Just curious-why 10 Druid/29 Shifter/1 Monk in the 1 monk level version? It seems like 30 shifter/9 druid/1 monk would help imporve Harpy song, Medusa DC, Manticore spikes, stone golem rocks, and spectre invisibility. Not a big difference, but I didn't see much benefit to an extra druid level. Probably just missing something; also, really not a big deal, but why the exta point in the 9 intelligence version? By tossing the extra point into Strength, rather, you would recieve at least some benefit to your carrying capacity.
The guid is very helpful, and I look forward to making my doppleganger along these lines. Thanks a lot!
Just testing some of the undead forms. All are crit immune and would require harm potions to heal (which is sort of a pain*. But, there maybe some uses for them. Highest AC of them is actually the specter form. Has the 49% conceal invis spell (same as kobold) and an on hit level drain ability. It AC was 118-119, so with druid/cleric barkskin you could potentially have a 129-135 crit immune tank with 49% conceal. Risen lord AC was 115, which means you could be in the high 120's with some outside help and with gmw your ab would be in the mid 50's. Not great but you maybe able to hit something! Ok maybe not the greatest solo tank in the world, but it could come in handy if you just needed to keep something busy that had horrible crits or negative energy attacks. Most interesting was my Vampire dominate DC which I rarely use. It was actually DC 59, which is pretty sweet. Not as crazy high as mindflayer DC but it was much higher than i thought it was. The domination doesn't last as long as conversion, but it is unlimited. Was having fun dominating one thing ....then turning another member of its party against the others with another gaze..... So, you can switch targets without needing to let the first one go .
I ran Dachy last night with a great group, and there were two shifters in the group. They both did very well, and one even commented that it was the best toon he'd ever taken to Dachy. Later I partied with one of the same and another (I think - or maybe they were both from the previous group - it was late, I was tired on a Dustbone run, and in the early parts of the desert, the shifter(s) were stoning the archers. Very impressive.
So the point is, simply, that everytime I play with a shifter, I want to work on mine some more. Now, if I could just figure out a way to add more hours to the day...
Standard game engine sunk; that would be the Rak form (requires lvl10 shifter + taken on shifter level [or if yer certain folk**; requires lvl9 shifter to be taken - available on next feat level taken as a shifter]).
**Well the feat's req is 10 lvls shifter.. but you take it on lvl10 if that lands inside epic ;D**
Yep its capped at level 40. So your spell penetration doesn't progress beyond that. Having said that it is great way to break objects (which can be a big problem in certain areas), so it does stay useful ....just not against high level monsters. Rak also has spell immunity to 8th spells and below and decent AC. Useful in PK situations against a mages clerics, or druids and in magic intensive situations.....plus as was reported earlier it makes leveling early on fun.
As for illithid runs, it is not as bad as you might think. You have some pretty powerful abilities at your disposals which can take care of the more troublesome enemies there...and even if your mindblank is lost you have will saves in the 70's. Anti gravitor boots do not work as well but it is fairly easy to overcome the discipline check.
Don't really know what to do half the time.. Which is half the fun.
Found some handy weapons - one with 90% fire immune, and another with immunity to transmutation spells - the latter sounds far too good to be true, so it probably is. Wouldn't use either of these with any other class, but seeing as I've found melee to be a fairly hopeless last resort so far (AB stinks even in Dragon form) - the damage types on my weapon kinda seems unimportant.