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Shapeshifter?

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Jennifer
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Shapeshifter?

Post by Jennifer »

Question: If I'm going Shapeshifter/Fighter, when should I dual it? Or is it better going as a pure Shapeshifter? Very interested in this class, as I slaughtered almost everything in Candlekeep (Just for testing, I'm not that mean really ;p )


/Jen

Edit: Just found some posts about this now, but feel free to give your ideas here :)
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anarchistica
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Post by anarchistica »

You'd be better off with a Shifter/Thief, though i'm not sure if that is possible.

Do you have a mod that fixes the Shapeshifter? Otherwise you won't get the abilities listed.
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Crenshinibon
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Post by Crenshinibon »

I suggest that you dual to a fighter at level 15. It is not possible to dual class to anything else.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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Klorox
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Post by Klorox »

A Shapeshifter should dominate BG1. I like them better with the rebalancing pack, but they are a bit overpowered.

A good class to solo though, definitely.

I personally do not like Druids as the protagonist. I know you can fiddle with things as you see fit, but I find it hard to believe a Druid grew up in a library. ;)

BTW, they're better if you do not dual class them.
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Crenshinibon
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Post by Crenshinibon »

I think shapeshifters are better if you DO dual class them. Not only will it allow you to use shields, to further boost your AC, but it will allow you to use high level abilities from the fighter pool.

Then, if you want to take advantage of bugs, you can...

SPOILER:
Spoiler
Cast Dispel Magic on a shapeshifter druid to remove the magical weapon and use whichever one you have equipped instead, while at the same time gaining all of the benefits of the form. This makes the fighter class all the more suited as you can achieve grandmaster and more attacks per round.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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Jennifer
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Post by Jennifer »

Not sure if I want to install this Shapeshifter fix in TweakPack, since I'll be too overpowered. I'd be able to eqip the paws and go Werewolf at any time, right? There's my problem ... I want to play by the rules ;p If it says 1 time / day or 3 times / day I wanna go with that ...

But there's a lot of bugs if I DON'T install it, right? Like I'm not immune to normal weapons as I should be etc ...

Isn't there any mod that fixes the Shapeshifter kit to what it's supposed to be, without being able to go Werewolf more than normal?

/Jen
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anarchistica
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Post by anarchistica »

Well, you could easily restrict yourself by not equiping a weapon, not casting while shifted and not using the paws more than you're allowed. But really, sleeping more just to play by the rules? As long as you don't overuse them in no-sleeping areas, it should be fine, no?

And yes, without the fix you will suck. You can read everything here

fixed resistances instead of improved resistances
1d6 instead of 1d12 damage
no immunity to non-magical weapons

Even worse is the greater werewolf

no improved thac0 & saves
claws are 1d6+2 instead of 2d8+3
no regeneration!

In other words, it sucks.
Finished: Baldur's Gate* | Baldur's Gate II* | Diablo* |
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Crenshinibon
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Post by Crenshinibon »

It's not really that bad, especially when coupled with fighter levels. The class is fully capable of completing the series without any real trouble.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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