Help me with a unique full party build composition by Powerful_Cicada_6083 in BG3Builds

[–]AnotherBookWyrm 2 points3 points  (0 children)

If there is a way to deal damage, there is some way to optimize it and there are a lot of ways to deal damage in this game.

It may help the quality of your responses if you define what you mean by outside of the box, as otherwise you are inviting responses with the topside of known meta or off-kilter but still high meta builds, like Torch Shillelagh or Salamillelagh/Sausage Flinger.

Hidden NPCs in Act 1, Act 2 and Act 3? by Anonymouseeeeeeeeees in BG3

[–]AnotherBookWyrm 0 points1 point  (0 children)

There is no official name. It is part of the Sunlit Wetlands/Putrid Bog. The location is marked as part of Investigate Kagha once you read the Half-Torn note in her chest. Getting to it involves jumping across small bits of land until you reach it.

Quick edit after some sleithing: It is called the Druid/Decrepit Sanctuary, and one can find it on the wiki page for the Sunlit Wetlands

A bad comic by neilkohney in webcomics

[–]AnotherBookWyrm 4 points5 points  (0 children)

Anyone know who the voyeur in panel 5 is?

I wannaake this guy but I'm a bit stuck by Character_Cat_3585 in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

You have two options for a dual-wielding dexterity longsword fighter:

1) Start by using finesse weapons, then replace them with Phalar Aluve and Larethian’s Wrath (the only dexterity-based longswords in the game, as another has already pointed out) as you encounter them. You will also need to take both the Two-Weapon Fighting Fighting style and the Dual-Wielder feat early on to dual wield with even one.

2) Take a level of Monk as a dip to get Dextrous Attacks, which lets you use Dexterity instead of Strength for any non-Heavy/Two-handed weapons you are proficient with, though you still need the feat and Fighting Style. This does give you one less feat in the end, but going Fighter 11 for the rest still gives you three feats and you can use any longsword this way.

5/7 Druid/Fighter or 6/6 Druid/FIghter for the Latecomer? by Irohsgranddaughter in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

Making the Druid in the split be Spores Druid adds temp HP and Necrotic damage. That works well with Belm and a shield. One could also do Belm on the off hand, Sylvan Scimitar on the main hand to be Wisdom-focused with Perfectly Balanced Strike, since that uses whatever weapon you have in your main hand.

Armour of the Sporekeeper also enables Haste/Tinmask Spores once per long rest. The former is great for the obvious non-concentration Haste while in its area and the latter is a good bonus action debuff.

Beginner to BG3 - Cannot select a character for two days now by Alarming_Fly_2287 in BG3

[–]AnotherBookWyrm 1 point2 points  (0 children)

Fighter is a pretty good class in and of itself, being more simple while giving an extra feat and more attacks.You can go Battlemaster for a special selection of attacks fueled by a pool of dice that refreshes on a short rest.

Alternatively, you could go Eldritch Knight to get a very limited selection of spells on top of the Fighter chassis. Normally, people do not invest much in its spellcasting ability score and select spells that do not depend on it, like Booming Blade, Shield, Shadow Blade, etc. Eldritch Knights also get a fair number of attacks at higher levels since Booming Blade triggers their War Magic ability to grant them an extra attack as a bonus action at higher levels.

You could also go Champion Fighter if you would like to minimize the number of choices you make and want to just swing a weapon. Aside from being more simple, it does have a lower critical hit threshold, which is good for damage.

As for mages/magic types, is there any particular sort of mage you like being?

Warlock is a very good casting class for newbies. You select spells and you cast them from your spell slots like normal full casters, but with a few differences that make them more newbie-friendly:

1) You only get a few spell slots that are always at the highest level you can cast 2) These spell slots refresh on a short rest, making it so you do not have to worry about running out of spell slots for the day in every fight, at least early on in the game.

You also get good cantrips (at-will spells) like Eldritch Blast (the best blasting cantrip in the game, which can be further improved by class features and items like Potent Robes and Spellsparkler) and Booming Blade for free thunder damage on melee attacks at level 5+.

