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- LVL 1:
- Race: Human
- Class: Druid (Defender of the True World) - lvl 1 spells (Longstrider; Acid Maw; Aspect of the Falcon; Firebelly; Remove Sickness)
- Bond: Animal Companion — Leopard — small, fast, can use trip
- Ability Scores:
- STR 17
- DEX 14
- CON 7
- INT 12
- WIS 19 — enough to cast lvl 9 spells, of which Foresight is the only notable one
- CHA 7
- Racial Bonus: WIS
- Skills:
- Trickery
- Knowledge (Arcana)
- Knowledge (World)
- Lore (Nature)
- Perception
- Power Attack — required for Cleave
- Cleave — required for Cleaving Finish
- Alignment: Lawful Neutral — allows us to dip in Monk
- LVL 2: Druid
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- LVL 3: Druid — we gain lvl 2 spells (Barkskin; Aspect of the Bear; Solo Enhancement spells; Natural Rhythm)
- Trickery
- Knowledge (Arcana)
- Knowledge (World)
- Lore (Nature)
- Perception
- Cleaving Finish
- LVL 4: Druid (STR)
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- LVL 5: Druid — we gain lvl 3 spells (Delay Poison, Communal; Feather Step, Mass; Magic Fang, Greater; Resist Energy, Communal)
- Trickery
- Knowledge (Arcana)
- Knowledge (World)
- Lore (Nature)
- Perception
- Toughness — we're low on CON so extra hit points are welcome
- LVL 6: Druid - we gain Wild Shape (Leopard)
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- LVL 7: Monk (Traditional Monk — extra +2 to Will saving throws)
- Mobility x3 — dodge bonus +1 to AC from fighting defensively, which synergizes with Crane Style; slightly improved odds of escaping some traps
- Trickery
- Perception
- Natural Spell
- Crane Style — we have low CON, so we fight defensively
- LVL 8: Druid (STR) — we gain lvl 4 spells (Echolocation; Freedom of Movement; Thorn Body)
- Trickery
- Lore (Nature)
- Lore (Religion) — because monk made it our class skill, so 1 point here is worth 4
- Perception
- LVL 9: Druid — we gain Wild Shape (Medium Air Elemental)
- Trickery
- Knowledge (Arcana)
- Lore (Nature) x2
- Perception
- Skill Focus — Perception
- LVL 10: Druid — we gain lvl 5 spells (Animal Growth; Aspect of the Wolf; Geniekind)
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- LVL 11: Druid — we gain Wild Shape (Smilodon)
- Trickery
- Knowledge (Arcana) x2
- Lore (Nature)
- Perception
- Weapon Focus — Claw
- LVL 12: Druid (STR) — we gain lvl 6 spells (+4 Enhancement Bonus, Communal; Stoneskin, Communal; Sirocco)
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- LVL 13: Alchemist (Vivisectionist) — mutagen (STR) but also sneak attack
- Trickery
- Knowledge (Arcana) x2
- Lore (Nature)
- Perception
- Shield
- Expeditious Retreat
- Enlarge Person
- Reduce Person
- Accomplished Sneak Attacker
- LVL 14: Druid — we gain Wild Shape (Huge Elemental), which is worse than Smilodon so whatever
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- LVL 15: Druid — we gain lvl 7 spells (Legendary Proportions)
- Athletics — 1 rank won't hurt
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- Improved Critical — Claw
- LVL 16: Druid (STR)
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- LVL 17: Druid — we gain lvl 8 spells (Seamantle)
- Trickery
- Knowledge (Arcana)
- Knowledge (World)
- Lore (Nature)
- Perception
- Great Cleave — required for Improved Cleaving Finish
- LVL 18: Monk — Evasion + free feat
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- Improved Initiative
- LVL 19: Druid
- Trickery
- Knowledge (Arcana)
- Knowledge (World)
- Lore (Nature)
- Perception
- Improved Cleaving Finish
- LVL 20: Druid — we get lvl 9 spells (Foresight)
- Trickery
- Knowledge (Arcana)
- Lore (Nature)
- Perception
- ADDENDUM: Best gear for Druid
- Weapon: Thundering Claw of the Bear God — simply the best druid weapon; Arcane Protector — +3 dodge AC
- Helmet: Hat of Mental Perfection — +8 INT, WIS, CHA ; Philosopher's Hat — +4 INT, WIS, CHA and DR 5/melee; Ravena's Crown — DR 10/cold iron and good
- Cape: Cloak of the Winter Wolf — +1d6 cold dmg to bite attack + trip
- Ring 1: Greater Ring of Ultimate Protection
- Ring 2: Ring of Circumstances; Ring of Blur; Great Dreamer's Smile
- Bracers: of Armor +8
- Amulet: of Mighty Fists +5
- Armor: Envy of the Master — +4 AC, +6 INT, +4 WIS
- Belt: of Physical Perfection +8
- Gloves: Alkali Gloves — +1d6 acid dmg; Manticore's Claws — +4 STR, +2 attack with natural weapons; Gloves of Deathdealer — +1d6 sneak attack dmg; Gloves of Rending — +2 attack and dmg with claws
- Boots: Manticore Skin Boots — +10 Speed (stacks with longstrider!), +4 natural armor enhancement; Sure Step — +4 CMD, +4 CON and immunity to forced movement effects, slow and tripping
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