The Tale of the Totemic Druid
JuliusBorisov
Member, Administrator, Moderator, Developer Posts: 22,754
Inspired by this tread and thanks to @bbear here I’m going to tell a story about Karasu no Yoru, a totemic druid raised in the Candlekeep and destined to become a major figure in the history of the Sword Coast.
The name of the character is in Japanese and means his name actually is Yoru (night) and he comes from the Karasu (crow) clan known for shamans and spirits.
Here's the character sheet at the start of the game.
The main incentive is to find out what it takes to successfully solo the whole game (from the start of BG:EE to the end of BG2:EE) with the totemic druid. There’s a discussion about which class is the hardest for a solo run in that thread and it seems many people vote for a druid. So I’ve decided to test it and will gladly write about it for those who are interested in the concept.
I’m playing on the Core difficulty and here’s my weiDU log:
I consider myself an experienced player, had different playthroughs in the past but have never tried the totemic druid. This kit seems interesting to me because it shows the true, from my point of view, nature of a druid – a summoner. In the past I played as an Avenger and liked it much but the Avenger feels more like a druid/mage, while a Shapeshifter obviously feels more like a fighter/druid. A vanilla druid is fine as well but I just like using a kit and not a vanilla version (if it’s not a dual- or multi-class). So, the totemic druid it is.
I understand the problems that can arise because of the SCS but I hope that my knowledge of the game will help to overcome these difficulties. I seriously think that with some meta-gaming even the power of SCS can be not so dangerous. I think than so bad (yeah) thing as the meta-gaming needs serious countermeasures such as not OP class, not min-maxed stats, smarter AI and so on.
As a rule, I try to role-play my character and his party as much as I can but this time it will be different. And I’m so excited – it’s a challenge, and a good one. I’ll try to play a no-reload run with an option for minimal reloads if the character will be killed but I will feel myself attached to it. Also, your reactions, ideas and just a general discussion is much appreciated ))
The name of the character is in Japanese and means his name actually is Yoru (night) and he comes from the Karasu (crow) clan known for shamans and spirits.
Here's the character sheet at the start of the game.
The main incentive is to find out what it takes to successfully solo the whole game (from the start of BG:EE to the end of BG2:EE) with the totemic druid. There’s a discussion about which class is the hardest for a solo run in that thread and it seems many people vote for a druid. So I’ve decided to test it and will gladly write about it for those who are interested in the concept.
I’m playing on the Core difficulty and here’s my weiDU log:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
I consider myself an experienced player, had different playthroughs in the past but have never tried the totemic druid. This kit seems interesting to me because it shows the true, from my point of view, nature of a druid – a summoner. In the past I played as an Avenger and liked it much but the Avenger feels more like a druid/mage, while a Shapeshifter obviously feels more like a fighter/druid. A vanilla druid is fine as well but I just like using a kit and not a vanilla version (if it’s not a dual- or multi-class). So, the totemic druid it is.
I understand the problems that can arise because of the SCS but I hope that my knowledge of the game will help to overcome these difficulties. I seriously think that with some meta-gaming even the power of SCS can be not so dangerous. I think than so bad (yeah) thing as the meta-gaming needs serious countermeasures such as not OP class, not min-maxed stats, smarter AI and so on.
As a rule, I try to role-play my character and his party as much as I can but this time it will be different. And I’m so excited – it’s a challenge, and a good one. I’ll try to play a no-reload run with an option for minimal reloads if the character will be killed but I will feel myself attached to it. Also, your reactions, ideas and just a general discussion is much appreciated ))
Post edited by Lemernis on
28
Comments
I actually made Jaheira a fighter/totemic druid in my latest game. I actually rarely use summons (not even Planatars or Devas), so I'm trying to expand my horizons. Definitely gonna check out this thread to see how you are doing with it.
Nature's Servant Awaits!
Here's a wonderful guide on spirit animals and their level progression: http://www.gamefaqs.com/pc/663933-baldurs-gate-enhanced-edition/faqs/65403
Right from the Candlekeep Karasu no Yoru went to the Sword Coast area with Shoal the Nereid. I opted to go through the High Hedge without visiting the crossroads map in order to avoid an ambush with bandit archers. I also avoided fighting with Shank and Carbos because with SCS they're dangerous poisonous assassins.
For the 1st time I summoned a Spirit Lion that from all the summons of the starting level has an immunity to Charm. But as it turned out this immunity wasn't needed;)
Voila!
Karasu no Yoru reached the level 3 and thus his Spirit Snake and Spirit Wolf received an immunity to Petrification.
Without any fights Karasu no Yoru came to the Basilisk area and summoned a Spirit Wolf - I chose the wolf. not a snake because he has 2 APR and he moves a little bit quicker. An immediate effect of the wolfie was that he killed a tasloi;)
What I’ve found out is that you don’t need to see a basilisk for the Spirit animal to attack it. With Corax the Ghoul it’s another story. He doesn’t hit an enemy if your character doesn’t see it. And seeing a basilisk even if it fights your summoned creature is a straight way to a defeat. So it very convenient to get EXP with the Spirit Wolf.
Mutamin turned out to be an uphill task for both the Spirit Wolf and Corax. So Karasu no Yoru retreated a bit, rested, summed a new helper and continued to explore the area.
