Shapeshifter

Shapeshifter is one of the three class kits for druids. These druids have freely accepted to be infected with lycanthropy and as a result, they can turn into werewolves right from the start, instead of earning their transforming abilities at level 7. This shapeshifting ability is much stronger than the other ones and takes a lot effort to have control of this form, that they sacrifice the other shapeshifting abilities. At level 13, they may turn into a greater werewolf once per day. The second penalty is that a shapeshifter can't wear any body armor.
==Ability Scores==
Ability Score	Min. requirement.	Max. requirement
Strength 	3 	18
Dexterity 	3 	18
Constitution 	3 	18
Wisdom 	12* 	18
Intelligence 	3 	18
Charisma 	15* 	18
*Prime Requisites for Dual-Classing. Humans Require a minimum of 15 in Wisdom and Charisma and a 17 in strength to dual class into a fighter..
Note: For the information of this table the human race was used, because they have no character bonunes/penalties related to race and therefore act like a 'neutral'. For other races this may be slightly different. See Ability Scores for more information.
==Druid abilities==
===Immunity to poison===
At lvl 15, druids become immune to poison.
===Resistance===
Druids gain 10% resistance to fire, cold, electricity and acid when they reach lvl 18. At lvl 21 and 24, they gain an additional bonus of 10%.
==Priest spells==
For the complete list of spells, see Spells (Baldur's Gate II). For the complete list of spell that can be used by clerics, druids and rangers, see Priest spells (Baldur's Gate II). Here are all spells that can be used by druids and their class kits.
Level 1 	Level 2 	Level 3 	Level 4 	Level 5 	Level 6 	Level 7
Armor of Faith 	Barkskin 	Call Lightning 	Animal Summoning I 	Animal Summoning II 	Animal Summoning III 	Confusion
Bless 	Charm Person or Mammal	Cure Disease 	Cause Serious Wounds 	Cause Critical Wounds	Conjure Animals 	Conjure Earth Elemental
Cure Light Wounds	Find Traps 	Cure Medium Wounds 	Cloak of Fear 	Chaotic Commands 	Conjure Fire Elemental	Creeping Doom
Detect Evil 	Flame Blade 	Dispel Magic 	Cure Serious Wounds 	Cure Critical Wounds 	Dolorous Decay 	Earthquake
Doom 	Goodberry 	Hold Animal 	Death Ward 	Insect Plague 	Fire Seeds 	Fire Storm
Entangle 	Know Alignment 	Invisibility Purge 	Defensive Harmony 	Iron Skins 	Harm 	Nature's Beauty
Shillelagh 	Resist Fire/Cold 	Miscast Magic 	Farsight 	Magic Resistance 	Heal 	Shield of the Archons
 	Slow Poison 	Protection From Fire	Negative Plane Protection	Mass Cure 	Physical Mirror 	
 	 	Rigid Thinking 	Neutralize Poison 	Pixie Dust 	Wondrous Recall 	
 	 	Strength of One 	Poison 	True Seeing 	 	
 	 	Summon Insects 	Protection From Lightning	 	 	7
7 	8 	11 	11 	10 	9 	Total all spells: 63
==Shapeshift: Werewolf==
Shapeshifters gain the ability Shapeshift: Werewolf once per day starting at level 1, and acquire additional uses every two levels thereafter (levels 3, 5, 7, etc.) until level 11, capping out at 6 uses per day. They lose access to the normal Shapeshift forms. At level 13, they gain the ability Shapeshift: Greater Werewolf once per day, and acquire additional uses every two levels thereafter (levels 15, 17, etc.).
A Shapeshifter who dual-classes into Fighter loses his shapeshifting abilities until he can re-activate his Druid levels.
==High-level class abilities==
Druids receive quest level priest spells which are added to the level 7 spellbook. The spells can only be selected once. To druids, these abilities become available when they reach lvl 15.
* Aura of Flaming Death
* Elemental Summoning
* Elemental Transformation (Fire)
* Elemental Transformation (Earth)
* Energy Blades
* Globe of Blades
* Greater Elemental Summoning, requires elemental summoning to be picked first.
* Implosion
* Mass Raise Dead
* Storm of Vengeance
* Summon Deva, only one can be picked, picking summon fallen deva makes summon deva unavailable.
* Summon Fallen Deva
==Spell progression==
Spell lvl/
Druid lvl	1	2	3	4	5	6+	7++	Total # of spellslots
1 	1	-	-	-	-	- 	- 	1
2 	2	-	-	-	-	- 	- 	2
3 	2	1	-	-	-	- 	- 	3
4 	3	2	-	-	-	- 	- 	5
5 	3	3	1	-	-	- 	- 	7
6 	3	3	2	-	-	- 	- 	8
7 	3	3	2	1	-	- 	- 	9
8 	3	3	3	2	-	- 	- 	11
9 	4	4	3	2	1	- 	- 	14
10	4	4	3	3	2	- 	- 	16
11	5	4	4	3	2	1 	- 	19
12	6	5	5	3	2	2 	- 	23
13	6	6	6	4	2	2 	- 	26
14	6	6	6	5	3	2 	1 	29
15	6	6	6	6	4	2 	1 	31
16	7	7	7	6	4	3 	1 	35
17	7	7	7	7	5	3 	2 	38
18	8	8	8	8	6	4 	2 	44
19	9	9	8	8	6	4 	2 	46
20	9	9	9	8	7	5 	2 	49
21	9	9	9	9	8	6 	2 	52
Notes: Priests gain additional spell slots for their wisdom.
+Usable by priest whose wisdom is 17 or higher.
++Usable by priest whose wisdom is 18 or higher.
Note that the wisdom requirement is gone since Baldur's Gate II: Throne of Bhaal, any priest whose wisdom is lower than 16 may learn lvl 6 and 7 spells, including quest level priest spells
==Table for experience, hitpoints and weapon proficiency.==
Level	Required experience	Hit Dice (d8)	Weapon proficiency
1 	0 	1 	2
2 	2,000 	2 	
3 	4,000 	3 	
4 	7,500 	4 	1
5 	12,500 	5 	
6 	20,000 	6 	
7 	35,000 	7 	
8 	60,000 	8 	1
9 	90,000 	9 	
10 	125,000 	9 + 2 	
11 	200,000 	9 + 4 	
12 	300,000 	9 + 6 	1
13 	750,000 	9 + 8 	
14 	1,500,000 	9 + 10 	
15 	3,000,000 	9 + 12 	
16 	3,150,000 	9 + 14 	1
17 	3,330,000 	9 + 16 	
18 	3,450,000 	9 + 18 	
19 	3,600,000 	9 + 20 	
20 	3,750,000 	9 + 22 	1
21 	3,900,000 	9 + 24 	
22 	4,150,000 	9 + 26 	
23 	4,400,000 	9 + 28 	
24 	4,700,000 	9 + 30 	1
25 	5,000,000 	9 + 32 	
26 	5,500,000 	9 + 34 	
27 	6,000,000 	9 + 36 	
28 	6,500,000 	9 + 38 	1
29 	7,000,000 	9 + 40 	
30 	7,500,000 	9 + 42 	
31 	8,000,000 	9 + 44 	
32 	 	9 + 46 	Total: 9
 
Category:Kits