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Author Zelle's Shifter Details, and Druid Wildshape and Elemental Shape Details, Version V
ZelleQyllvan
Game Owner
Profile: ZelleQyllvanNWN
NWN: SoU
NWN: HotU
SW: KotOR PC
NWN 2


Joined: 21 Jul 2004
Posted: Friday, 03 December 2004 11:39PM
The previous version of this thread can be found: Click Here

My Epic Shifter Build, "Nature's Faces" can be found: Click Here

Corrections from the last version:
Harpy DC is 15+1/3 Shifter levels, not 14+1/3 Shifter levels

Known bugs/features:
Spectre Shadow Attack shows a Bad Strff when examined for info.

Should you die when shifted, remember to reequip everything, or shift, as your properties stop applying to you (this sucketh if someone raises you in the middle of battle)

Some forms have a different AB in the attack screen than on the character sheet. This is due to Larger forms having - to their AB, while Smaller forms get + to their AB.

Unarmed Weapon feats, with the exception of Improved Critical, do not apply/work when shifted. Neither does Weapon Finesse (for the unarmed/creature weapon attacks), though your character sheet will say they do.

Item properties pick the highest one when merging, instead of stacking. So you are better off with a Belt of Str +7, than a Belt of Str +5 and a Ring of Str +4. All AC types count as the same when shifted, and only pick the single highest one. However should you have the same property that would normally stack among your worn inventory on your WEAPON seperate from armor/items, since it is not grouped on your hide it will still stack normally with your hide properties. Regeneration seems to be the only property that does stack on your hide.

Bracers/gloves/gauntlets properties do not merge in any form.

Newly found/reported/understood bugs/features:
Wyrmling form, when using the keypad to activate (099), will ALWAYS "occur" to the East, regardless of where the breath visual is or the direction you are facing at the time.

"Server-save bug", aka "property stacking craziness." To sum up, what SEEMS to be happening (still under testing, so this is working hypothesis)is that with the first server/background save, your shape properties become "glued" to your hide. With further server saves, they copy themselves each time AGAIN onto your hide. For some of these this does no effect. Doubling doesn't hurt them, and they don't even "work" when not in that form (such as True Seeing). For others, such as Gargoyle Damage Reduction, this is something that will even carry over to other forms, giving you permanent DR no matter your shape until you relog. For others, what seems to be the % immunities (for example Wyrmling and Risen Lord,) the redoubling of the properties causes the engine to not know how to deal with increased % past the second server save, and they first go heywire, then stop working all-together with a third save still in the same form. However if you let one save happen, then shift out of that form, the property will be glued to your hide and work "normally." As said, this is still being tested, so please submit any details you find.

Druid bugs that can affect Shifters:
Fire elemental hide has 1d8 and 1d8 fire damage, instead of 2d8 fire damage. These do not stack.

Bolt touch attacks from things like certain spiders are bypassing the druid feat that makes you immune to web, grease, and entangle effects.

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Calculations for Epic special abilities tend not to be included because they generally are alot easier to understand and calculate from the ingame descriptions of them. Keep in mind I said GENERALLY. Not always.

THP= temporary hit points added to the form above the new HP calculation form the new CON.

If the AC says +# instead of just a #, that is because your own base DEX presides in this shape, so it is changable based on your own stat.

Note any form that that gets DR on their hide will count as that enhancement level of weapon for bypassing other DR checks. This does not apply if they are carry their own weapon.

A lot of the spell-like abilities go off your caster level, such as magic missile and ice storm for determining damage and number. So a high caster level (druid or a 3rd class) is likely a good idea if you wish these abilities to be useful.

Also, concentration checks are still made for things like casting darkness and other spell-like abilities, so going light on concentration because you don’t plan on having a high caster level is prolly a bad idea.

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Non-Epic Shifter Details

Greater Wildshape I (Wyrmling)(Infinite at lvl 4)
All merge Armor and Items.

