Editing Guide:Early Silver Sword
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== The Challenge == | == The Challenge == | ||
The primary obstacle to stealing the silver sword is [[Kith'rak Voss]], or more specifically his [[Saving Throw]]s and [[Armour Class]]. These are the relevant bonuses that | The primary obstacle to stealing the silver sword is [[Kith'rak Voss]], or more specifically his [[Saving Throw]]s and [[Armour Class]]. These are the relevant bonuses that we will need to overcome, in one method or another: | ||
* {{Saving Throw|STR}} +8 on Balanced, +9 on Tactician | * {{Saving Throw|STR}} +8 on Balanced, +9 on Tactician | ||
* {{Saving Throw|WIS}} +6 with {{Advantage}} | * {{Saving Throw|WIS}} +6 with {{Advantage}} | ||
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* {{Armour Class}} 17 | * {{Armour Class}} 17 | ||
We will also need to avoid the cutscene to begin conversation with his patrol, requiring us to keep ourselves well-hidden or at a minimum distance. | |||
== Methods == | == Methods == | ||
[[File:Sword Snipe Placement.PNG|thumb|300px|A lightly-obscured platform, from where these methods can be executed.]] | [[File:Sword Snipe Placement.PNG|thumb|300px|A lightly-obscured platform, from where these methods can be executed.]] | ||
=== Spells === | === Spells === | ||
We can overcome Voss's impressive bonuses by raising our [[Spell Save DC]] and, in a more limited fashion, lowering his saving throws. Though casting [[Bane]] or another save-reducing effect directly upon him would normally trigger combat, we can achieve the latter effect by getting him within range of an [[Invisible]] character bearing the {{SAI|Phalar Aluve: Shriek}} aura. Notably, this only reduces his Wisdom save, making it only useful for one spell here. | |||
One character will be able to maximize their Spell Save DC within Act One using the following items: | One character will be able to maximize their Spell Save DC within Act One using the following items: | ||
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* {{RarityItem|The Shadespell Circlet}} | * {{RarityItem|The Shadespell Circlet}} | ||
With a party level of five, assuming we are using a Level 5 character with a spellcasting ability score of 18, with these items equipped, our Spell Save DC will be 18. We can go further to get an ability score of 20 with an [[ASI]] and [[Auntie Ethel's Hair]], increasing our Spell Save DC to 19. | |||
To fully maximize DC, | To fully maximize our flat DC, we can grind to Level 6, after which {{RarityItem|Elixir of Battlemage's Power}} begins to show up in select [[trader]] inventories. Consuming this will set our Spell Save DC to a hard maximum of 22. However, unless specified, the following methods will assume we will be encountering the patrol at Level 5 to shave off grinding hours. | ||
==== Command: Drop ==== | ==== Command: Drop ==== | ||
This seems the least tantalizing option at first blush, owing to Voss's innate advantage on Wisdom saves. | This seems the least tantalizing option at first blush, owing to Voss's innate advantage on Wisdom saves. We can cancel out this advantage by using a multiclassed Sorcerer 4/Paladin 1 and using {{SAI|Metamagic: Heightened Spell}}. Combined with the Phalar Aluve debuff, we pit our '''19 DC''' against his '''1d20 + 6 - 1d4''' to save, or '''72.5% success'''. | ||
==== Heat Metal ==== | ==== Heat Metal ==== | ||
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A level five [[Beastmaster]] can summon an [[Ursa Major]] companion that knows the ability {{SAI|Honeyed Paws}}. This ability results in an automatic disarm if the Attack Roll hits and, though it requires melee range, summoned creatures can entering kissing distance without initiating the cutscene. Unlike all the other options, this requires no saving throw, making Voss's armour class the only layer of defense. With the bear's raw stats, completely unbuffed, this is already a '''45% success chance.''' | A level five [[Beastmaster]] can summon an [[Ursa Major]] companion that knows the ability {{SAI|Honeyed Paws}}. This ability results in an automatic disarm if the Attack Roll hits and, though it requires melee range, summoned creatures can entering kissing distance without initiating the cutscene. Unlike all the other options, this requires no saving throw, making Voss's armour class the only layer of defense. With the bear's raw stats, completely unbuffed, this is already a '''45% success chance.''' | ||
There are relatively more, and more powerful, ways to boost the bear's Attack Roll, compared to boosting | There are relatively more, and more powerful, ways to boost the bear's Attack Roll, compared to boosting our own Spell Save DC. To truly get the most bang for the buck, the player can: | ||
* Turn the bear invisible for {{Advantage}} | * Turn the bear invisible for {{Advantage}} | ||
* {{SAI|Bless}} the bear for +1d4 | * {{SAI|Bless}} the bear for +1d4 | ||
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* If taking the grind to Level 6, a totally unnecessary but flexworthy +10 bonus from a [[War Domain]] Cleric's {{SAI|War God's Blessing}} | * If taking the grind to Level 6, a totally unnecessary but flexworthy +10 bonus from a [[War Domain]] Cleric's {{SAI|War God's Blessing}} | ||
Even casting aside that last one, the odds to steal the sword with a buffed bear skyrocket to '''98%.''' Even so, critical misses exist and sometimes the sword will despawn when dropped seemingly at random | Even casting aside that last one, the odds to steal the sword with a buffed bear skyrocket to '''98%.''' Even so, critical misses exist and sometimes the sword will despawn when dropped seemingly at random, so there's still no such thing as a free lunch (or sword). | ||
== Consequences == | == Consequences == | ||
Once the sword is dropped, the party will still have a fight on its hands with the remainder of the githyanki patrol, so make sure their builds haven't been too narrowly skewed towards boosting the odds. Once they emerge victorious, they can pick the sword up off the ground and throw it on [[Lae'zel]] for outrageous boosts that are typically gated behind many, many more ability checks, boss battles, and many hours of raw gameplay (and also some specific narrative paths). | Once the sword is dropped, the party will still have a fight on its hands with the remainder of the githyanki patrol, so make sure their builds haven't been too narrowly skewed towards boosting the odds. Once they emerge victorious, they can pick the sword up off the ground and throw it on [[Lae'zel]] for outrageous boosts that are typically gated behind many, many more ability checks, boss battles, and many hours of raw gameplay (and also some specific narrative paths). | ||
[[Category:Guides]] | [[Category:Guides]] |