Elf 9/8/3 Druid/Fighter/Barbarian
This guy is all defense and survivability... will be playing only elite to 5000 favor. Maybe, maybe, if I make it, TR and then go for reaper xp.
Sword and Board in bear form with a ton of protection from enhancements, druid spells, and fighter feats.
Elf for Displacement Dragonmark.
It's overkill for 80% of the content on elite, but you have to do 90% of the content to get 5000 favor, and in reaper mode, you'll want the extra defense.
Skills, get half-ranks in UMD every level, and build up Jump and Swim and Heal and Spot.
- 1 - Barbarian - Elf Dragonmark (3 charges of Invisible)
- 2 - Barbarian
Spend the first 8 APs in Frenzied Berzerker to get Blood Tribute.
This 150 temp hp is HUGE in the lower levels. 10% movement speed is good too. And Rage of course.
- 3 - Druid - Stunning Blow
- 4 - Druid
At this point you get Bear Form and start using Maul. Put all APs into Nature's Protector.
- 5 - Druid
At 5th level, you get Lesser Restoration (which helps when the Rages wear off and you are fatigued)
With 3 levels of druid, you can finally get Nature's Defense stance which offers a ton of protection.
24 hp with the two cores, 20 PRR and 26 MRR with the stance, Get Beast at Bay Action Boost for a boost of 15 AC and 21 MRR
This is some serious defensive power at level 5, along with the 150 temp hp from Blood Tribute.
- 6 - Druid - Natural Fighting
- 7 - Druid
At this point, with 5 levels of Druid, you have the spells Shred, Maul, Roar... With the enchancements Bloody Claws, Sharp Claws, Savage Roar, you can build up stacks of Killer Instinct very quickly (Maul, then Shred), and then use Savage Roar as a large radius AOE stun.
You also have Cure Moderate Wounds, and Neutralize Poison.
- 8 - Druid
- 9 - Druid - Knight's Training
At this point, with 7 levels of Druid, you have Freedom of Movement, Cure Serious Wounds (replace Cure Moderate with Sleet Storm). Resist Energy gives 20 points of resists at this point too. Continuing up the Nature Protectors enhancement tree, you can cast spells while raging, you're immune to energy drain and death effects (which is huge).
Sleet Storm with FOM is a huge game-changer if you're soloing... Mobs attack 50% slower, and miss you 50% of the time (from blindness).
Course you really won't need that yet... and it's pain with a group, but it's a combo that will be good to have later on in tough quests. It can work with a good group that is willing to use choke points, but you'll also have to cast FoM on everyone.
- 10 - Druid - Dire Bear - and pick up a Longsword from Barovia!! (Do Into the Mists on casual just to get into the area, and get the free weapon).
- 11 - Druid
Going to to 9 levels of druid for the spells Death Ward and Stoneskin, and druids are immune to natural posions at this level.
So at 9/2 Druid/Barbarian, you have the following spells:
- Death Ward
- Freedom of Movement
- Sleet Storm
- Stoneskin
- Neutralize Poison
- Resist Energy (20 points of Resist)
- Jump
- Ram's Might
- Cure Serious Wounds
- Summon Nature's Ally
You can swap to Merfolks and Water Breathing before any underwater quests.
With Nature Protector's enhancements you have:
- Immune to Death Effects and Energy Drain when Raging
- 25% hit points (when using a shield)
- Ton of PRR and MRR and AC
You're missing Shield (for magic missiles) and Protection from Evil (for Command from enemy clerics), but you can scroll these at about 60% chance.
At 12, you have some decisions to make.
Do you want Displacement from the elf enhancement line first or are you are going for Tier 5 Druid enhancements first? Force of Nature is pretty nice, letting you use metal armor and metal Tower Shields. But of course, self-cast displacement is huge. I'd probably go displacement first.
This is also where you switch to fighter levels.
- 12 - Fighter - Extend (if you go Displacement first) or Natural Fighting (if you go Druid Tier 5 first), Improved Critical - Slashing (Fighter Feat)
- 13 - Fighter - Power Attack (This gives double damage for THF AND when you are in animal form, even if you are using Sword and Shield)
- 14 - Fighter
- 15 - Fighter - Extend (if you go Displacement second) or Natural Fighting (if you go Druid Tier 5 second), Tactical Training (+2 to tactics)
So at this point, you have Extended Displacement, along with all the defensive goodness from Nature's Protector and fighter feats. You can wear metal heavy armor and use a Tower Shield without breaking your Druidic Oath
- 16 - Fighter
- 17 - Fighter - Heavy Armor Combatant (+6 PRR and MRR)
- 18 - Fighter - Natural Fighting
- 19 - Fighter - Tactical Combatant (+4 to tactics)
At this point, you're 9/8/2 Druid/Fighter/Barbarian.
Not sure what to take for 20th level... 9th level of fighter doesn't do much. Maybe a 3rd level of Barbarian to open up some enhancements? (or if you are thinking crazy long-term, maybe take the 9th level of fighter so you can get the fighter past-life if you TR).