Red (Dragon)
Str: 16, Dex: -, Con: 15
THP: +15/AC +5
True Seeing, Immunity: Paralysis
Immunity Increased: Fire 100%, Immunity Decreased: Cold 50%
Fire Cloud: DC 15+½ Shifter levels, Reflex save

Blue (Dragon)
Str: 15, Dex: -, Con: 15
THP: +15/AC +5
True Seeing, Immunity: Paralysis
Immunity Increased: Electricity 100%
Lightning Cloud: DC 15+½ Shifter levels, Reflex save

Black (Dragon)
Str: 15, Dex: 17, Con: -
THP: +15/AC 18
True Seeing, Immunity: Paralysis
Immunity Increased: Acid 100%
Acid Cloud: DC 15+½ Shifter levels, Reflex save

White (Dragon)
Str: 15, Dex: 17, Con: -
THP: +15/AC 18
True Seeing, Immunity: Paralysis
Immunity Increased: Cold 100%, Immunity Decreased: Fire 50%
Cold Cloud: DC 15+½ Shifter levels, Reflex save

Green (Dragon)
Str: 15, Dex: - Con: 16
THP: +15/AC +5
True Seeing, Immunity: Paralysis
Immunity Increased: Acid 100%
Chlorine Gas Cloud (Acid): DC 15+½ Shifter levels, Reflex save

Greater Wildshape II (Infinite at lvl 7)

Harpy (Magical Beast)
Str: 18, Dex: 18, Con:-
THP: +20/AC 22
Merge Armor, Merge Items
Captivating Song: DC 15+1/3 Shifter levels, Will save

Gargoyle (Magical Beast)
Str: -, Dex: 18, Con: 18
THP: +20/AC 22
Merge Armor, Merge Items
Damage Reduction 15/+1

Minotaur (Monstrous)
Str: 19, Dex: -, Con: 17
THP: +25/AC +6
Merge Armor, Merge Items, Merge Weapon
Battleaxe +1

Greater Wildshape III (Infinite at lvl 10)

Basilisk (Magical Beast)
Str: 16, Dex: -, Con: -
THP: +30/AC +10
Merge Armor ONLY
Petrification Gaze: DC 12+½ Shifter levels, Fortitude save

Drider (Aberration)
Str: 16, Dex: 16, Con: 15
THP: +20/AC 21
Merge Armor, Merge Items, Merge Weapon
Spell Resistance 14, Freedom of Movement
Darkness
Drider Spear +2
(+2 Discipline, OnHit Poison: DC 16 1d2 Strength)

Manticore (Magical Beast)
Str: 20, Dex: 19, Con: 15
THP: +30/AC 21
Merge Armor ONLY
Hurl Spikes: ½ Shifter levels, Maximum 5

Humanoid Shape (Infinite at lvl 13)

Drow Warrior(Elf)
Str: 18, Dex: 21, Con: (-2)(+2 Dex due to racial change already figured in)
THP: +30/AC 23
Merge Armor, Merge Items, Merge Weapon
Spell Resistance 26
Darkness
Venomblade +3
(OnHit Poison: DC 16 1d2 Strength, +2 Improved Saving Throw vs Poison)

Lizardfolk Whipmaster (Reptilian)
Str: 16, Dex: 20, Con:-
THP: +35/AC 24
Merge Armor, Merge Items, Merge Weapon
Damage Reduction 5/+1, Damage Resistance: Acid 5/-
Immunity: Poison, Saving Throw Bonus Universal: +2
Bonus Feat: Ambidexterity
Freedom of Movement, +10 Discipline, +4 Listen
Shocking Whip +3
(Bonus Feat: Disarm (Whip), 1d6 Electrical Damage, OnHit Stun: DC 22 10%/ 4 Rounds)

Kobold Commando (Reptilian)
Str: -, Dex: 22, Con: -
THP: +10/AC 26
Merge Armor, Merge Items, Merge Weapon
Freedom of Movement
Bonus Feats: Darkvision, Dodge, Use Poison
+10 Hide and Move Silently, +5 Listen and Spot, +7 Open Lock and Set Trap, +10 Tumble
Commando Sword +3
(Bonus Feats: Hide in Plain Sight, Sneak Attack (2d6), Weapon Finesse, OnHit Poison: DC 18 1d2 Strength)

