Guide:Early Silver Sword: Difference between revisions

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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. Maximizing our chances, we can get an ability score of 20 with an [[ASI]] and [[Auntie Ethel's Hair]], increasing our Spell Save DC to 19.
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 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 is the least tantalizing option, 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.
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 ====
Voss does not get advantage when his Constitution saves are targeted. However, being able to cast {{SAI|Heat Metal}} with Heightened Spell requires at least Level 6 for a Sorcerer 3/(Bard or Druid) 3 split. This requires more significantly more grinding in order to gain that juicy Disadvantage, otherwise with a Bard or Druid Level 4+ it's a flat '''19 DC''' against his '''1d20 + 7''' to save.
Voss does not get advantage when his Constitution saves are targeted. However, being able to cast {{SAI|Heat Metal}} with Heightened Spell requires at least Level 6 for a Sorcerer 3/(Bard or Druid) 3 split (additionally sacrificing a feat, so no ASI bonus). This requires more significantly more grinding in order to gain that juicy Disadvantage, otherwise with a Bard or Druid Level 4+ it's a flat '''19 DC''' against his '''1d20 + 7''' to save, or '''55% success''' without disadvantage, or '''75%''' with a heightened spell and 18 DC.


=== Attacks ===
=== Attacks ===


==== Disarming Attack (Ranged) ===
==== Disarming Attack (Ranged) ====
Still not terrific
{{SAI|Disarming Attack (Ranged)}} has to clear two obstacles: first it must hit Voss, then he must fail a Strength save. Hitting him can easily get up to 99% with [[Hide|hiding]] or being [[Invisible]] on a character with 20 Dexterity. Unfortunately, there is no way to additionally boost the [[Battle Master|battle manouevre DC]] beyond the raw bonuses from proficiency and ability scores, making this a straightforward '''16 DC''' against '''1d20 + 8/9''', or '''35% (30% Tactician)''' without factoring in the potential to critically miss the initial attack.


==== Honeyed Paws ====
==== Honeyed Paws ====
The best one.
Congratulations, you have now reached by far the best option to get an early Silver Sword. Sorry for burying the lede.
 
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 our own Spell Save DC. To truly get the most bang for the buck, the player can:
* Turn the bear invisible for {{Advantage}}
* {{SAI|Bless}} the bear for +1d4
* Throw an {{RarityItem|Elixir of Heroism}} on the ground and have the bear consume it for another +1d4 (for extra insult to injury, one can pickpocket the elixir out of Voss's inventory)
* Trail the bear with an invisible character using {{SAI|Phalar Aluve: Sing}} for a third +1d4
* Prebuff the bear with [[Bardic Inspiration]] for an additional 1d6, if needed
* 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, our 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).