Recently, many players have asked for help on the recommended strategies for Paladin Build and Part-time Jobs in "Baldur's Gate 3". The editor will explain it to you in detail below. Let's take a look. In this game, new activities and new content emerge in an endless stream, which can give players a lasting and fresh gaming experience. At the same time, players will also encounter some tasks they don’t know how to do and gameplay they don’t understand. Don’t worry, this site brings you this The most complete strategy guide for this game, come and find out.
Each has its own advantages. Now that the attribute points +2/+1 are released, the difference is relatively small.
It might be better to have dark vision and fairy blood. High Elf's magic uses basic intelligence waste; Wood Elf's movement speed +1.5m is considered versatile; Drow's demonic fire magic is better at creating excellence and breaking invisibility.
Asmodeus is better than the other two sub-species. The fire spell can be used as a mobile lamp (to help teammates light up the area), the purgatory rebuke is given for free (it does not consume spell slots, and is cast with reaction), and the application of black mist and The cloud and mist techniques are quite similar and can be used in both. Plus the beauty of Baldur's Peak
Human Raki; Chicken Keeper can use Wandering Step; Half-Elf is almost the same as Elf; Dragonborn's breath is useless, but its resistance is pretty good; Half-Orc's triple critical strike and root health lock are excellent. The short race has a movement speed penalty, which is not conducive to melee monsters, so I haven't studied it yet.
The highest priority is to add "Deception", "Intimidation", and "Persuasion". You can also perform it in a performance. There are fewer opportunities to use it, but it is more interesting.
Stunt expert and sports, choose one of the two (see part-time job and attribute point method) to prevent the tragedy of falling off a cliff and dying.
The basic profession can be warrior or paladin, both of which are good at all weapons and armors.
The fighter is good at Constitution saving throws, which helps maintain focus; the paladin is good at Wisdom saving throws, which helps resist control.
But I prefer the paladin as the base, because the part-time paladin will not break the oath, which is a little less fun (and risky?)
As for the paladin sub-class, white cavalry and black cavalry are better.
The only focus of Baiqi is to guide the sacred weapon of the oath, which is irreplaceable.
Although it costs 1 action, it lasts for 10 turns, so it can be used before battle.
It can add a Charisma modifier to the attack roll of the weapon. If you are a multi-class warlock, the sacred weapon can reach +4.
Given that Great Weapon Master is -5/+10, skills that replenish attack rolls are important.
Black Cavalry has Disaster and Hunter's Mark, and "Prosecutor's Power" can add charm adjustment value to the damage die. All three are bonuses.
Disaster requires concentration, but it can make the enemy's attack roll -1d4, so it should be good in conjunction with the master tactician's counterattack.
If you are a multi-class warlock and can get the Curse of Fragility, the Hunter's Mark is not necessary.
"Prosecutor's Power" can cause dizziness and remove the agility bonus from the opponent's AC, but if it encounters an opponent that does not take the agility bonus, it will only add a little damage.
The focus of the Black Knight is the Oath of Enemy. The Paladin's spell slots and Oath of Guidance are in short supply, so he may not necessarily want to use the above three abilities.
First get rid of the current bugs, which will cause the enemy to vow to put them on yourself and gain a permanent advantage.
"Enemy's Oath" is a skill that can optimize a single target for 10 turns. If there are other ways to optimize it, you don't necessarily need to choose the black knight.
The "Guardian Aura" of level 6 of the paladin is his signature, so he should get level 6 (get 2 dozen and expertise at the same time).
The combat style of "giant weapon combat" is actually stronger than the dnd5e rules. The original version only affects the weapon's damage dice, but as a result of the pull-type improvement, it can affect all damage dice in the game, including Holy Slash. It can be used as a weakened version of the "Savage Fighter" feat and is worth choosing.
Therefore, for level 4 expertise, you can give priority to Giant Weapon Master -5/+10. I guess the effect of "Giant Weapon Combat" + "Savage Fighter" should not be good.
Next, you should look for a profession that can help the paladin fill up his spell slots. In the dnd5e rules, spell slots cannot be used universally, but Larian certification can be used in Baldur 3, so feel free to work part-time!
It is more recommended to take a part-time magician level 3. Although the magician only has two spell slots, he can recover in a short rest.
And get Magic Explosion + Painful Magic Explosion + Fragile Curse to make up for the long-range firepower. Magic Explosion is powerful because it is a cantrip and increases with the character's total level.
(They are both magic tricks. At level 10, the fire arrow is 1 shot of 3d10, the magic burst is 3 shots of 1d10, and the Curse of Fragility can be triggered 3 times!)
For the magic contract, you must choose the magic contract of the blade, which is the core of the Build. If a general Paladin wants to take into account strength, charm and physique, the possible solution is this.
Strength 16, Dexterity 8, Body 16, Wisdom 8, Sense 10, Charm 16 (15 + hag scalp), or Strength 18, Charm 14.
However, by replacing the bonuses on attack rolls and damage rolls with Charisma, it can be directly achieved.
Strength 8, Sensitivity 14, Body 16, Wisdom 8, Sense 10, Charm 18 (17 + hag scalp)
The key attributes are integrated into charm to exert maximum power, and you can also use agility to move faster, achieving the effect of 1 + 1 > 2.
※Currently there is another bug, the warlock's level 5 blade contract is deepened. Even if he has received 2 dozen from other professions, he can still get another +1 dozen. This completely breaks the underlying rules and is not recommended.
For the last 3 levels, you can choose War Priest level 2 + Brutal Strike feat, or Warrior Tactics Master at level 3 to make up for the -5 attack roll penalty of the Great Weapon Master.
As can be seen from the table below, it is more advantageous for warriors to have both attack rolls and number of hits.
The ferocious strike is compensated by fighting with giant weapons, and the ring position is restored after a short rest, which is quite enough. As for the counter-attack OP, it is the only one that has Tactics Master. I think Warrior level 3 is better.
Finally, I would like to add that magic weapon magic and +1 refined weapons can give +1 to the attack roll, so it is best to use them both.
Many friends have encountered this problem in "Baldur's Gate 3" Paladin Build and Part-time Recommendation Guide. In fact, solving it is not as difficult as you think. You can just follow this guide to complete it. It's quite simple.