Greater Wildshape IV (Infinite at lvl 16)

Dire Tiger (Animal)
Str: 27, Dex: 17, Con: 15
THP: +60/AC 21
Merge Armor ONLY
None

Medusa (Monstrous)
Str: 19, Dex: 19, Con: -
THP: +35/AC 24
Merge Armor, Merge Items
Bonus Feat: Weapon Finesse
Medusa Snakes: OnHit Poison: DC 14
Petrification Gaze: DC 12+½ Shifter levels, Fortitude save

Mind Flayer (Aberration)
Str: -, Dex: 19, Con: -, Int: +8, Wis: +2
THP: +30/AC 21
Merge Armor, Merge Items
Spell Resistance 24, Immunity: Mind-Affecting Spells
Bonus Feat: Darkvision, Dodge, +6 Listen and Spot
Weapon Enhancement +2
Psionic Inertial Barrier: 10/+5, 1 round per level
Mind Blast: DC 10+Wis modifier+½ Shifter levels, Will save, Magical Damage

Epic Shifter Details

Greater Wildshape II, Improved forms (Level 11)

Harpy (Magical Beast)
Str: 20, Dex: -, Con: 20
THP: +40/AC +11
Merge Armor, Merge Items
Captivating Song: DC 15+1/3 Shifter levels, Will save

Gargoyle (Magical Beast)
Str: 20, Dex: 20, Con: -
THP: +60/AC 27
Merge Armor, Merge Items
Damage Reduction 25/+7, Damage Resistance: Piercing 25/-
Bonus Feat: Power Attack

Minotaur (Monstrous)
Str: 22, Dex: -, Con: 20
THP: +50/AC +10
Merge Armor, Merge Items, Merge Weapon
Epic Minotaur Axe +3
(Bonus Feats: Weapon Proficiency: Martial, Knockdown, 1d6 Fire Damage)

Greater Wildshape III, Improved forms (Level 15)

Basilisk (Magical Beast)
Str: 17, Dex: 17, Con: -
THP: +60/AC 23
Merge Armor ONLY
Petrification Gaze: DC 12+½ Shifter levels, Fortitude save

Drider (Aberration)
Str: 19, Dex: 17, Con: 18
THP: +60/AC 25
Merge Armor, Merge Items, Merge Weapon
Spell Resistance 18, Damage Reduction 5/+20
Freedom of Movement, +8 Hide and Move Silently
Darkness, Magic Missile
Drider Spear +5
(Bonus Feat: Cleave, +6 Discipline, OnHit Poison: DC 20 1d2 Strength)

Manticore (Magical Beast)
Str: 20, Dex: 19, Con: -
THP: +60/AC 30
Merge Armor, Merge Items
Damage Reduction 5/+20, Bonus Feat: Power Attack
Hurl Spikes: ½ Shifter levels, Maximum 5

Humanoid Shape, Improved forms (Level 17)

Drow Warrior (Elf)
Str: 22, Dex: 24, Con: (-2)(+2 Dex due to racial change already figured in)
THP: +60/AC 30
Merge Armor, Merge Items, Merge Weapon
Spell Resistance 30
Bonus Feats: Cleave, Dodge, Darkvision, Improved Evasion
Darkness
Drow Frozen Blade +6
(OnHit Freeze: Slow Attacker, DC 10+(Casterlevel), [Level 15], 2d4 Cold Damage)

Lizardfolk Whipmaster (Reptilian)
Str: 21, Dex: 20, Con: -
THP: +75/AC 27
Merge Armor, Merge Items, Merge Weapon
Damage Reduction 15/+5, Damage Resistance: Acid 15/-
Immunity: Poison, Improved Saving Throws Universal: +4
Bonus Feats: Ambidexterity, Weapon Finesse, Whirlwind Attack
Freedom of Movement, +15 Discipline, +8 Listen
Epic Shocking Whip +5
(Bonus Feat: Disarm (Whip), 2d8 Electrical Damage, OnHit Stun: DC 26 10%/ 4 Rounds)

