Looking to do a new playthrough
DragonKing
Member Posts: 1,979
Since its been a while since I played the trilogy and I have a crap ton of things to do; design work, patron art, relearning 3-D modeling programs... I decided the best way to procrastinate is to start a new run of the BG trilogy! This time instead of a sorcerer or mage I want to do a druid run so I'm looking for help
first: Are there any good mods for druid spells and gameplay? Preferably shapeshifter, I remember that vanilla shapeshifter kit is gimped making the druid weaker than regular werewolf!
second: IF I can't go the route of a shapeshifting druid, I would rather a build that focused more on nature and elemental spells. Meaning I would like to avoid any and all spells that are more arcane or divine in their nature and focus on spells that deal with the natural world, spirits, and nature.
third: No dual or multiclass, yes I am a purest and I'd rather stay that way.
teammate choice: IDK, every playthrough basically have Imeon and Viconia due to them being two of my favorite characters, but I'm not sure if I want to go my usually 4 man team, duo or solo.
So any thoughts. ideas, or mods?
first: Are there any good mods for druid spells and gameplay? Preferably shapeshifter, I remember that vanilla shapeshifter kit is gimped making the druid weaker than regular werewolf!
second: IF I can't go the route of a shapeshifting druid, I would rather a build that focused more on nature and elemental spells. Meaning I would like to avoid any and all spells that are more arcane or divine in their nature and focus on spells that deal with the natural world, spirits, and nature.
third: No dual or multiclass, yes I am a purest and I'd rather stay that way.
teammate choice: IDK, every playthrough basically have Imeon and Viconia due to them being two of my favorite characters, but I'm not sure if I want to go my usually 4 man team, duo or solo.
So any thoughts. ideas, or mods?
1
Comments
Wow. This paragraph is way too complex to read.
@OrlonKronsteen thanks, I already knew about IWDification, so ill check out tweaks and SCS Question, when you say they improve the shapeshifting are we talking the basic forms or the werewolf forms because either would be fine with me.
That's what happens when your Intelligence is only 16.
As OrlonKronsteen said, you can use SCS which modifies the werewolf forms based on the stats of the Shapeshifter Rebalancing component of Tweaks Anthology. But I'm guessing you'd like to use more forms than just the werewolf. You might like the Shapechanger kit made by semiticgod. Besides that, you can try an Avenger druid after installing the Improved Shapeshifting component of SCS, which lets you swap forms at any time by equipping symbolic paws in your weapon slot.
I figured I would have to choose one or the other since I can't have both
The SCS component seems milder. According to its readme it utilizes paw tokens for an instantaneous shift and adjusts some ability score and attack bonuses slightly (though it doesn't specify what those are as far as I can tell).
@Flashburn are you saying that the physical attributes of the werewolf forms are the same in both the Tweaks and SCS components? And if it's possible to install both components, am I correct in assuming that you'd want to install the Tweaks version first? I'm wondering not only about the physical stats of the werewolf forms, but how spell casting would be handled. The SCS readme indicates that spell casting is still blocked while shapeshifted with its component.
You get tokens to represent each of your forms; they're gained either automatically when you level up/join the party, with a 1/day ability, or when you take the HLA. Shapeshift tokens are two-handed weapons which set strength and dexterity to fixed values, block further effects that set strength and dexterity, prevent arcane and divine spellcasting, and change your animation. They also come with natural AC; whichever is better between that and your armor is used. Specific stats:
Wolf (Druid 7): 17 Str, 18 Dex, AC 6, 2 APR, 1d8 piercing, hits as +2.
Lesser Werewolf (Shapeshifter 1): 18/76 Str, 16 Dex, AC 4, 10 MR, 1 APR, 1d6 slashing, hits as magical.
Werewolf (Shapeshifter 7): 19 Str, 17 Dex, AC 0, 20 MR, 2 APR+haste, 1d8 slashing, hits as +1.
Greater Werewolf (Shapeshifter 13): 21 Str, 20 Dex, AC -4, 40 MR, 50 resistance to fire/cold/elec/acid, 2 APR+haste, 2d6 slashing, hits as +3, regenerate 6/round (doubled to 12 by haste).
