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The Kobold Dinner Guide to Diplomacy

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This guide describes a build that is designed to give you the best chance of passing dialogue checks in order to bypass combat, or reach desired outcomes. Particularly in honour mode, where there is no ability to save scum, it is valuable to be able to pass dialogue checks on the first try.

The diplomat (8 bard/2 wizard/1 cleric/1 rogue)

This build is heavily focused on increasing skill modifiers for 'soft' skills. When negotiations fail, it plays a supporting role in combat, enhancing survivability through the use of sanctuary.

Race: Strongheart halfling for Halfling Luck which reduces the likelihood of critical failure on rolls. Poison resist is a nice bonus.

Initial stats:

STR: 8 (-1)

DEX: 8 (-1)

CON: 10 (+0)

INT: 14 (+2)

WIS: 16* (+3)

CHA: 17** (+3)

There is some leeway here, feel free to swap INT and WIS if you prefer having stronger wizard skills, or INT-based skills. Similarly, I put 10 in CON because DEX becomes irrelevant with heavy armour (but costs you initiative).

Level 1: Cleric 1 (Life, Nature, Tempest or War): Critically, this provides access to Sanctuary Sanctuary, and Heavy armour proficiency which will help with survivability if negotiations fail.

Level 2: Rogue 1 A level of rogue gets us one more skill and two Expertise Expertise points which we put into persuasion and deception.

Levels 3-12: Wizard (Divination) 2 / Bard (Lore) 8 We take two wizard levels in the divination school. This grants access to spell scribing (giving access to high-level wizard spells) as well as a portent dice which can be used while in Sanctuary. The remaining levels are in Bard, which gives diplomacy boosts at level 2 (Jack of All Trades Jack of All Trades) and 3 (Expertise Expertise). Our high Charisma

Feats:

Actor : gives us +1 to Charisma and expertise in deception and performance (make sure you don't choose these for your other expertise picks) Lucky : Useful both in- and out- of combat, but primarily used to shore up skill checks.

Strategy

For much of the game, the diplomat can be left in camp. When needed, cast sanctuary and initiate dialogue with them. If negotiations fail, while in sanctuary, you can buff allies, set up combos with Create or Destroy Water Create or Destroy Water, cast summon spells. Alternatively, for encounters in amenable locations, the diplomat can be sent in alone and flee combat if necessary. Then return with the fighting team.

Combat encounters that can be resolved 'diplomatically'

Combat encounters that can be made easier through diplomacy

  • Ketheric Thorm Ketheric Thorm  : Can be convinced to throw himself in the pit, bypassing the first phase of combat.
  • Raphael Raphael : Convince Yurgir to chance allegiances.