Kobold Commando (Reptilian)
Str: -, Dex: 25, Con: -
THP: +70/AC 30
Merge Armor, Merge Items, Merge Weapon
Freedom of Movement
Bonus Feats: Darkvision, Dodge, Use Poison
+10 Hide and Move Silently, +5 Listen and Spot, +7 Open Lock and Set Trap, +10 Tumble
Invisibility
Kobold Commando Sword +6
(Bonus Feats: Hide in Plain Sight, Improved Evasion, Sneak Attack (5d6), Weapon Finesse, 2d6 Massive Criticals, 2d4 Acid Damage, OnHit Poison: DC 24 1d2 Dexterity)

Epic Shifter Feats Details

Undead Shape

Risen Lord
Str: 21, Dex: -, Con: 19
THP: +60/AC +13
Merge Armor, Merge Items, Merge Weapon
Spell Resistance 20, Damage Reduction 15/+3
Damage Immunities: Slashing 50%, Piercing 50%
Immunities: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Risen Lord Scythe +5
(Bonus Feats: Cleave, Whirlwind Attack, Vampiric Regeneration +2)

Vampire
Str: 18, Dex: 20, Con: -
THP + 30/AC 28
Merge Armor, Merge Items
Regeneration +5, Damage Reduction 15/+1
Damage Resistances: Cold 20/-, Electricity 20/-
Immunities: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Weapon Enhancement +5
Vampire Bite: OnHit Level Drain 2: DC 30
Domination Gaze

Spectre
Str: 16, Dex: 22, Con: -
THP +40/AC 31
Merge Armor ONLY
Damage Reduction 15/+4, Turn Resistance: +2
Damage Resistances: Cold 5/-, Electricity 5/-
Immunity Decreased: Divine 25%
Immunities: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack, Knockdown
Bonus Feats: Darkvision, Improved Evasion
+15 Hide and Move Silently
Shadow Attack, Invisibility

Outsider Shape (Wisdom 25)

Azer Chieftain
Str: 20, Dex: -, Con: 21
THP +50/AC +13
Merge Armor, Merge Items, Merge Weapon
Spell Resistance 12, Immunity Increased: Fire 100%
Immunity Decreased: Cold 50%
Burning Hands, Fire Stream
Azer Flaming Waraxe +5
(Bonus Feats: Cleave, Knockdown, Power Attack, 2d4 Fire Damage)

Rakshasa
Str: 17, Dex: 20, Con: -
THP +30/AC 27
Merge Armor, Merge Items, Merge Weapon
Damage Reduction 15/+5, Immunity: Level 8 and Lower Spells
+15 Spellcraft, +11 Move Silently, +10 Hide and Spot, +5 Discipline
Dispel, Ice Storm, Mestil’s Acid Breath
Rakshasa Staff +5
(Bonus Feats: Dodge, Knockdown, True Seeing, Improved Saving Throws Universal: +2, 1d10 Fire Damage)

Death Slaad Lord
Str: 22, Dex: 19, Con: 18
THP +70/AC 30
Merge Armor ONLY
Regeneration +5, Immunity: Fear
Damage Reduction 10/+5
Damage Resistances: Acid 10/-, Cold 10/-, Electricity 10/-, Fire 10/-, Sonic 10/-
Bonus Feats: Cleave, Power Attack
Chaos Spittle

Construct Shape (Wisdom 27)

Stone Golem
Str: 31, Dex: -, Con: -
THP +90/AC +13
Merge Armor ONLY
Spell Resistance 22, Damage Reduction 15/+3
Damage Immunities: Piercing 50%, Slashing 50%
Immunity Decreased: Acid 50%
Immunities: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Hurl Rocks

