I've been making slow progress with my jack-of-all-trades run as I've been busy with life, but when I have found time to play it's been a blast so far. So much so, that I've not made any headway with my intended parallel Durge run at all. The fact that the character has so many dialogue options and skills makes for lots of fun choices, and as someone who can overthink stuff, I'm finding roleplaying a well-meaning flibbertigibbet who will say "yes" to almost anything quite liberating grin

I've just hit level 7 in Grymforge (I did go to the creche before the Underdark this playthrough), so thought I'd give an update on choices made so far, in case it's helpful for anyone doing their own JoaT run or anyone has any thoughts or comments. The build seems to be working okay so far, even though I've been prioritising roleplay over effectiveness. Though admittedly I've only been playing on normal difficulty.

My character, Sophy, has so far taken:
  • Level 1: Paladin, Oath of the Ancients, Strongheart Halfling, Folk Hero - Proficiencies: Animal Handling, Survival, Persuasion, Insight, heavy armour, simple and martial weapons - Lay on Hands, Divine Sense, Healing Radiance - Brave, Strongheart Resilience and Halfling Luck from race
  • Level 2: Cleric, Knowledge Domain, Oghma - Expertise: Arcana, Nature (can pick as a result of Knowledge Domain) - Cantrips: Produce Flame, Guidance, Thaumaturgy - Spells: Sleep and Command (always prepared from domain), level 1 Cleric spells
  • Level 3: Ranger, Sanctified Stalker, Beast Tamer - Proficiencies: Religion - Cantrips: Sacred Flame - Find Familiar
  • Level 4: Bard - Proficiencies: Performance - Cantrips: Friends, Vicious Mockery - Spells: Dissonant Whispers, Disguise Self, Heroism, Tasha's Hideous Laughter - Bardic Inspiration
  • Level 5: Monk - Dextrous Attacks (can now use Dex instead of Str for melee attacks with all simple and martial weapons that aren't two-handed or heavy), Bonus Unarmed Attack, Deft Strikes, Flurry of Blows bonus action
  • Level 6: Warlock, Great Old One - Cantrips: Bone Chill, Eldritch Blast - Spells: Hex, Arms of Hadar - Mortal Reminder (possibly Frighten enemies on critical hit)
  • Level 7: Wizard - Cantrips: Light, Mage Hand, Minor Illusion - Spells: Shield, Magic Missile, Featherfall, Longstrider, Fog Cloud, Enhance Leap (with just 10 base Int, I went for spells that don't rely on it as even though she's wearing the Warped Headband of Intellect currently I don't want to be tied to it as some of the Cha enhancing headgear might be better later on - she can also only memorise a single wizard spell without the headband and four with it, and given the BG3 rules she will later be able to learn and memorise level 3 spells from scrolls so I don't know that she'll actually make use of these spells much) - Arcane Recovery will be handy though I'm sure


She's absorbed two additional tadpoles to give Favourable Beginnings and Luck of the Far Realms which synergise with the character (Luck of the Far Realms I hope will work well with the GOOlock Mortal Reminder, as well as feeling thematically appropriate, and both fit well to my mind with Halfling Luck). But while she'll try anything once ... or twice! ... she'll now leave tadpoles well alone until the astral one.

The first five levels, in my head, represented Sophy honing skills she'd already had as a devotee of Oghma with a passion for art, learning and nature and a determination to defend them with her life. I initially found Monk a bit tricky to work in as one thing she's not is disciplined, but then decided for Sophy her martial arts are basically a fusion of fighting and dance. The Warlock level was after she'd consumed tadpoles for the first time which opened her up to a strange connection to the far realms. And the Wizard was as a result of working with Gale after being inspired when he showed her how to connect to the Weave.

Sophy is doing pretty well avoiding damage with 15AC medium armour and a shield so far, but she'll be adopting heavy armour later on. Weapon-wise, she has Harold for ranged attacks (I didn't watch the vid Wormerine shared to begin with as I didn't want to be overly influenced, but it's reassuring to see that was what that streamer picked too, though I'm using cantrips a fair bit as well and expect to do that more later after picking up more damage cantrips with Sorceror). She currently has Blood of Lathander for melee. She has Gloves of Dexterity as I only gave her a base Dex of 14 and it's not going to get higher with no feats or ASIs. In hindsight, I think I should have given her Dex 16 and Wis 14 rather than the other way around. The Flawed Helldusk Gloves that give 1-4 fire damage with weapon attacks and 1-4 necrotic with unarmed would give Sophy more damage on bonus attack unarmed strikes and flurry of blows. And the Gemini Gloves are tempting to give an additional target for her tons of cantrips (she already has a bunch and will have a silly amount after picking up Sorceror and Druid too). But while I'm fine with her using cantrips and spells at range, I do want her to be able to at least hit stuff in melee and I suspect she'll need either the Dex gloves or the Hill Giant Strength ones for that, unless I hammer the strength potions. In short, I'm not sure I'll have the flexibility to use those other gloves, but I'll have to experiment and see what's best when I get them.

I'd also agree with the streamer in the vid Wormerine shared that this sort of run encourages good use of the environment, and of things like grenades, bombs, barrels (though I insist on only using ones that are already nearby), and to me that actually feels right for my character.

I do have a rough plan for the rest of her development, and spent time up front planning skills and cantrips to try to get as wide coverage as possible, but the exact order I'll take the rest of the classes in will depend on what feels right at the time. I'm currently thinking Fighter (Sophy's been spending some quality time tussling with Lae'zel recently wink), Rogue (I think her relationship with Astarion will grow closer in Act 2 after a false start and one night stand at the party), Druid (I expect she and Halsin will become close as they share similar outlooks on a number of things), Wild Magic Sorceror (after her magic becomes destabilised on consuming the astral tadpole) and probably Barbarian last (representing her becoming occasionally erratic and losing it as a result of the tadpoles, strange new magics and general stress), but will see how it goes.

Here she is at level 7 ...

[Linked Image from i.imgur.com]

Last edited by The Red Queen; 29/10/23 04:19 PM.

"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"