Started a Shapeshift Druid run...
stygga
Member Posts: 467
And I plan on playing him like a regular druid, the basis being that he knows he has a terrible power in his blood (werewolf form) and refuses to use it. The ability only manifesting itself in extremely tough life threatening battles, and only when his life is directly in danger (never starting a fight in werewolf form). Plan on doing minimal reloads, idk if I want to allow NPCs to resurrect or not.. And will be taking a healthy mix of evil and good NPCs, trying to use a few later on that I've never really used. He's gonna be smacking people upside the head with his quarterstaff, throwing a couple spells, and unlocking the beast within only in the most dire of situations! Sounds somewhat more fun than the runs I keep restarting, here's hoping it'll keep my interest!
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EDIT: In beregost, while clearing out the spiders, what should neera summon in with a nahal's reckless dwoemer sleep? A NABASSU!?!? That's right. I high tailed it out, the Nabassu got stuck on the gate, where my PC proceeded to whack at it with my quarterstaff +1 until it was unsummoned. so far so fun lol!
Maybe you can only revive a companion with a spell cast by someone in your party--a cleric, for instance, or someone using a Rod of Resurrection--and then you have to rest afterward, to address the party coping with the loss and return of their friend.
That would be an interesting self-imposed restriction.
They can be obtained very fast...
1 - just have the druid stand in the back with a sling
2 - use barkskin (grants AC 4 at level 8+)
3 - use bracers.
Bracers AC7, dex 18 and a ring of AC1 will set your AC to 2. Not *great*, but good enough against low level creatures.
Later on, you can get a +2 ring, Bracers AC6 to set your AC to 0, and when needed you can still morph into a Werewolf
Werewolf:
You were supposed to get: Base magic resistance 20% - You actually got: Magic resistance locked at 20%
You were supposed to get: Immunity to normal weapons - You actually got: Nothing
You were supposed to get: Paw does 1d12 slashing - You actually got: Paw does 1d6 piercing
Greater Werewolf
You were supposed to get: Thaco of 6 - You actually got: Nothing
You were supposed to get: Saves 1/1/1/2/1 - You actually got: Nothing
You were supposed to get: Base elemental resistance 50% - You actually got: Elemental Res locked at 50%
You were supposed to get: Base magic resistance 40% - You actually got: Magic res locked at 40%
You were supposed to get: Immunity to normal weapons - You actually got: Nothing
You were supposed to get: Paw is a +3 weapon - You actually got: Paw is a +2 weapon
You were supposed to get: Paw does 2d8 slashing - You actually got: Paw does 1d6 piercing
You were supposed to get: Regeneration of 3 hp/sec - You actually got: Nothing
As you can see...pretty bad. Several mods incorporate a fix for it including: Weimer's Ease of Use, and G3's BG2 Tweakpacks. There are probably others but those are the two that come to mind. It is also worth nothing that G3's BG2 Tweakpacks takes the werewolf changes directly from Weimer's Ease of Use mod, so they are the same changes.
Although the nerfed version of the kit exists as a gimped druid with several drawbacks and no real bonuses, the unnerfed version of the kit would trivialize most of the first game.
Although the nerfed version of the kit exists as a gimped druid with several drawbacks and no real bonuses, the unnerfed version of the kit would trivialize most of the first game.
Sounds like some sort of compromise might be in order e.g. *partial* resistance to normal weapons - perhaps 25-50% damage reduction, for example, at least for BG1.
Similar request has been posted here: http://forum.baldursgate.com/discussion/5091/kiths-shapeshifter-rework
My werewolf, while shapeshifted, has an unbuffed AC of -6, THAC0 of 9 and has 2APR at 10-15 damage (Crit on 19+)
All that while still keeping its full casting abilities when not shapeshifted.
It's got from "not that good" to "great" thanks to the fact that items now grant bonus to shapeshifted characters.
You seem to gain all passive benefits from rings/amulets/cloaks of protection, +save amulets, gauntlets of weapon skill/experise, enchanted helms, +AC and belts. You do not gain a THAC0 bonus from your equipped weapon, and gauntlets of dex/ogre str/big fisted belt do not work.
I've not tested quite a few interesting possibilities though. Kiel's Buckler for additional bonus dex & AC anyone?
There aren't many weapon passives in BG1, though this might end up being a big deal in BG2. There are a lot of useful weapon passives in BG2 though - including the staff of the woodlands for a +3 AC bonus and perma-barkskin.
Edit - or the staff of curing for +2AC available very early on.
You get NO bonus from your weapon, because it gets replaced by the shapeshifted paw.