Demonflesh Golem
Str: 29, Dex: -, Con: -
THP +90/AC +13
Merge Armor ONLY
Spell Resistance 22, Damage Reduction 30/+3
Immunity Increased: Electricity 100%
Damage Resistances: Acid 20/-, Cold 20/-, Fire 20/-
Immunities: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack

Iron Golem
Str: 33, Dex: -, Con: -
THP +90/ AC +13
Merge Armor, Merge Items
Spell Resistance 26, Damage Reduction 20/+4
Immunity Increased: Electricity 90%
Immunity Decreased: Fire 50%
Immunities: Critical Hits, Death Magic, Disease, Level/Ability Drain, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Bonus Feats: Knockdown, Power Attack
Poison Gas

Dragon Shape (Wisdom 30)

Ancient Red Dragon
Str: 48, Dex: 36, Con: 32
THP +100/AC 43
Merge Armor ONLY
True Seeing, Spell Resistance 20, Damage Reduction 40/+6
Immunity Increased: Fire 100%, Immunity Decreased: Cold: 50%
Immunities: Mind-Affecting Spells, Paralysis, Sneak Attack
Breath Weapon, Fire

Ancient Blue Dragon
Str: 48, Dex: 36, Con: 32
THP +100/AC 43
Merge Armor ONLY
True Seeing, Spell Resistance 20, Damage Reduction 40/+6
Immunity Increased: Electricity 100%
Immunities: Mind-Affecting Spells, Paralysis, Sneak Attack
Breath Weapon, Lightning

Ancient Green Dragon
Str: 48, Dex: 36, Con: 32
THP +100/AC 43
Merge Armor ONLY
True Seeing, Spell Resistance 20, Damage Reduction 40/+6
Immunity Increased: Acid 100%
Immunities: Mind-Affecting Spells, Paralysis, Sneak Attack
Breath Weapon, Gas

Druid Wildshape (Animal), (Level 5)
All forms Merge Armor ONLY

Brown Bear
Str: 27, Dex: 13, Con: 19
THP +10/AC 12

Panther
Str: 16, Dex: 15, Con: 19
THP: +10/AC 16

Wolf
Str: 13, Dex: 15, Con: 15
THP +10/AC 16

Boar
Str: 15, Dex: 10, Con: 17
THP +10/AC 15

Badger
Str: 8, Dex: 17, Con: 15
THP +10/AC 18

Druid Wildshape (Animal), Improved forms (Level 12) (Infinite at lvl 22)
All forms Merge Armor ONLY

Dire Bear
Str: 31, Dex: 13, Con: 19
THP +40/AC 16

Panther
Str: 25, Dex: 15, Con: 17
THP +30/AC 20

Dire Wolf
Str: 25, Dex: 15, Con: 17
THP +30/AC 20

Dire Boar
Str: 27, Dex: 10, Con: 17
THP +20/AC 20

Dire Badger
Str: 14, Dex: 17, Con: 19
THP +20/AC 23

Druid Elemental Shape (Elemental), Huge (Level 16)
All forms Merge Armor ONLY

Fire
Str: 19, Dex: 19, Con: 26
THP -/AC 19
Damage Reduction 10/+2, Immunity Increased: Fire 100%, Immunity Decreased: Cold 50%
Immunities: Critical Hits, Disease, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Damage Bonus: 1d8 Fire

Water
Str: 25, Dex: 22, Con: 19
THP -/AC 26
Damage Reduction 10/+2, Immunity Increased: Fire 100%
Immunities: Critical Hits, Disease, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Drown

Earth
Str: 30, Dex: 10, Con: 22
THP -/AC 17
Damage Reduction 10/+2
Immunities: Critical Hits, Disease, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack

Air
Str: 19, Dex: 30, Con: 19
THP -/AC 30
Damage Reduction 10/+2
Immunities: Critical Hits, Disease, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Whirlwind (Pulse Attack)

Druid Elemental Shape (Elemental), Elder (Level 20) (Infinite at lvl 26)
All forms Merge Armor ONLY

