Davor
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Okay, first of all, I know that RAW a Paladin cannot multiclass with a druid and maintain his powers, and vice-versa. That having been said, a group I am DM'ing for just slaughtered the animal inhabitants of a forest to create flaming, skeletal critters to use as mines for an attack against a cult.
I feel it suitable to design an encounter which implies the consequences of their actions, but make no mistake: My goal is not to punish them. I think they would actually enjoy slaying a champion of the forest. As such, I'm gonna wave the obvious rules inconsistency to give them a fun, but challenging, fight.
The thing is, I don't really know how to optimize this concept. The group will be 7th level by the time the fight occurs, and typically do well in combat encounters (they'll have a CR5 undead ally with them), and there are 5 of them, most of whom can dish out some pretty sick damage, with an Antipaladin, Ranger, and storm Cleric in the front while the Arcane Trickster and Rogue support with flanks and sneak attacks.
I think the Paladin/Druid could manage, but I'm curious to see how the community would build it without my input. My initial thought is Paladin 5/Druid 5 against this group for decent wild shaping smites and some good Summon Nature's Ally spells, but I could also see Paladin 2/Druid 8, or Paladin 6/Druid 4, etc.
Anyways, thoughts?
| Rycaut |
you could do a Druid/Monk (either Lawful Neutral or use an Aasimar - one of their alternative heritages has a racial trait that allows them to be monks even while staying Neutral or Neutral Good - and they are written as being drawn to being druids. That said they get +CON and +CHA which while helpful aren't necessarily the key stats for a druid.
With the right feats a wild-shaping druid monk can be a pretty strong melee combatant - albeit not at full BAB
| Dasrak |
You definitely want to gestalt this combo. Using straight multi-class rules will result in an enemy far, far weaker than his level would imply, whereas with gestalt tends to be on par with the strength increase you might see if you were a bit too generous with magic items.
As for lifting alignment restrictions, my rule of thumb is to treat yourself the same way you'd treat your players. If you're cool with letting your players bend the rules on alignment restrictions, then go ahead and do it yourself. If you'd tell them "no", then don't be a hypocrite and find some way to achieve your concept within the rules.