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Malice Alice

The idea of this character is a malicious court jester with a penchant for throwing weapons. For the roleplay I have a pretty firm idea as to what I’m going for: Evil, embrace Durge with a heavy interest in trickery. Not really a meme-run cuz I like the angst narratively but with some dark absurdist humor. That is why the classes are the way that they are: I wanted to roleplay using the mechanics and/or the dialogue.

This is built around the usage of Elixirs of Strength, so plan accordingly. I also use mods on console, so some of this build is setup around that (ex. I use a higher XP mod to have fun with late game abilities in early game zones, another mod allows for more feats to choose from, another feat mod to allow for more to be chosen, a deity mod to pick Bhaal, more cantrips, etc).

Some of the major modded aspects of this build that influence mechanics:

  1. Level 20 extension mod. Kinda self-evident but don’t say I didn’t warn ya.
  2. Gods for all classes. To add Bhaal as a select-able cleric deity as the mod I’m using allows for the reintegration of Bhaalist deity lines from EA.
  3. A feat mod which amends the Dungeon Delver feat to push WIS to 13 (it has multiple feats which do things like this, and I intend to go with the one which does not include perception as that is already accounted for in the leveling plans. I cannot recall the name of it ATM but just know I will be using a mod which changes base WIS to 13).
  4. More frequent feats so I end up getting more total feats than is typical. This does lead to overpowered builds.
  5. Honestly, there is definitely more, but I’ll add them if I care enough when I remember later.

You can still use this in a non-modded game, but good luck trying to figure out what order of leveling you should do to make this not an excruciating pain in the neck.

Gear Pickups

Act 01: Headband of Intellect to compensate low INT stat, making out INT 17*. Returning Pike as the main weapon (found in goblin camp trader). Ring of Flinging found in Druid Grove trader to increase throw damage. Deathstalker Mantle (given as reward for Dark Urge characters after long resting a few times) for sneak supported damage. Titanstring Bow found in Zhentarim trader (hidden away in Waukeen’s Rest) to use our STR from elixirs to it’s highest benefit.

Act 1.5: The Underdark’s Myconid Colony was where I picked up the Caustic Band before seeking out Derryth’s husband noblestalk. In the Mountain Pass you can pick up the Gloves of Dexterity from the githyanki trader in the creche, which will put out Dex at 18*.

Act 02: Nothing stands out to me in act 02 for gear, but I do tend to circulate since this is that awkward point between good and GREAT gear in acts 01 and 03. Focus on kitting out your party ¯_(ツ)_/¯

Act 03: Hop on over to the Circus, because here is where we can really enjoy being a chaotic evil jester. Nyrulna is found via a sojourn in the Djinni’s purgatory, which should benefit off of our Tempest Cleric dip. The Clown Hammer is dropped by Dribbles the Clown as a secondary weapon if you want to alternate because of the Thunder AOE on Nyrulna. Gibus of the Worshipful Servant is found in the Devil’s Fee, with a unique interaction with Helsik, it’s the closest we can get to a jester’s cap that still has some utility. Or y’know, just wear the non-useful Cap and Bells found in the chest in the blue tent at the Circus if you really want to commit to the bit. Amulet of Greater Health is what we will be pinching from Raphael’s House of Hope for ourselves however*.

* Readjust the Stats when you receive a new item that ups your stats using Withers. *

Act 01: Headband of Intellect – Not really required here since this isn’t an INT build, (base INT 08 to 17) but worth picking up for the skill checks in dialogue as party face.

Act 1.5: Gloves of Dexterity – Required here since Dex is necessary in Act 1. So only adjust after you have the gloves to pump your Dex up to 18. Adjust from (13 for me prior to Gloves) to (DEX 10, WIS 13 for me).

Act 03: Amulet of Greater Health – Required here since it pumps your constitution up to 23 and unless you are using a very different build I know you had some points here to cushion. Feel free to readjust them (CON 15, +1 for me prior to amulet) to a different stat (CON 10, INT 11, +1 and WIS 15 (which should be aided Auntie Ethel’s +1 scab which I used for WIS).

Boons

I used quite a bit of these. Basically all I could get except for Volo’s Eye, Boooal’s Benediction, Summon Us, and Paid the Price. My PC leans narcissistic so Volo’s Eye went to Astarion, Paid the Price went to Gale, Boooal’s worshipers converted and Us was lobotomized.

Edit: I also removed Arabella’s Shadow Entangle because realistically, she ain’t making it to Act 2 for this EVIL-evil run.

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ManiacalRobin47
ManiacalRobin47
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