That brought him to the 5th level and an access to the 3rd level of spells. HP rolls were quite ok so far, coming near the half of the maximum. Summoned Spirits get good bonuses at the 5th level, such as an immunity to Stun for a bear and a lion, an immunity to feeblemind and confusion for a snake and an immunity to charm for a wolf.
I reiterate, you don’t need to see an enemy, just make it so that a spirit animal can reach the enemy as it is shown on the following screenshots.
What I further found out is that a spirit animal can be unsummoned with some time so that you have to retreat and rest again. And you should be quick because basilisks seem to follow you.
With quite a few more basilisks killed Karasu no Yoru reached the 6th level thus getting an additional summon spirit ability.
Now Karasu no Yoru is much more ready for serious tests than at the Candlekeep.
Just curious, is there supposed to be something in the spoiler tag? I try clicking on them but nothing is revealed.
Edit: Something is weird. When I open this thread, I cant open the spoilers. However, after I edit this post, I can click on them.
Edit: still working, and I should probably mention that I'm using the mobile site on my iPhone.
Nevertheless, I'm happy you've all been able to see spoilers one way or another;)
Edit: Wow, this is really weird. Before posting, I could only see the spoiler bar, but not even the "show" button. Now it all works. O.o
http://forum.baldursgate.com/discussion/30548/spoiler-bar-lacks-show-button?new=1
Edit: It worked. This is really weird.
Edit #2: After signing off and returning later in the afternoon, they're all broken again. That means I would have to post a dummy message every time I want to look at any updates. I really hope Beamdog fixes this problem soon - it's occurring everywhere, not just in this thread.
Edit #3: After I posted Edit #2, the "show spoiler buttons" came back - temporarily, I would guess. At least I can keep doing a string of edits in this post rather than making a new post every time.
Edit: Oh well, it only worked temporarily. After leaving the thread and returning it's broken again.
@Lemernis
Ohh, nice, thank you! I feel myself humbled now:)
@elminster
Good luck with your shapeshifter! May he never become a werebear;)
@ZaknafeinBaenre
Watashi wa subete no gaishutsu shiyou to shimasu!
I’m starting to like the Totemic druid more and more as he gains new levels. The new Spirit snake of the 5th level now has 100% immunity to Poison and AC `1 (the snake has the lowest AC between all the spirit summons) that is quite decent as the screenshots in this post will show.
Having returned to Beregost, Karasu no Yoru cleared Landrin’s house from the spiders (all 4 spiders didn’t even manage to hit the snake) and helped Marianne to know her husband’s story. The snake was also useful against the Thayan mercenaries. Its poison prevented any spell-casting and finished the job.
Even one Spirit animal of the 5th level (I’ve chosen the Spirit Bear because he has the highest HP) with the support of throwing daggers from the druid is enough to defeat general enemies such as bandits, dread wolves, ogres.
It’s important to check what particular immunities every Spirit animal has because they differ from one summon to another. Well, at least till the druid is below the 10th level;)
Tarnesh managed to successfully horror the Spirit Wolf so Karasu no Yoru had to cast Lightning to send him to the Abyss. It looked so epic, I like the animation of this spell.
After getting the reward from Landrin and Joya Karasu no Yoru went to the Ankheg map. I’ve decided to use both spirit animals simultaneously and have chosen the Snake and the Wolf. The Snake has less HP so an Ankheg generally targets it – but in the same time the Snake has solid AC so it’s not easy for an Ankheg to hit it. The Wolf has an ability to hold an enemy.
In pair these animals do wonders. Just check the screenshots below. What was the most amazing is that one pair of animals managed to clear all the Ankheg dungeon! Poison and hold work so good together;)
After successfully killing all the Ankhegs in the dungeon Karasu no Yoru reached the 7th level.
Up until now Yoru wasn't hit even for one single HP.
I'm playing as a totemic druid fo the first time so I can't be sure how it would be in the later stages of the game. I'm not sure in anything, considering SCS as well.
But I will try to overcome every difficulty I face with all the arsenal the druid can have. It is in fact the funniest part of this run - I don't know how it will unfold so it's a challenge.
Based on what I know about the game and what I've read about the abilities of the summons they won't be a cannon fodder in late SoA and maybe even in ToB. They'll have the permanent Free Action and Death Ward and a really impressive number of immunities. The druid himself can add to the buffing of the summons (for i.e, to their 100% resistances to Cold, Electricity and Poison, he can add also Resistance to Fire with his spells). Moreover, the druid himself will be much more powerful with an access to the high level spells.
So, the time will tell. Karasu no Yoru is looking forward to meet Sarevok, Irenicus and Amelyssan.
Sometimes they also have a chance of doing an additional effect when hitting a target. Lions get nothing. For bears a successful hit as a chance to cause panic (gives a +3 bonus to save vs death against it), for spirit wolves its level drain (+2 bonus to save vs death against it and it drains at one level a hit), and spirit snakes can poison (save vs death with no bonus/penalty). The poison is at a rate of 2 damage/second.
So they do fairly well on just that alone.
That said if you are going to use either the snake or the wolf casting the 3rd level druid spell Strength of One will help boost their chance of hitting (the wolf has only 16 strength and the snake has only 18 strength).
Edit: Some of them may not have immunity to panic.
You are doing a fantastic job of demonstrating the power of the totemic druid. I am looking forward to a report on your battle with Daveorn. That'll be a tricky one with all the traps and his constant dimension doors.