Fire
Str: 23, Dex: 19, Con: 30
THP -/AC 20
Damage Reduction 15/+3, Immunity Increased: Fire 100%, Immunity Decreased: Cold 50%
Immunities: Critical Hits, Disease, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Damage Bonus: 1d8 Fire

Water
Str: 29, Dex: 22, Con: 23
THP -/AC 26
Damage Reduction 15/+3, Immunity Increased: Fire 100%
Immunities: Critical Hits, Disease, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Drown

Earth
Str: 34, Dex: 10, Con: 22
THP -/AC 20
Damage Reduction 15/+3
Immunities: Critical Hits, Disease, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack

Air
Str: 23, Dex: 34, Con: 19
THP -/AC 32
Damage Reduction 15/+3
Immunities: Critical Hits, Disease, Mind-Affecting Spells, Paralysis, Poison, Sneak Attack
Whirlwind (Pulse Attack)
_________________
Shifter Goddess! . . . Zelle's Shifter Details, Version V

Edited By ZelleQyllvan on 12/03/04 23:44

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GhostNWN
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Profile: GhostNWNNWN
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Joined: 29 Jul 2002
From: London, UK
Posted: Thursday, 09 December 2004 11:39AM
A question regarding AC, Zelle:

If I were to choose Heavy Armor and i got a choice between:

Full plate (8/1) +14 enhanced
Leather armor (2/6) + 12 enhanced

Does the Base armor add to the *shifted* form AC as well? e.g. do I only get the enhance or also the base armor [(8/1) and (2/6)]

note: (baseAC/maxDEXbonusToAC)
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jack_e_wormlore
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Joined: 22 Aug 2004
Posted: Thursday, 09 December 2004 11:42AM
When shifted, Base Armor and Armor Penalties don't merge. Only Magical properties do. The same goes for weapons and shields.
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GhostNWN
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Joined: 29 Jul 2002
From: London, UK
Posted: Thursday, 09 December 2004 03:42PM
That would mean that since AC only takes the highest as well, and if Body plate is the highest enhancement you can get (e.g. +14 here), then its best to use a strong two handed weapon? (if it gives better boni than 1 handed) since shield AC wont add (both base and enhance)
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GhostNWN
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Joined: 29 Jul 2002
From: London, UK
Posted: Thursday, 09 December 2004 04:26PM
Another follow up question:

How does dual wield affect shifters?
Do you get both boni of the weapons (non stacking)?

so e.g. a weapon with high ab the other with high enhance or one with keen the other without. would those add?

would your shifted form loose ab from your normal form dual wielding?

Thanks for the help so far Zelle.
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ZelleQyllvan
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Joined: 21 Jul 2004
Posted: Thursday, 09 December 2004 06:05PM
Like was said, the BASE type of your weapon and armor doesn't matter. Which seems to be what you are asking when you said "strong two handed weapon."

If you have a dagger with 1d4 fire, and a two-bladed sword with 1d4 fire, when shifted, EITHER or these will only add 1d4 fire to your shifted weapon. And to cut off your other question about dual wielding: never do it. Your off-hand weapon will never transfer properties, period, and you will only ever wield the single weapons stated in my details.

As far as using a shield or not, well that depends on if you can find a shield that has special properties that will be different than simply an AC+ that you might have on your armor. Items with diversity is the key for shifters. Or, you might not find any such shields that will add something different and instead for a two-handed weapon with something unique on it. Also very viable.
_________________
Shifter Goddess! . . . Zelle's Shifter Details, Version V
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GhostNWN
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Joined: 29 Jul 2002
From: London, UK
Posted: Thursday, 09 December 2004 06:16PM
Sorry Zelle, you got me confused there:

Only some weapon types merge? ("only the weapons stated in my details")

Also, the Risenlord scythe is a +5 in the details. does that mean the weapon will be +5 if your own one is worse (e.g. no enhance but other properties) or add 5 to whats already there or just looks like a +5 scythe?
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ZelleQyllvan
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Joined: 21 Jul 2004
Posted: Thursday, 09 December 2004 06:22PM
When you shift you are suddenly holding the weapon listed in my details. It has the base damage of a normal weapon of that type, and any bonuses I have listed for it.

