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__NOTOC__
__NOTOC__
Spells and cantrips using [[attack rolls]].
Spells and cantrips using [[attack rolls]].


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== Theme test ==
== Theme test ==
=== Item/Variant spells ===
{{WeaponPage
{{Spell table
| image = Sword of Justice Icon.png
|where=spell_level="0" AND classes HOLDS NOT "Wizard" AND classes HOLDS NOT "Sorcerer" AND classes HOLDS NOT "Cleric" AND classes HOLDS NOT "Bard" AND classes HOLDS NOT "Ranger" AND classes HOLDS NOT "Druid" AND classes HOLDS NOT "Paladin" AND classes HOLDS NOT "Warlock" AND (is_npc = false OR is_npc IS NULL)
| icon = Sword of Justice Unfaded Icon.png
| description = {{uncommon|Sword of Justice}} is an uncommon [[Greatswords|greatsword]] that grants its wielder the {{sai|Tyr's Protection}} weapon action.
| seo description = Sword of Justice is an uncommon greatsword that grants its wielder the Tyr's Protection weapon action.
| quote = The words 'Deliverance. Justice. Vengeance.' are engraved on the base of this sword. They echo in your mind.
| category = martial
| melee or ranged = melee
| handedness = two-handed
| type = Greatswords
| rarity = uncommon
| enchantment = +1
| damage = 2d6 + 1
| damage type = Slashing
| heavy = yes
| dippable = yes
| weight kg = 2.7
| weight lb = 5.4
| price = 130
| uid = PLA_WPN_SwordOfJustice
| uuid = 455383a5-1211-4500-85f9-b71fad3fbf15
| special = * {{SpellAction|Tyr's Protection|level=1|recharge=Short Rest}}
| weapon actions = Pommel Strike, Lacerate, Cleave
| where to find =
*Looted from [[Anders]] in the [[The_Risen_Road#Toll_House|Risen Road Toll House]] {{Coords|110|560}} or rewarded by him for killing [[Karlach]] in [[Hunt the Devil]].
| notes =
}}
}}
{| class="wikitable nomobile" style="width: 100%;"
{| class="wikitable nomobile" style="width: 100%;"
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| 3
| 3
|}
|}
== Class information ==
[[File:Default Bard Armor.png|250px|right|Bard's default armour]]
; Hit points
: At level 1: {{InfoBlob|8 + {{Ability|Constitution}} modifier}}
: On level up: {{InfoBlob|5 + {{Ability|Constitution}} modifier}}
; Key Ability Scores
: {{Ability|Charisma}} for improved spell's [[Difficulty Class|DC]] and [[Attack Roll|Attack Rolls]] with spells.
: {{Ability|Constitution}} for more Hit Points and better {{Concentration}} checks.
: {{Ability|Dexterity}} for higher [[Initiative]] and [[Armour Class]].
; Saving Throw proficiencies
: {{Ability|Dexterity}}, {{Ability|Charisma}}
; Equipment proficiencies
: {{SimpleWeaponsProf}}, {{WeaponType|Hand Crossbows}}, {{WeaponType|Rapiers}}, {{WeaponType|Longswords}}, {{WeaponType|Shortswords}}
: {{LightArmour}}
; Skills with proficiency (Choose 3)
: {{Skill|History}}, {{Skill|Insight}}, {{Skill|Medicine}}, {{Skill|Persuasion}}, {{Skill|Religion}}, {{Skill|Deception}}, {{Skill|Intimidation}}, {{Skill|Performance}}, {{Skill|Acrobatics}}, {{Skill|Sleight of Hand}}, {{Skill|Stealth}}, {{Skill|Animal Handling}}, {{Skill|Arcana}}, {{Skill|Investigation}}, {{Skill|Athletics}}, {{Skill|Nature}}, {{Skill|Perception}}, {{Skill|Survival}}
: You receive a bonus to every [[Character Creation#Skills|Skill]] that you are [[Proficiency|Proficient]] in. At [[#Level 1|Level 1]] the [[Proficiency Bonus]] is +2.
=== [[Spells|Spellcasting]] ===
{{Hatnote|For a list of spells available to the Bard, see: [[Bard/Spells]].}}
; Spellcasting Ability
: {{Ability|Charisma}}
; [[Spells#Known_spells|Known spells]]
: Bard Spells are Always Prepared. In exchange, Bards know fewer Spells at low levels.
