Ad placeholder

The Kobold Dinner Guide to Diplomacy: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
(Create guide for "diplomat" build)
 
mNo edit summary
 
(One intermediate revision by the same user not shown)
Line 11: Line 11:
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]].
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.
'''Race''': [[Halfling|Strongheart halfling]] for [[Halfling Luck]] which reduces the likelihood of critical failure on rolls. Poison resist is a nice bonus.


Initial stats:  
'''Initial stats''':  


STR: 8  (-1)
STR: 8  (-1)
Line 29: Line 29:
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).
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| Cleric 1]] ([[Life Domain|Life]], [[Nature Domain|Nature]], [[Tempest Domain|Tempest]] or [[War Domain|War]]): Critically, this provides access to {{SAI|Sanctuary}}, and {{HeavyArmour}} proficiency which will help with survivability if negotiations fail.  
'''Level 1''': [[Cleric| Cleric 1]] ([[Life Domain|Life]], [[Nature Domain|Nature]], [[Tempest Domain|Tempest]] or [[War Domain|War]]): Critically, this provides access to {{SAI|Sanctuary}}, and {{HeavyArmour}} proficiency which will help with survivability if negotiations fail.  


Level 2: [[Rogue| Rogue 1]] A level of rogue gets us one more skill and two {{SAI|Expertise}} points which we put into persuasion and deception.
'''Level 2''': [[Rogue| Rogue 1]] A level of rogue gets us one more skill and two {{SAI|Expertise}} points which we put into persuasion and deception.


Levels 3-12: [[Wizard|Wizard (Divination) 2]] / [[Bard| 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 ({{SAI|Jack of All Trades}}) and 3 ({{SAI|Expertise}}). Our high Charisma  
'''Levels 3-12''': [[Wizard|Wizard (Divination) 2]] / [[Bard| 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 ({{SAI|Jack of All Trades}}) and 3 ({{SAI|Expertise}}). Our high Charisma is useful for Bard spell DC while the vast array of wizard spells can be chosen for utility and summons. The exact order of the levels is up to you.


Feats:
'''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)
* [[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.
* [[Lucky]] : Useful both in- and out- of combat, but primarily used to shore up skill checks.


== Strategy ==  
== Strategy ==  

Latest revision as of 19:14, 5 August 2024

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)[edit | edit source]

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 is useful for Bard spell DC while the vast array of wizard spells can be chosen for utility and summons. The exact order of the levels is up to you.

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[edit | edit source]

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'[edit | edit source]

Combat encounters that can be made easier through diplomacy[edit | edit source]

  • 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.