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#except i changed shadowheart from trickery to light
teecupangel · 9 months
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Hey, wanna read me defending myself in my plans to multiclass Desmond into a Rogue-Thief/Ranger-Gloom Stalker?
The thing about trying to play as Desmond in Baldur's Gate is that I'm forcing the narrative to work around my need to min-max in terms of classes allocation.
Narrative choices are easy because Desmond's more on the side of neutral good, sliding into true neutral with the whole 'stab them when it's clear they killed an innocent' guideline.
But the classes though... the thing about Assassins in Assassin's Creed is that they're not exactly a 1:1 of the Assassin subclass.
So my reasoning for the plan to multiclass Desmond into Rogue-Thief (4)/Ranger-Gloom Stalker(5) is...
Thief subclass is chosen because [Fast Hands] means +1 bonus action which would make it easier for Desmond to hide and/or dash/disengage. Hiding is the best way to get the Sneak Attack actions. [Second-Story Work] means less falling damage which could made into our narrative workaround for Leaps of Faith. Assassin subclass was passed over because Thief has more utility and Assassin is more combat oriented with focus on attacking targets that have not taken a turn yet. This could, narratively, be more or less the equivalent to the Hidden Blade's oneshot kills but it doesn't work because early level Rogue has a hard time oneshoting enemies at low level. Rogue will be leveled up to Lv4 so Desmond can get another Feat (Ability Improvement: Dex +2 to up it to 20)
Gloom Stalker Ranger is chosen because Favoured Enemy [Bounty Hunter] gives Investigation Proficiency and Natural Explorer [Urban Tracker] gives Sleight of Hand Proficiency. Narratively, Urban Tracker goes well with Desmond's background and his Bleeds are experts in the urban areas of their time. Anything that gives more Investigation Proficiency is good as part of Eagle Vision. Lv 2 will let us get Speak with Animals and Enhance Leap (Enhance Leap is pretty much necessary since Str is needed for jumping but Str is a dump stat for Rogues so yeah, we'll have Desmond cheat for this one). Lv 4 will let Desmond get Gloom Stalker subclass and automatically get Disguise Self which means we can put the Disguise Self helmet (I forgot the name) back to camp ([Dread Ambusher] is also more consistent than the Assassin subclass unique skills)
The reason why we're going for up to Lv 5 Gloom Stalker is that Desmond can get an Extra Attack + Misty Step at Lv 5 (and he can get Past without Trace as well for extra stealth)
This does leave 3 more levels to allocate and we have some options:
Rogue up to Lv 7 so Desmond can get Uncanny Dodge + Evasion and an additional 1d6 for Sneak Attack damage.
Ranger up to Lv8 so Desmond can get another feat (probably Dungeon Delver for Advantage on Perception and Saving Throws to avoid/resist traps or Savage Attacker if Desmond can now safely melee) and can get Land's Stride so he won't be slowed down by difficult terrain.
Rogue up to Lv 5 for Uncanny Dodge and an additional 1d6 for Sneak Attack damage + Ranger up to Lv 7 for an additional Lv2 Spell Slot.
Or... we go and lean into Desmond being a bartender and have him multiclass up to Lv3 Bard (or Lv2 Bard with Lv5 Rogue + Lv5 Ranger) so he can have more spells (probably Detect Thoughts and maybe something like Feather Fall? idk) or we go for Lv3 Druid (Wild Shape) as a reference to Tyranny of Washington DLC (which does have wolf and bear in the Circle of the Moon)
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blackjackkent · 6 months
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@zenjestrr said:
speaking of the lantern, try inspecting it
Oh shit ty for the reminder! I noticed that was an action option on the lantern and meant to check it a bit back and then forgot.
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Whatcha got for me, buddy?
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Narrator: The lantern gives off a chilly glow, protecting all in its vicinity from the surrounding shadows. You notice a tiny pixie trapped within. [INTELLIGENCE] These fey creatures are infamous for their trickery - sometimes playful, sometimes malicious.
Hm. Well that's a bit fucked up.
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Having been noticed, the pixie begins to speak, in a high squeaky voice with great urgency. "Oh please, oh golly, me-oh-my! You must release me or I'll die! This lantern only lights the way when I am hurting night and day!"
It would probably be better for the pixie if Hector hadn't JUST been dealing with all of Raphael's weird rhymes as well. As it is, between that and his own intelligence check, he is skeptical.
He does get a cleric line here though. [GOOD CLERIC] "You poor thing, why would someone hurt you so?"
(A/N: I don't remember ever picking an alignment for Hector. I'm assuming the GOOD modifier there comes from Selune? Or is it based on actions Hector's taken thus far?)
"My pixie dust is bright as day; my injuries can light the way!" squeaks the pixie.
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Karlach frowns. "I know the feeling," she says sadly. "We've got to set her free."
Well. That settles that; after hearing Karlach's perspective on it, he's hardly going to do anything else - but it doesn't change the fact that they need this lantern or they're all going to get obliterated by the curse (except maybe Shadowheart). They need more information.
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"Who are you?" Hector asks the pixie.
"My name?" squeaks the pixie. "My name is Dolly thrice. Now won't you free me from this vice?"
Hector rubs the back of his neck thoughtfully. "I need protection from this curse," he says cautiously. "If I release you, will you help me travel through the shadows?"
The pixie's voice jumps yet another octave in excitement. "It would be my pleasure, truly! Once I'm freed I'll help you duly!"
Hector glances at the others uncertainly. This feels like a terrible idea - it's all too possible that the thing is tricking them. But it goes against his own instincts to leave a thinking creature imprisoned like this, even for his own benefit, and even if it didn't, Karlach's hangdog, worried expression would be enough to convince him. He can't let anything stand that puts that expression on her face.
Release the pixie.
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The cage of the lantern swings open and the pixie erupts outwards from it, the glow around her fading as she moves. She settles into the air at his eye level - a woman's form, purple in both skin and dress.
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"FINALLY!" she cries. Freed from her prison, she is no longer putting on a squeaky, innocent act; her voice is about two octaves lower now, and coarse as sandpaper. "Been trapped in that coffin with no one but a mad drider and my own farts for company." She squints at Hector thoughtfully. "Did me a good turn there, didn't you? What do I owe you?"
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"I need to get through this shadow curse," Hector repeats patiently, watching anxiously for any sign that the tiny creature is going to abandon them. "Can you help?"
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"Sure, I caaaan," she says cheerfully. "But will I?"
She waits just long enough to watch the expression of alarm flash onto Hector's face. Then she laughs. "Yeah, sure, why not."
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"Here. Give this bell a shake, speak the magic words, and you'll get what you've earned. Protection from the shadow curse; what more could a dingus want?"
Turning, she zips off into the darkness without waiting for a response. "You're welcome!"
True to her word, everyone on the team now has an (apparently permanent) buff:
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This is actually huge, since it means Hector no longer has to carry the moonlantern as his active equipment and can stop doing unarmed strikes in combat in dark areas. A little less ideal for anyone in the Harpers who was expecting to use this lantern when/if we get back, but we'll cross that bridge when we come to it.
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