== Gameplay ==
== Gameplay ==
{{infobox statistics
{{infobox statistics
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The Duke can only be found near the end of Act Two, during [[Defeat Ketheric Thorm]]. In the [[Mind Flayer Colony]], as the party chases after [[Ketheric Thorm]], they encounter the Chosen Three - Thorm, [[Orin the Red]], and [[Enver Gortash]]. In addition, they have an unexpected guest - Ulder Ravengard. The party watches in the shadows as the trio infect Ravengard with a mind flayer tadpole and then whisk him away to Baldur's Gate.
The Duke can only be found near the end of Act Two, during [[Defeat Ketheric Thorm]]. In the [[Mind Flayer Colony]], as the party chases after [[Ketheric Thorm]], they encounter the Chosen Three - Thorm, [[Orin the Red]], and [[Enver Gortash]]. In addition, they have an unexpected guest - Ulder Ravengard. The party watches in the shadows as the trio infect Ravengard with a mind flayer tadpole and then whisk him away to Baldur's Gate.
{{clear}}
{{ConditionPage
| effects =
*Target gains +2 to {{ArmourClass}} and {{Advantage}} on [[Dexterity]] {{SavingThrow}}s.
*Target's [[Movement Speed]] is doubled.
*Target gains an additional {{action}}.
*When the condition ends, target becomes {{Cond|Lethargic}} and is unable to move or take [[Action|Actions]] for 1 turn.
}}
== Notes ==
* The similar condition {{cond|Haste Spores}} is granted by {{MdItemIcon|Haste Spore Grenade}}
**The similar condition {{cond|Celestial Haste}} is granted by {{RarityItem|Gontr Mael}}'s spell [[Celestial Haste]].
:{{RarityItem|Darkfire Shortbow}} is an indirect source of this condition
==Gallery==
<gallery heights="200px" mode="packed">
File:Astarion_Default.webp|Appearance in the character creator.
File:Edward-vanderghote-astarion-portrait.png|Portrait by Edward Vanderghote.
File:Astarion Model.webp|Base model.
Astarion Model Ascended.png|Ascended Model.
Astarion Model EA.png|Early Access model.
File:Astarion-beta.png|Appearance pre-release.
</gallery>
=== [[Forest]] ===
{| class="wikitable" style="width:100%;text-align: left;"
! width =|Item name
! width =|Item effect
! width =|Item source
! width =|Location
|-
! scope="row"| {{MdRarityItem|Fleetfingers}}
|
*On {{sai|Dash}} or similar action, use {{sai|Jump (Bonus Action)|Jump}} for free once per turn
| Wooden chest buried in the ground under the tree
|style="text-align: center;"| {{Coords|77|347}}
|-
! scope="row"| {{MdRarityItem|Moondrop Pendant}}
|
*When at 50% or less [[hit points]], you don't trigger enemy {{sai|Opportunity Attack|Opportunity Attacks}}
| Magically locked{{ref|name=note5}} gilded chest near the statue of Selûne inside the cave
|style="text-align: center;"| [[Owlbear Nest]] {{Coords|-321|-135}}
|-
! scope="row"| {{MdRarityItem|Vision of the Absolute}}
|
*On a hit with this spear, the target must succeed [[DC]] 11 [[Dexterity]] [[saving throw|save]] or get {{cond|Blinded}} for 2 turns
*Deal additional {{DamageColor|Physical|2d6 Piercing}} damage with this weapon against creatures with 4+ eyes
| Crafted by combining [[Shaft of a Broken Spear]] and [[Head of a Broken Spear]]
|style="text-align: center;"| [[Owlbear Nest]] {{Coords|-351|-116}}
|-
! scope="row"| {{MdRarityItem|The Oak Father's Embrace}}
|
*When you are hit by [[Undead]], they receive {{DamageColor|Radiant|1d6 Radiant}} damage. When you are hit by [[Beast|Beasts]], you suffer {{DamageColor|Radiant|1d6 Radiant}} damage
| On a skeleton near the owlbear's nest with the egg
|style="text-align: center;"| [[Owlbear Nest]] {{Coords|-354|-111}}
|-
|}
<references>
{{ref|A [[Selûnite Prayer Sheet|note]] hidden behind the statue should be read next to the chest to unlock it. Selûne-devoted [[Cleric|clerics]] can open the chest without the note.|name=note5}}
</references>
== [[Wyrm's Crossing]] ==
[[File:Wyrm's Crossing Side.jpg|400px|right]]
[[File:Wyrm's Crossing Side Alt.jpg|400px|right]]
{{Relative location
|region = Baldur's Gate
|location = {{PAGENAME}}
|south    = Rivington
|north    = Wyrm's Rock Fortress
|west    =
|east    =
|float = right
}}
'''Wyrm's Crossing''' is a [[location]] within the city of [[Baldur's Gate]] in [[Act Three]] of [[Baldur's Gate 3]]. It sits between [[Rivington]] and the [[Wyrm's Rock Fortress]], and must be crossed to enter the [[Lower City]].