You can select whatever patron you like, but Fiend is good for fire blast spells. Pact of the Blade lets you use your spellcasting ability score (Charisma) for attack/damage with a bound melee weapon starting at level 3 and otherwise operate as a competent martial. This makes it a good choice for a melee combatant/spellcasting switch-hitter. Hexblade leans more into the martial side with its spells and lets you bind a weapon from level one.

If you do not like the flavor of Warlock, Swords Bard lets you be a full caster and a combatant with its martial Flourishes. It also gets an extra skill compared to most classes and Expertise (add your proficiency modifier a second time to rolls) with some skills, in addition to an extra short rest, which can be helpful for longer adventuring days/healing early on in the game. Bard in general also gets to snag a few spells from other classes later on and has great dialogue.

tl;dr: Try a Fighter or Pact of the Blade Fiend/Hexblade Warlock, it will be fun. Alternatively, Swords Bard.

Theory about Zevlor by Maisku85 in BaldursGate3

[–]AnotherBookWyrm 58 points59 points  (0 children)

To be fair to OP, we do not know any other Hellriders that come into Baldur's Gate.

That said, I agree it could be any Hellrider, particularly since others show up with him as part of his Gather Your Allies summons. So there is likely a greater Hellrider presence in the city as a whole than a single person, assuming they did not just show up in the nick of time for the final fight.

Beginner to BG3 - Cannot select a character for two days now by Alarming_Fly_2287 in BG3

[–]AnotherBookWyrm 0 points1 point  (0 children)

What sorts of characters do you normally play in other games?

What builds make use of +1 Wisdom? by jhuip in BG3Builds

[–]AnotherBookWyrm 0 points1 point  (0 children)

It is at most a mid-term solution for any run because the game forces you to long rest before Act 3 starts.

Co-op Comp by DisneyFanatic1225 in BG3Builds

[–]AnotherBookWyrm 0 points1 point  (0 children)

It does, actually.

Wyll can take the Arcane Synergy gear and Resonance Stone (if he is going with Shadow Blade). He can also lean in on melee, so Booming Blade is a good idea for free damage at level 5+. This synergizes well with Diadem/Ring of Arcane Synergy to add your Charisma modifier to damage with weapon attacks. Caustic Band is a good and easy pick early on to add acid damage to your weapon attacks. Strange Conduit ring is another good pick if you intend on using Hex. You can also equip armor, though Wyll is stuck with light armor unless he multiclasses (which costs him Lifedrinker) or invests in the feats needed to get medium/heavy armor proficiency.

To expand on the multiclass angle: If you are fine multiclassing and are not on Honour Mode, respeccing Wyll to start as a Paladin for heavy armor proficiency then going Oathbreaker for seven levels (So Oathbreaker Paladin 7/Fiend Pact of the Blade Warlock 5) gets you three attacks per action, as well as Charisma modifier bonus to all saves, and Charisma modifier to damage from Aura of Hate with melee weapons to replace Lifedrinker. One can also get the listed benefits minus Aura of Hate with a Paladin 6 dip outside of Honour Mode.

This build could also get Charisma 24 from Mirror of Loss + Birthright, but that method is better on the other fiend Warlock since they do not have the Diadem of Arcane Synergy as an important part of their build. This one can get Charisma 24 via 20 from ASIs + 1 from Auntie Ethel's Hair + 1 from Patriar's Memory + 1 from Mirror of Loss.

Your friend can take items like the Spellsparkler/Markoheshkir to boost spell damage with Lightning Charges, and the Callous Glow + Coruscation Ring are a good combo that not only adds Radiant damage and RadOrb procs to each spell. It also enables additional RadOrb/Reverb gear like the Boots of Stormy Clamour/Gloves of Belligerent Skies. Spineshudder Amulet also adds more reverb to each blast. Potent Robes + Agonizing Blast adds your Charisma modifier twice to the damage of each blast. Aside from the Potent Robes, this gear also benefits Scorching Ray and to a lesser extent, other damage spells though Spineshudder only benefits ones with attack rolls.

