2 monk
3-9 Druid
10-13 Monk
13-20 Druid
Feats:
Code:
Level 1 (Monk)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 3 (Druid)
Feat: (Selected) Power Attack
Level 6 (Druid)
Feat: (Selected) Maximize Spell
Level 9 (Druid)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Feat: (Monk Bonus) Dodge
Level 15 (Druid)
Feat: (Selected) Quicken Spell
Level 18 (Druid)
Feat: (Selected) Greater Two Weapon Fighting
Enhancements:
Code:
Enhancement: Druid Aggravate I
Enhancement: Druid Aggravate II
Enhancement: Druid Beastial Nature I
Enhancement: Druid Beastial Nature II
Enhancement: Druid Hide of the Crocodile I
Enhancement: Druid Naature's Warrior I
Enhancement: Druid Nature's Warrior II
Enhancement: Druid Reaving Roar
Enhancement: Druid Shifting Rake I
Enhancement: Druid Vengeful Hunter I
Enhancement: Druid Vengeful Hunter II
Enhancement: Improved Rogue Dilettante I
Enhancement: Improved Rogue Dilettante II
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Static Charge
Enhancement: Way of the Patient Tortoise I
Enhancement: Way of the Patient Tortoise II
Enhancement: Monk Improved Recovery I
Enhancement: Monk Ninja Spy I
Enhancement: Adept of Wind
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Druid Waxing Sun I
Enhancement: Druid Waxing Life I
Enhancement: Druid Eminence of the Sun I
Enhancement: Druid Eminence of Life I
Enhancement: Druid Eminence of Life II
Enhancement: Druid Eminence of Life III
Enhancement: Druid Strength I
Enhancement: Druid Strength II
Enhancement: Druid Wisdom I
Enhancement: Druid Toughness I
Enhancement: Druid Toughness II
Enhancement: Druid Toughness III
Enhancement: Druid Toughness IV
An 11/9 build for touch of death would take the same feats, except the enhancements are a little tougher to fit in because ToD is so expensive. These enhancements would look like:
Code:
Enhancement: Druid Aggravate I
Enhancement: Druid Aggravate II
Enhancement: Druid Beastial Nature I
Enhancement: Druid Hide of the Crocodile I
Enhancement: Druid Nature's Warrior I
Enhancement: Druid Reaviing Roar
Enhancement: Druid Vengeful Hunter I
Enhancement: Improved Rogue Dilettante I
Enhancement: Improved Rogue Dilettante II
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Static Charge
Enhancement: Way of the Patient Tortoise I
Enhancement: Way of the Patient Tortoise II
Enhancement: Touch of Death
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Ninja Spy I
Enhancement: Winter's Touch
Enhancement: Adept of Wind
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Jump I
Enhancement: Improved Jump II
Enhancement: Improved Tumble I
Enhancement: Improved Tumble II
Enhancement: Druid Waxing Sun I
Enhancement: Druid Waxing Life I
Enhancement: Druid Eminence of Life I
Enhancement: Druid Eminence of Life II
Enhancement: Druid Strength I
Enhancement: Druid Strength II
Enhancement: Druid Toughness I
Enhancement: Druid Toughness II
Enhancement: Druid Toughness III
Enhancement: Druid Toughness IV
Though to be perfectly honest, if you want the full benefits of a druid, you can do so with animal form and going for the capstone. The melee dps is actually fantastic, and you can tear up content really quite easily.
My favorite animal form build is as follows:
True Neutral Half Elf:
Str: 36 (14 base +3 tome +7 item +2 insightful +1 LotD +1 enhancement +4 animal growth +2 rage +2 Yugo)
Dex: 18 (14 base +3 tome +1 profane)
Con: 34 (14 base +3 tome +7 item +2 insightful +1 LotD +1 enhancement +2 rage +4 animal growth)
Int: 13 (10 base +3 tome)
Wis: 40 (18 base +6 levels +3 tome +1 enhancements +7 item +2 insightful +1 profane +2 yugo)
Cha: 21 (8 base +3 tome +7 item +2 insightful +1 profane)
Ability increase every 4 levels: Wisdom.
Skills: 23 concentration, 23 intimidate, 11 UMD, 11 Balance, 1 Tumble, 7 bluff or 14 diplomacy
1: Dilettante: Rogue
1: Toughness
3: Maximize
6: Shield Mastery
9: Natural Fighting
12: Imp. Crit: Bludgeon
15: Improved Shield Mastery
18: Natural Fighting
21: Natural Fighting
24: Quicken
Enhancements:
Healing 3/2/2
Cold 3/2/2
Nature's Warrior II
Celerity
Wild Healing
Reaving Roar
Fatal Harrier
Toughness II
Strength I
Wisdom I
Essence of the Shrike
Aggravate II
Bestial Nature II
Vengeful Hunter III
Racial Toughness II
Imp. Rogue Dill II
Versatility I
Adapt: Con
Imp. Recovery I
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For any of these builds, the second you hit 7, you can solo just about anything. Get to red dungeon alert, grab sleet storm, reaving roar and freedom of movement, put the storm down and blow everything up.