== Overview ==
===Waypoints===
This location contains the following {{SmIconLink|Waypoint Map Icon.png|Waypoint}}:
* South Span of Wyrm's Crossing {{Coords| 15 | 74}}
===Adjacent locations===
* [[South Span Checkpoint]] and [[Rivington]]
* [[Wyrm's Rock Fortress]] and [[Wyrm's Rock Prison]]
===Locations===
====[[Carm's Garm]]====
A [[Camp Clothing|camp clothing]] and [[dye]] store owned by [[Carmen Pennygood]], in the north eastern corner of the crossing.
====[[Danthelon's Dancing Axe]]====
A weapons and armour store owned by [[Entharl Danthelon]], also serving as a [[Harper]] safehouse. In the north western corner of the crossing.
==== [[Fraygo's Flophouse]]====
A boarding house found in the south western corner of the crossing. This location is involved in [[Astarion]]'s personal quest, [[The Pale Elf]], as well as the quests [[Find the 'Stern Librarian' Ffion]] and [[Solve the Open Hand Temple Murders]].
==== [[Sharess' Caress]]====
A pleasure house run by [[Mamzell Amira]], found in the south eastern corner of the crossing.
[[Raphael]] and [[Kith'rak Voss]] may also be found arguing in the [[Devil's Den]] located upstars.
====[[The Velveteen Elixir]]====
An alchemy and potions shop run by [[Stylin' Horst]], located above [[Danthelon's Dancing Axe]] in the north western corner of the crossing.
==== Bridge to Wyrm's Rock Fortress ====
The bridge to [[Wyrm's Rock Fortress]] is guarded by Flaming Fist and Steel Watchers. Successfully bluffing your way past grants the [[Inspiration|Inspirational Event]] '''Rock-Solid Alibi''' ([[Charlatan]] background).
==Related quests==
* [[Aid the Underduke]]
* [[Deal with the Devil]]
* [[Deal with the Gnomes]]
* [[Find the 'Stern Librarian' Ffion]]
* [[Free Orpheus]]
* [[Get Orin's Netherstone]]
* [[Help Kith'rak Voss]]
* [[Investigate Cazador's Palace]]
* [[Solve the Open Hand Temple Murders]]
* [[The Githyanki Warrior]]
* [[The High Harper]]
* [[The Pale Elf]]
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
[[Entharl Danthelon]] sells:
* {{RarityItem|Gauntlets of the Warmaster}}
* {{RarityItem|Horns of the Berserker}}
* {{RarityItem|Blightbringer}}
* {{RarityItem|Snow-Dusted Monastery Gloves}}
* {{RarityItem|Cloak of Displacement}}
* {{RarityItem|Garb of the Land and Sky}}
* {{RarityItem|Harmonic Dueller}}
== Racial features ==
* {{SmallIcon|Creature Speed Icon.png}} Base Racial Speed: You can move {{InfoBlob|9 m / 30 ft}} per turn.
* {{SAI|Elven Weapon Training|w=40}}: You gain {{SmallIcon|Proficiency Icon.png}} [[Proficiency]] in the following:
** [[Proficiency#Weapon Proficiency|Weapon Proficiency]]: {{WeaponType|Longswords}}, {{WeaponType|Shortswords}}, {{WeaponType|Longbows}}, {{WeaponType|Shortbows}}
* {{SAI|Darkvision_(Passive_Feature)|Darkvision|w=40}}
* {{SAI|Fey Ancestry|w=40}}: You have {{Advantage}} on {{SavingThrow}}s against being [[Charmed (Condition)|Charmed]], and magic can't put you to [[Sleeping (Condition)|Sleep]].
* [[Keen Senses]]: You gain {{SmallIcon|Proficiency Icon.png}} [[Proficiency]] in the [[Perception]] skill.
=== High elf ===
[[File:High Elf Default Portrait.png|350px|thumb|right|Default High Elf appearances]]
{{Q|Heirs of the mystical [https://forgottenrealms.fandom.com/wiki/Feywild Feywild], high elves value magic in all its forms, and even those who do not study spellcraft can manipulate the [https://forgottenrealms.fandom.com/wiki/Weave Weave].|High Elves' description.}}
==== Subrace features ====
* Cantrip: Choose 1 [[Spells#Cantrips|Cantrip]] from the [[Wizard]] spell list. Note that this means these cantrips use [[Intelligence]] as a casting stat.