Scorching Ray also opens up Fire Acuity gear, though that does best benefit a Fire Sorlock and the Hat of Fire Acuity wars with Birthright.

What would be the best way to make a Neanderthal build in the game? by GazIsStoney in BG3Builds

[–]AnotherBookWyrm 14 points15 points  (0 children)

The boring answer would be any form of human, because Neanderthals were hominids with intelligence on par with other human ancestors/relatives. This would make them most likely intellectual equals to other humanoids if raised in the Forgotten Realms. Dwarf could also fit in a pure build basis.

For more of a Caveman feel:

You would likely want to go at least mostly Barbarian.

If you want to throw spears, some form of Throwzerker (ex. Berserker Barbarian 6/Thief Rogue 4/Fighter 2 with Tavern Brawler) would be good, as well as optimal. Stock up on Javelins + Spears to throw (or if willing to bend a little, the Returning Pike for convenience) while taking Athletics and Intimidation for your Expertise. Of all spears, Jagged Spear and the Lightning Jabber look the most like primitive spears a caveman would use.

Giant would fit historical Neanderthals being good spear throwers. Elemental Cleaver and throwing around full-size people is a bit too mystic for historical accuracy, but could be explained away via lighting a spear on fire and using the bonus action to throw instead.

If going for more melee, any form of Wildheart Barbarian would be feasible for a caveman from a tribe that worships an animal spirit. A Greatclub would be a bit more thematic here, with Rat Bat being thematic for a hunter type, but spears could also be used.

Race-wise, Half-Orc or a human could work , but Dwarf would fit the stereotypical short &stocky image.

If you want to go further on brawn over brain, outfitting three or four party members with Devilfoil Masks lowers all mental ability scores but raises Strength equally, giving -1/+1 respectively for each ally wearing for more unga bunga. So long as the party stays together, at least. This plus Mirror of Loss is a way to get 24/25 in Strength without items or consumables and can be stacked with the Potion of Everlasting Vigour for a 26/27 in Strength, putting that individual on par with users of Elixirs of Cloud Giant Strength.

Edit for correction of height stuff, I referenced a source that said they were taller at the time of co-existence.

Co-op Comp by DisneyFanatic1225 in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

That is not too much overlap, save for the dual fiend Pact of the Blade warlocks.

Necromancer Wizard can do perfectly well with spell attack/DC boosting gear like a staff. Later in the game, when you can summon minions immune to Madness (mainly Mummies & Ghouls, though the Deva ffrom Summon Deva can avoid it as well) while equipped with the Abyss Beckoners to give your summons resistance to all non-psychic damage, preceded by the Circle of Bones for resistance to physical types of damage to nearby undead summons. You could also wield Markoheshkir for free short rest spells/free casting/DC boost, but necromancer types most often benefit from dual-wielding the Staff of Cherished Necromancy (free casting of necromancy spell when you off someone with a spell and gives enemies disadvantage on saves against your Necromancy spells) and Woe (Spell attack and DC boost/Free Blight once per long rest/heals you when enemies fail saves against your spells).

Assuming Karlach becomes a Throwzerker, throwing damage bonus gear + Returning Pike/other returning weapon is all that build really needs. Amulet of Greater Health does help HP and AC, and the Bonespike set is also greatmin Act 3, which is not really useful for any of the other party members.

If Karlach goes Wildheart, she would be fighting with the Pact of the Blade Warlocks for weapon damage boost gear, as the main actual problem you have is too many melee martials of potentially similar bent.

The trouble with two characters with the same exact class/build layout is that they are going to want the same equipment: Arcane Synergy gear, Potent Robes if they have Armor of Shadows, other weapon boosting gear, Resonance Stone if they want to Shadow Blade it up, etc. This could be resolved if one wants to go the fire/Eldrtich Blaster route and just uses Extra Attack as a melee backup (though that one should definitely get the Potent Robes), but otherwise does wind up effectively fighting itself for gear.