Salamander (Avenger 7): 18/76 Str, 19 Dex, AC 2, 100 fire resistance, fire shield, 1 APR+haste, 1d8 piercing, hits as +2.
Spider (Avenger 7): 16 Str, 16 Dex, AC 0, immune to webs, 3 APR+haste, 1d4 piercing+save or poison 18/6 rounds, hits as +2.
Wyvern (Avenger 7): 18/76 Str, 17 Dex, AC 3, 2 APR, 2d4 piercing+25% chance of 2 poison/1 round, hits as +2.
Earth Elemental (Druid HLA): 25 Str, 10 Dex, AC -5, 50 physical resistance, immune to normal weapons, THAC0 2, 2 APR, 2d10 crushing, hits as +4.
Fire elemental (Druid HLA): 22 Str, 24 Dex, AC -5, 100 fire resistance, immune to normal weapons, fire shield, THAC0 2, 2 APR+haste, 1d10 crushing+1d10 fire, hits as +4.
Not all of these stats match the descriptions; I'm reporting what's actually there on the items.
No immunity to normal weapons, except on the HLA forms.They don't need it. Greater Werewolf form in particular is an amazing anti-magic tank; it's very easy to reach immunity to fire, cold and lightning, with high magic resistance and regeneration.
Shapeshift weapons benefit from two-handed style and warrior bonus attacks. They're technically dagger-class weapons, but they use katana proficiency, and grant one dot in dagger and katana - the free dagger proficiency is left over from v32, and serves no purpose except enabling an exploit.
Exploits and tricks:
Despite their descriptions, tokens can be passed around. Any druid, shaman, monk, or rogue with Use Any Item can wield them. A single non-protagonist Shapeshifter can supply a full party of werewolves.
Earth elemental form is one of the easiest ways to reach 100% physical immunity. Despite the description saying it's immune to resistance changes, it does work with resistance-increasing effects - you just have to cast them before transforming. Armor of Faith + Hardiness + Earth Elemental form is good for immunity to all physical damage as long as the spells last.
Similarly, temporary changes such as potions can improve your strength and dexterity in shapeshifted forms - a fighter/druid can combine a giant strength potion with a form for excellent damage. Item bonuses that work while equipped, such as strength gauntlets and belts, won't do it.
If you also use the component that turns HLA spells into innate abilities, those can be cast in shifted form despite showing up on the spellcasting button.
The SCS version of the Greater Werewolf does slightly less damage at 2d6 rather than 2d8. It doesn't modify your THAC0 or saving throws, the regeneration is reduced to 1 HP/sec instead of 3 HP/sec, it sets your attacks per round to 2, you can't cast spells while using the token, and it doesn't give immunity to normal weapons. However, the SCS version is Hasted, so its regeneration rate is doubled to 2 HP/sec and it gives 3 attacks/round. The other stats are unchanged (STR/DEX/resistances/MR).
If you want the stronger version from Tweaks Anthology, you'll have to install it after SCS. Although it might have a weird interaction with it since SCS just gives you its version of the tokens once you're high enough level instead of having to use the special ability menu to create them which will give you Tweaks Anthology's versions.
Had to completely wipe everything and start over. I decided to go for ahapeahifter since it said normal druid doesn't get their first shapeshifting form until level 7x but unfortunately the one spell slot for the ahapeahifter is murder. I'm also playing with tactical mod and ai enhancing mods.
My intelligence should be reset to about 3.
Everything was going fun until I was trying to get sharteel...how and why are spirits... Petrify-able?
I like the fact the shamans get infinite spirit summon ability, but i hate that they get the sorcerer permanent spell treatment.
While I like the totems spirits in general and how strong they are even though I wish they got immunity to non magic weapons alot earlier, and I got more summons of them pet day right now.
@Grond0 @Balro @OrlonKronsteen @Flashburn
I now noticed that, I use keeper to keep class changing between the two to test and compare the spirits. Seems totem druid is the superior of the two both spirits and class wise.
Now if I can find a way to get beers to stop dying... I swear she can be on the other side of the map away from combat and the second it starts the enemy runs directly at her and her 13 hp o.o