{{div col | style = column-width: 15em; list-style-type: none;}}
* {{SAI|Acid Splash}}
* {{SAI|Blade Ward}}
* {{SAI|Bone Chill}}
* {{SAI|Dancing Lights}}
* {{SAI|Fire Bolt}}
* {{SAI|Friends}}
* {{SAI|Light}}
* {{SAI|Mage Hand}}
* {{SAI|Minor Illusion}}
* {{SAI|Poison Spray}}
* {{SAI|Ray of Frost}}
* {{SAI|Shocking Grasp}}
* {{SAI|True Strike}}
{{div col end}}
{{clear}}
=== Wood elf ===
[[File:Wood Elf Default Portrait.png|350px|thumb|right|Default Wood Elf appearances]]
{{Q|Wood elves spend their reclusive lives in [[Faerûn|Faerûn's]] forests. Decades of training in archery and camouflage are enhanced by an otherworldly swiftness.|Wood Elves' description.}}
==== Subrace features ====
* {{SmallIcon|Creature Speed Icon.png}} [[Fleet of Foot]]: Your [[Movement Speed]] is increased by {{InfoBlob|1.5 m / 5 ft}}.
* [[Mask of the Wild]]: You gain {{SmallIcon|Proficiency Icon.png}} [[Proficiency]] in [[Stealth]].
{{clear}}
== External links ==
* {{FRWiki|Elf|long}}
* {{FRWiki|Feywild|long}}
* {{FRWiki|Weave|long}}
{{NavGameplay}}
== Overview ==
The six abilities each represent an aspect of a creature's capabilities:
* [[Strength]] (STR), physical power and might
* [[Dexterity]] (DEX), agility, coordination and balance
* [[Constitution]] (CON), health and endurance
* [[Intelligence]] (INT), rational reasoning and memory
* [[Wisdom]] (WIS), awareness and insight
* [[Charisma]] (CHA), influence and force of character
Ability scores are bought with points during [[Character Creation|character creation]]. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.
=== Ability score modifiers ===
Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, [[saving throws]] and [[attacks|attack rolls]] a creature makes associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast.
Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls.
An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}}
{{AbilityScoreModifierTable}}
==Ability checks==
{{Excerpt|Dice rolls|Ability checks|subsections=yes|templates=SAI, InfoBlob, note, cond}}
== Footnotes ==
{{notelist}}
== Penalty to saving throws ==
=== Class features ===
*{{sai|Boar Companion}} - All creatures within the {{sai|Kick Up Muck}} area suffer a -2 penalty to Dexterity saves
*{{sai|Wolf Companion}} - Target of {{sai|Infectious Bite (Wolf Companion)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
=== Spells ===
*{{sai|Find Familiar: Rat}} - Target of {{sai|Infectious Bite (Rat)|Infectious Bite}} suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
=== Items ===
*{{MdRarityItem|Seemingly Gleaming Ring}} - Wisdom saves -1
*{{MdRarityItem|Gloves of Baneful Striking}} - On a weapon hit, the target suffers a 1d4 penalty to saves against wearer's next spell, for 2 turns
*{{MdRarityItem|Phalar Aluve}} - [[Phalar Aluve: Shriek]] incurs a 1d4 penalty to Charisma, Wisdom, and Intelligence saves of all enemies within 6 m / 20 ft radius, for 5 turns ({{recharge|short rest}})
=== Conditions ===
*{{cond|Bloodless}} - Saves -1
*{{cond|Bane}} - Target suffers a 1d4 penalty to saves
*{{cond|Slowed}} - Target suffers a -2 penalty to Dexterity saves
*{{cond|Reverberation}} - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition
*{{cond|Mental Fatigue}} - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition
== Proficiency in saving throws ==
=== Class features ===
*{{sai|Transmuter's Stone: Constitution}} - Proficiency in Constitution saves
<!--===Spells===-->
=== Items ===
*{{MdRarityItem|Helmet of Autonomy}} - Proficiency in Wisdom saves
*{{MdRarityItem|Elixir of Dwarven Resilience}} - Proficiency in saves until making three successful saves or until a [[long rest]], upon consumption
<!--===Conditions===-->
== d20 rolls ==
Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.
These attempts are categorised either as attack rolls – which are rolled against the target's [[Armour Class]] (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC:
<center>Formula = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus (if proficient) + Other modifiers (if any)}}</center>
; Attack rolls : When a creature attacks a target they make an attack roll against the target's DC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped [[weapon]] (including unarmed), but some [[spells]] – such as a warlock's [[Eldritch Blast]] – require the caster to make spell attacks.