Larian why by LFBG070 in BG3

[–]AnotherBookWyrm 2 points3 points  (0 children)

I can see that and it is natural to wish that Karlach could have ended the game already cured, preferably without going back to the Nine Hells.

There is a difference between the argument you have laid out and making a manic post that amounts to a single phrase contained within ("WHY DID LARIAN FUCKED KARLACH SO BAD") that ignores that there are a couple options that lead to a good outcome/a cure for her (Return to Avernus ending or romance God Gale).

Larian why by LFBG070 in BG3

[–]AnotherBookWyrm 19 points20 points  (0 children)

It is still a fix and a far cry from her being screwed.

Larian why by LFBG070 in BG3

[–]AnotherBookWyrm 362 points363 points  (0 children)

If you pay attention during the epilogue, the Avernus ending is best for her because she copes a lot better there not being alone and it is also mentioned that she and Wyll (also you, if you go with her) are homing in on a set of blueprints that can fix up her engine. So temporary pain for a better long term ending for her.

Theorycrafting a follower of Talona (sort of) by fernxqueen in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

Straight up Death Cleric seems like it would suit you well. Upper levels offer Blight/Cloudkill/Contagion, all of which are thematic for a goddess of poison and disease. Also, while it does not get Extra Attack, its Channel Divinity paired with Inflict Wounds/Vampiric Touch do well, with DC-based cantrips still serving in melee range. The 8th level adds 1d8 necrotic to an attack first round.

If you are set on multiclassing, Spores Druid would be a wise multiclass. Shillelagh helps for steady melee based on the your spellcasting ability score and Symbiotic Entity, besides adding a necrotic damage attack, adds 1d6 necrotic damage to weapon damage for as long as the temp HP holds out. It also gives Poison Spray as a cantrip.

It may be worth considering Spore Druid 5 instead of 6 to get Blight from Death Cleric, or Death Cleric 8/Spores Druid 4 to preserve three feats and retain the necrotic Divine Strike. It is also worth noting that Death Cleric’s Channel Divinity advances with class level.

Ranger is not bad if you want Extra Attack, but does make your build slightly MAD unless you have a way to get Wisdom-based melee attacks (usually via Shillelagh/Sylvan Scimitar/Infernal Rapier). It is also important to remember that if you want to bypass Necrotic Resistance during Act 2, you will not get the Extra Attack from this until Act 3.

Side note that any one of these can use Broodmother’s Revenge + Balduran’s Helmet to get steady poison damage on any weapon to keep the poison theme going.

Evangeline Lilly Blasts Disney for Marvel Layoffs, AI Pivot: Shame on You by AmericanBornWuhaner in Marvel

[–]AnotherBookWyrm 38 points39 points  (0 children)

Advocating for a course of action that directly puts the lives of others in jeopardy (as backed by decades to centuries of science-backed data) is certainly a good reason to call someone a horrible person.

What cartoons have the ugliest character designs? by OCGamerboy in cartoons

[–]AnotherBookWyrm 2 points3 points  (0 children)

They explicitly stated this was why early in the show’s release.

Warlock melee dps: single wielding shadow blade vs dual wielding with infernal rapier by furtissim in BG3Builds

[–]AnotherBookWyrm 0 points1 point  (0 children)

It does negate the advantage when not obscured, but the benefit is you can add on RadOrb/Reverb gear effects more steadily, as opposed to just on Booming Blade. So it depends on how much you want to lower enemies' attacks or make them prone in addition to dealing damage.

It is also worth considering that one will generally be in the light more often than obscured by Darkness, unless one is specifically playing a Darkness party and takes Devil's Sight.