If you were wielding no weapon, or a plain weapon, no properties will "merge."

In your risen lord example, if you were weilding a +1 dagger with 1d4 fire damage, and shifted into risen lord, your risen lord Sycthe would now have all the listed properties for it AND +1 with 1d4 fire. Since it is already a +5 weapon though, that will "override" the +1, though they are both listed on the weapon. But the 1d4 fire will have effect as the scythe did not have any fire damage already.

Merging what you are wielding with your shifted weapon will only ever make your shifted weapon better, not worse. But wielding a greatsword with a huge BASE damage normally, and shifting into kobold with a shortsword, will not give you the BASE damage of the greatsword. You will only have the BASE damage of a shortsword.
_________________
Shifter Goddess! . . . Zelle's Shifter Details, Version V
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vaeku
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Joined: 16 May 2004
From: Montreal, Quebec
Posted: Friday, 10 December 2004 06:24AM
I don't understand this build. But if what I think it is, is the build then..

This is an "ultimate" PVE party style build where you can adapt to every situation aye? (but sucks monkey balls for pvp).

Am I correct?
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jack_e_wormlore
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Joined: 22 Aug 2004
Posted: Friday, 10 December 2004 06:47AM
This thread isn't about character build.
It is a detailed FAQ and Guide to Shapeshifting Feats from the Druid and Shifter classes.

But you're right: Shapeshifting is mostly about adapting your character to a given situation. So, for examples, you'd use Undead/Construct against a Weapon Master (Immune to Critcials), Rakshasa against Mages (Immune to lots of spells + True Seeing + Damage Reduction + Improved Saves), any True Seeing shape against ShadowDancers/Rogues...
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charnira
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Joined: 03 May 2003
Posted: Tuesday, 14 December 2004 06:13AM
hmm i have a question

what properties do not work on shifted forms?

because ive tested damage resistance belts, damage reduction armor, and extra spell slots. but they do not seem to work
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ZelleQyllvan
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Joined: 21 Jul 2004
Posted: Tuesday, 14 December 2004 06:23AM
Quote: Posted 12/14/04 06:13:27 (GMT) by charnira

hmm i have a question

what properties do not work on shifted forms?

because ive tested damage resistance belts, damage reduction armor, and extra spell slots. but they do not seem to work

The Damage resistance belts work, as does damage reduction armor. Make sure that you are not using them on forms that already have those properties, because they will not stack then.

Spell slots would be there, but do you no good since you can't cast spells shifted.
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realm of shadow
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Joined: 08 Dec 2002
Posted: Tuesday, 14 December 2004 07:01AM
Do you ever get improved "epic" forms for Greater Wildshape IV? And at what level, and what are the bonuses? Thanks, GREAT post.
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Azreal Bloodfist
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Joined: 04 Dec 2003
Posted: Tuesday, 14 December 2004 08:20AM
Quote: Posted 12/14/04 07:01:25 (GMT) by realm of shadow

Do you ever get improved "epic" forms for Greater Wildshape IV? And at what level, and what are the bonuses? Thanks, GREAT post.

No.

Regarding bonus spell slots, the slots transfer but are removed then reapplied, removing the memorized spells that had occupied those slots. Same thing with bonus spells from WIS boosting items.
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jack_e_wormlore
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Joined: 22 Aug 2004
Posted: Tuesday, 14 December 2004 01:15PM
Quote: Posted 12/14/04 07:01:25 (GMT) by realm of shadow

Do you ever get improved "epic" forms for Greater Wildshape IV? And at what level, and what are the bonuses? Thanks, GREAT post.

The 'No' answer above is correct.

There has been some discussion about making Shapes for Epic GWS IV, but I don't know whether it will be taken into account...

Anyway, no Epic GWS IV until 1.65, or later, or never...
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