; Saving throws : Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or ''save''. To attempt a save, a creature rolls a d20 against a target save DC.
; Ability checks : An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.
A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish.
The number is determined by the the task attempted – or in the case of saves – the spell, condition or action that has to be overcome.
=== Natural 1s and 20s ===
Rolling a 1 or 20 on a d20 roll is referred to as a ''natural 1'' or ''natural 20''. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the the final result after modifiers are applied. Saving throws attempted during dialogue and death saving throws can also roll roll natural 1s and 20s.
Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled.
=== Advantage and disadvantage ===
[[File:Advantage Icon.png|alt=The in-game symbol for advantage.|left]]
[[File:Disadvantage Icon.png|alt=The in-game symbol for disadvantage|left]]
A [[List of sources of advantage|number of situations and conditions]] give creatures advantage or disadvantage on d20 rolls. A creatur that makes a roll with advantage rolls two d20 dice separately, and use the higher of the two results. If they instead have disadvantage, they choose the lower of the two.
Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likesise, creatures that have {{em|both}} advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.
== List of all feats ==
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
{{table feat
| name = Ability Improvement
| description =
* Increase one [[ability score]] by 2, or two ability scores by 1, up to a maximum of 20.
}}
{{table feat
| name = Actor
| feature1 = Actor
| description1 =
* Your {{Ability|Charisma}} increases by 1, to a maximum of 20, and you gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
| rows = 2
}}
{{table feat
| name = Alert
| feature1 = Alert
| description1 =
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}
| rows = 2
}}
{{table feat
| name = Athlete
| feature1 = Athlete: Standing Up
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} score increases by 1, to a maximum of 20.
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
* Your {{SAI|Jump}} distance also increases by 50%.
| rows = 2
}}
{{table end}}
{{SpoilerWarning}}
{{Party interactions|image=Astarion Approval.png}}
{{CompanionTab|Astarion|nodesktop=yes}}
{{clear}}
{| class="wikitable sortable" style="text-align: center;"
|+ [[File:Ammunition Icon.png|32px|link=]] ''' List of Arrows
! style="width: 24%;" class="unsortable" |Name
! data-sort-type="number" | Rarity
! Value
! Type
! class="unsortable" |Effect
|-
| style="text-align:left;" | {{LgItemIcon|Arrow of Piercing}}
| data-sort-value="1" | Common
| 10
| Damage
| Deals weapon damage + half of that to creatures directly behind the target.
|-
| style="text-align:left;" | {{LgItemIcon|Barbed Arrow}}
| data-sort-value="1" | Common
| 10
| Damage
| Deals Weapon Damage + {{DamageText|1d4|Piercing}} when moving for 5 turns.
|-
|}
== Transcript ==
{{Dialogue start}}
'''Kith'rak Voss:''' Explain yourself, ''vin'iisk.''
*{{dopt|''(If using {{SAI|Disguise Self}})'' '''Player:''' Honestly? I'm not really a gith.}}
**{{dact|seeabove|disguise}}
*{{dopt|'''Player:''' {{Ability check|Deception|15}} ''Play along as a gith. Say you're indeed from the creche.''}}
**{{dcond|If you pass the check}}
***'''Kith'rak Voss:''' Curious. Most coming from the creche would come across this bridge behind me. You did not...
***'''Kith'rak Voss:''' ...but I suppose you are young and untested. This world can be confounding to navigate.
***{{dact|seeabove|weapon2}}
**{{dcond|If you fail the check}}
***'''Kith'rak Voss:''' ''Lies.'' You speak like the vermin from this wretched world. What are you, a deserter?
***{{anchor|liar2}}'''Kith'rak Voss:''' No matter. Baretha! This one is no kin to us. Kill him/her/them. I will continue searching for the weapon.
***{{dact|seeabove|latefail}}
*{{dopt|'''Player:''' {{Ability check|Performance| }} ''Impersonate a fierce gith and refuse him any explanation.''}}
**{{dcond|If you pass the check}}
***'''Kith'rak Voss:''' Ha! Your tongue is sharp - good. The creche's hatchlings have not been compromised by this meek, ''wretched'' world.
***{{dact|seeabove|weapon2}}
**{{dcond|If you fail the check}}
***'''Kith'rak Voss:''' There is no conviction in your voice. What are you? A deserter? A traitor?
***{{dact|seeabove|liar2}}
*{{dopt|'''Player:''' ''Attack''.}}
**{{dact|You chose violence.|failcase}}
{{Dialogue end}}
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