Just playing around with an idea for an NPC that lives "off the grid" way out in the wilds.
A druid would not qualify for War Hulk until 8th level (when they can wildshape into Large creatures), and by then Druid satisfies the +5 BAB requirement on its own.
Since I'll be dumping the BAB on the non-Druid side anyway (I total up the two sides, compare, and take the better), it doesn't really matter what else I put in for those first 8 levels, at least as far as BAB goes. What I'd really be shooting for are skill lists and other nice class abilities.
From 6th-8th level I'd like to go with Nature's Warrior, in order to get Serpent's Coils, as well as one other Nature's Armament (not sure which is best... probably fast healing 1 just because). He could potentially stick something else on the Druid side for 7th level, as Nature's Warrior would cover him on the spellcasting and wildshape advancement (would only lose one level of Animal Companion advancement). Or I could use it to increase my divine caster level in something else he takes in the first five levels.
Alternatively, I could go with 1 level of Nature's Warrior, and 2 levels of Warshaper, which would actually mesh well with the grappler concept, as it would make him immune to crits (and thus no sneak attack from the party rogue while he is grappling).
So, what classes do you suggest?
The first level being Scout would be handy, both for the skill points, and the skirmish damage (especially if he wildshapes into something that can pounce, or casts Lions Charge).
Rogue won't do much good, as 2/3 of my players are pretty much immune to sneak attack.
Two levels of Fighter wouldn't be terrible, getting a couple feats.
Barbarian would be decent as well, giving him Rage for when he's grappling. - Maybe the Bear Totem Barb, two levels would get him Improved Grapple without having to take IUS.
Ranger is also good, getting me the Track feat he'll need to qualify for Nature's Warrior.
Depending upon his stats, a level of Wizard would actually do him well, getting access to Knowledge (the Planes) as a class skill to snag the requisite 2 skill points, and perhaps getting some crazy ACF like Abrupt Jaunt, and getting Mage Armor in Bear form is a plus.
Any other, better ideas?
1. Scout 1
2. Ranger 1
3. Wizard 1 (Focused Conjurer...?)
4. Bear Totem Barbarian 1
5. Bear Totem Barbarian 2
6. War Shaper 1
7. War Shaper 2
8. Nature's Warrior 1
9+. War Hulk
By 12th level (in Dire Bear form), his Strength would be 43 [47 when raging] (31 +4 +8 [+4])
His Grapple bonus would be +37 (+9 BAB, +16 Str, +4 Size, +4 Imp Grapple, +4 Serpent's Coils) to deal 2d6+16 damage, plus 1d8+16 "constriction" damage from Serpent's Coils
Increase those by two when raging.
Thoughts? What feats should I give him, other than Natural Spell?