Alright,  I've been working on a character for the second group, should one get started.   Posting what I have come up with, rules wise so far.  Background/history/etc. holding to make sure the rules side holds up. Course, should be plenty of time for that, as he's in the second team/waiting/anyways :).<br/><br/>Name:  He is called Sinthorn.   This is not his true name<br/>Race:  Human.<br/>Alignment: Neutral<br/>Levels:  druidic avenger 5 (druid variant, Unerthed Arcana p51)  ,   Master of Many Forms 9 (Complete Adventurer p58), Warshaper 1 (Complete Warrior p89)<br/>Level progression (Not that it actually matters with his skill breakdown) druid 5, MoMF 2,  Warshaper 1, MoMF 7<br/><br/>stat dierolls:<br/>4,3,3,5,4=16<br/>1,1,1,4,6->5,2,6,4,6=21<br/>4,3,5,6,6=21<br/>4,2,1,3,5->4,2,6,3,5=18<br/>5,3,2,6,3=17<br/>3,3,6,5,6=20<br/><br/>Stats:<br/>Strength 16 (+3) 22 (+6, magic)<br/>Dex 17 (+3)<br/>Con 24(30), +7 (+10), (started with 21,  +3 at levels 4,8,12 statbump, magic item +6<br/>Int 20 +5<br/>Wisdom 21(27) +5(+8), magic item +6<br/>Charisma 20 +5<br/><br/>Hitdice: 15d8.  first level 8,  14d8 rolled on D&D die roller<br/>Roll(14d8)+0:<br/>3,6,6,6,8,3,8,3,3,5,2,8,1,7,+0<br/>Total:69, +8=77,  con bonus 7*15=105,  HP without magic item (IE in antimagic zone for some reason) 182.   Additional con bonus with magic item of 3*15=45hp,  normal HP 227<br/><br/>Feats:<br/>Level 1: Alertness<br/>Level 1 (human):  Able Learner (Races of Destiny 150,  cross class skills cost 1 instead of 2 to raise<br/>Level 3: Endurance<br/>Level 6: Practiced Spellcaster (Multiple sources, +4 caster level to druid/does not exceed total level)<br/>level 9 Combat Expertise<br/>Level 12: Improved Trip<br/>Level 15: Power Attack<br/><br/>Gear:<br/>Rules used: Improving magic items, MIC 233 Adding common effects to existing magic items,  Magic Item Compendium 233/234.  Adding items that don't fit in slot: (only used once, for hewards handy haversack on vest) DMG 288.  Summary of rules:  Common magical effects can be added to the appropriate slot for that stat at no penalty.   Non common effects can be added at 1.5* gold cost of the secondary abilities added.  Item in wrong slot is +50% as well, stacking to *2 cost (same as a slotless item like an ioun stone)<br/>all items are DMG or MIC, save amulet of wild shape (Magic of Faerun)<br/>Items:<br/>5 wildling claps, 4000gp each, 20000gp spent:  MIC p190, one each for vest, belt, helm, amulet, and bracer.  (allows item to shift shape with wild shape and stay on, as long as the new form has that body part.)<br/><br/>Vest:  Resistance +5, (+5 resist bonus to all saves, 25k), hewards handy haversack (2k doubled, 4k), +6 enhance constitution 36000,  total cost 65000gp<br/><br/>mantle of the beast (complete champion 140)18000gp,  activate wildshape as swift action,  +1 enhancement bonus on natural weapons while wild shaped<br/><br/>belt:  Monks belt (13000gp) (Grant unarmed attack and AC of a 5th level monk..ie +1 AC+ wisdom bonus), belt of growth (1500gp*1.5=2250gp, once per day enlarge self 1 size per enlarge person as standard action (command), lasts 10 minutes or until dismissed as standard action, does not stack with other enlarge spells), +4 Enhance to STrength, (16000gp).  Total cost: 31250gp<br/><br/>Helm: Horned Help 8000gp (MIC 112,  grands secondary natural gore attack 1d8+half strength, counts as magic),  Hat of disguise (1800gp *1.5 additional aeffect, 2700gp,  disguise self as spell),  +6 enhancement to wisdom. (36000gp), total cost 46,700gp<br/><br/>Amulet:  Wildshape (Magic of Faerun p167, adds +4 to effective druid level for wild shape, cannot exceed 20hd) 40000gp<br/>total cost 40000gp<br/><br/>Bracers:  Armor +5 (25000gp),  Sustance (As ring of sustance, 2.5gp*2=5000gp), +4 dex 16000 total cost 46000gp<br/><br/>2 metamagic rods: extend spell, lesser, 3000gp each, total cost 6000gp. (each gives extend spell to 3 spells per day of level 1-3)<br/><br/>1 scroll Last Breath, CL 7 1200gp<br/><br/>100ft silk rope 20<br/>strand of prayer beeds, standard 25800gp<br/>Holly and mistlete<br/>spell component pouch 5gp<br/>current revised spent :299975<br/><br/>-----<br/>plus standard adventuring gear to flesh it out<br/><br/>I had listed all class features and math for skills..and it got et by the system.  Saliant details on class features: rage 1/day,  no animal companion,  no spontaneous summoning,  -4 to wild empathy, +10 fast movement land speed,   other as druid 5/MMF 9/Warshaper 1,  Druid anulet adds +4 to druid level for shape shifting, so 3/day from druid, 9/day from MMF, 12/day,  can turn into up to 18 HD creature for 18 hours.<br/><br/>Skills:  178 total skillpoints,   distributed as follows:<br/>diplomacy 18, handle animal 5 listen 18 spot 18 spellcraft 1 survival 5  disguise 10 hide 18 move silently 9 balance 5 bluff 5 speak languages 9 tumble 5  sense motive 5, concentratoin 8  Knowledges: Nature 18 arcana 1 architecture 1 dungeering 9 geography 1 history 1 local 1 nobility 1 religion 1 the planes 5<br/><br/>Druid spellcasting:Level 5 spellcasting, effective caster level 9.<br/><br/>Normal spells prepared: TBD<br/><br/>Pausing at this point to make sure the dice/classes/feats taken/magic items taken are kosher before fleshing out more details.<br/>...<br/>Most recent revision, power attack instead of improved combat expertise...didn't realize how insanely high his AC can be without it.   Promise, last one!  Or at the least,  not going to change anything that's entered continuity/been used.<br/><br/><br/><br/><br/><br/><br/>