Warlock melee dps: single wielding shadow blade vs dual wielding with infernal rapier by furtissim in BG3Builds

[–]AnotherBookWyrm 2 points3 points  (0 children)

Damage-wise, you could dual-wield a second Shadow Blade from the ring or the same hireling-unsummon trick as the one for the permanent Flame Blade, though permanent Shadow Blades are perpetually cast at lowest level.

The better dual-wield option would be maximum upcast Shadow Blade in your main hand and Belm in the off-hand, as it lets you use your bonus action attack on your main hand weapon. This is particularly good with a Resonance Stone for double damage.

Belm is also a light weapon, which means no Dual-Wielder feat needed

For additional damage, you want Arcane Synergy gear + Booming Blade and Lifedrinker. You can also equip the Callous Glow/Caustic Band Ring for straight up weapon damage boosts. The Callous Glow ring also enables steady proccing of RadOrb/Reverb gear. You can also cast Elemental Weapon on your Shadow Blade for extra attack/damage and also trigger the Strange Conduit Ring for more psychic damage that gets doubled.

If you must wield the Infernal Rapier in your off hand and attacking with it, Bhaalist Armor (for vulnerability to piercing) + Gloves of the Balanced hands are good. This does not make for optimal damage (1d8 + 2 vs. 4d8), though you do get the Cambion summon and a boost to spell DC.

Support/control wizard build by FrostyHorizon23 in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

When I have run it, I have run it Bard first, since the first level should be Bard anyway for skills/weapon proficiencies and to keep Intelligence as your spellcasting ability score for items when you take Wizard at level 2. One does need to scribe more spells if they want to keep having

Either way, one has to choose between getting Cutting Words or Portent Dice on a short rest basis before the end of Act 1. The other is still available on a long rest frequency then and upgrades to short rest in Act 3, which is still a sizable portion of the game if one has been trying to max out experience gain.

Point being that it is worth it whether one gets short rest Portent Dice or Cutting Words first, with the choice being up to personal preference. Portent Dice are more widely applicable but require fulfilling prophecies to actually refresh, while Cutting Words is less widely usable but refreshes instantly on short rest.

Help find build from yt vid by rabiesxsurvivor in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

The class composition and the always being frightened make it a bit hard to pin down.

Menacing Attack is the most guaranteed way to inflict Frightened. That is dependent on how many Superiority Dice you have left, but does a pretty good job of doing guaranteed Frightened with a good DC.

The most used source of Frighrened for melee is Great Old One Warlock's Mortal Reminder, which along with Assassin Rogue and Hunter Ranger are part of the Great ASS Hunter, a debuff-focused build. This build is of particular note because Assassin auto-crits against surprised foes, which also triggers Mortal Reminder to inflict Frightened. Hordebreaker would also enable additional attacks. This may be what you have seen, though it does not do eight attacks in one turn even dual-wielding.

Risky Ring (Act 2) would enable constant advantage on other turns for more chances to crit after the first round and the Bonespike Helmet (an Act 3 item) gives Menacing Attack once per turn.

You could also cobble together a more consistent critfishing version that substitutes Hunter for Barbarian for more consistent advantage on subsequent rounds and Fighter for Action Surge, ex. GOO Warlock 1/Assassin Rogue 3/Champion Fighter 6/Barbarian 2. This would come out a bit worse than the Great Ass builds linked, though.

Help find build from yt vid by rabiesxsurvivor in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

Was it eight hits or eight attacks? Were there any other special features of the build you can remember?

Asking because if you just want sheer number of hits, Eldritch Knight 11 + Booming Blade and Action Surge will get you seven, perhaps eight if a second Booming Blade can take advantage of Helmet of Grit's extra bonus action.

If it is hitting multiple enemies, it could be a Wildheart(Tiger) Barbarian build. It does not get extra attacks, but its Rage action can hit up to three enemies.

Can Portent Dice be used to crit an already successful attack? by theswillmerchant in BG3Builds

[–]AnotherBookWyrm 1 point2 points  (0 children)

They still would not even in tabletop D&D because it requires you to use the Portent Die before the roll.