I think this idea is flawed. However, I'm hoping someone might suggest a way of improving it. Any input would be greatly appreciated.
The main concept is to be a primary healer with flavorful melee using take down in tandem with stunning fist, hence the dwarf race for tactical enhancements. The player would be in wolf form most of the time for take downs, 30% boost to attack speed, and large flanking bonus. Ram's might alongside divine favor/power would be used to boost damage. Healing would be provided in the midst of battle mostly by the positive aura and occasional bursts. During major battles, the player could change into regular form in order to eliminate the long cooldowns of animal form and still provide an occasional stunning fist.
I have already started to play this build and am having tons of fun with it. Not sure if it will work out in the long run. The main problem is, of course, the long cooldowns in animal form. I figured that a 30% boost to attack speed might be a reasonable tradeoff for no benefit from a twf or thf chain. In any case, I didn't really have enough feats for those chains anyway.
I'm considering a helf version with rogue dilly for sneak attack, as the idea is to move from enemy to enemy either stunning or taking them down. However, the tactical bonus on the dwarf is really nice.
Let me know what you think.
Code:
Character Plan by DDO Character Planner Version 03.16.01
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Natural Heals (1M-2D-17C)
Level 20 Lawful Neutral Dwarf Female
(1 Monk \ 17 Cleric \ 2 Druid)
Hit Points: 322
Spell Points: 1408
BAB: 13\13\18\23
Fortitude: 19
Reflex: 10
Will: 24
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 16
Dexterity 14 16
Constitution 14 18
Intelligence 8 10
Wisdom 18 28
Charisma 6 8
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Wisdom used at level 11
Level 1 (Monk)
Feat: (Monk Bonus) Stunning Fist
Feat: (Selected) Toughness
Feat: (Automatic) AC Bonus
Feat: (Automatic) Attack
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Disciple of Breezes
Feat: (Automatic) Disciple of Candles
Feat: (Automatic) Disciple of Pebbles
Feat: (Automatic) Disciple of Puddles
Feat: (Automatic) Dwarven Stability
Feat: (Automatic) Dwarven Stonecutting
Feat: (Automatic) Exotic Weapon Proficiency: Kama
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Finishing Moves
Feat: (Automatic) Flurry of Blows
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Martial Weapon Proficiency: Handaxe
Feat: (Automatic) Orc and Goblin Bonus
Feat: (Automatic) Poison Save Bonus
Feat: (Automatic) Simple Weapon Proficiency: Club
Feat: (Automatic) Simple Weapon Proficiency: Dagger
Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
Feat: (Automatic) Simple Weapon Proficiency: Unarmed
Feat: (Automatic) Sneak
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Unarmed Strike
Level 2 (Druid)
Feat: (Automatic) Call Wolf Companion
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Druidic Oath
Feat: (Automatic) Druidic Spontaneous Casting
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Martial Weapon Proficiency: Scimitar
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Wild Empathy
Level 3 (Druid)
Feat: (Selected) Precision
Feat: (Druid Wild Shape) Wild Shape: Wolf
Feat: (Automatic) Goodberry
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Level 4 (Cleric)
Ability Raise: WIS
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Turn Undead
Level 5 (Cleric)
Level 6 (Cleric)
Feat: (Selected) Empower Healing Spell
Level 7 (Cleric)
Level 8 (Cleric)
Ability Raise: WIS
Level 9 (Cleric)
Feat: (Selected) Extra Turning
Level 10 (Cleric)
Level 11 (Cleric)
Level 12 (Cleric)
Ability Raise: WIS
Feat: (Selected) Maximize Spell
Level 13 (Cleric)
Level 14 (Cleric)
Level 15 (Cleric)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 16 (Cleric)
Ability Raise: WIS
Level 17 (Cleric)
Level 18 (Cleric)
Feat: (Selected) Quicken Spell
Level 19 (Cleric)
Level 20 (Cleric)
Ability Raise: WIS
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Tactics I
Enhancement: Dwarven Tactics II
Enhancement: Dwarven Tactics III
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Druid Eminence of the Sun I
Enhancement: Druid Eminence of Life I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Druid Toughness I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Extra Turning III
Enhancement: Cleric Extra Turning IV
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I