Darkness builds are awesome. I have a warlock with blind immunity, a shadow monk that has the blindness ring and shadowheart the dark justiciar who can create darkness every turn at will and also has blindness immunity. fight in the darkness everywhere and it negates incoming magic and arrows as they usually cannot see inside.
Here's some unsolicited advice for the build I think you're going for: With Gloomstalker 5/Assassin 3/Fighter 4 you will only get 2 feats, one of which has to be Sharpshooter. So you will have to decide between an Ability Score Increase to get to 20 DEX or Alert for your second feat; for this build - and especially on solo Honor Mode - the Alert feat with the Gloves of Dexterity is what I would choose. Then I would reallocate all of those attribute points out of DEX into CHA and WIS for better dialogue skills and saving throws. Initial attribute scores would look like 8/8/16/12/14/16, with the Gloves of Dexterity for 18 DEX and Elixir of Hill Giant Strength for 21 STR making the final ability scores 21/18/16/12/14/16 (Auntie Ethel's Boon CHA/WIS would have probably have been best, giving you the following attribute spread: 21/18/16/10/16/16, but that would have required a lot of foresight) With the extra skill proficiencies from starting out as a Rogue at level 1, this gives you a very well balanced character, good wisdom saving throws, no negative attributes, and +11 to persuasion checks for better dialogue outcomes and more favorable vendor prices.
about the -1 to strength checks, it shows in the checks but when having the club or using strength elixir, the boost you get from them just adds back the 1 you're losing. E.g. 8 + club =19 strength shows -1 + 5 = 4 strength modifier, and 10 + club = 19 strength shows 0 + 4 = 4 strength modifier. so you'll end up with the same modifier boost regardless of starting strength stat. Hope this makes sense.
I think Priestess Gut is small enough to put into your inventory with a strong character. Might be able to inventory carry her into the underdark, toss her on the ground, then use Glut.
Why? What woulb be the special benefit? Also shouldn't that work with any corpes that you can pick up? You don't need to cary them arround, just pick them uo and go immediately to camp and store them in your big chest in camp till you want to take them out again.
You can cast Haste on enemies , then cancell it immediately to inflict Lethargy for 1 Rd ..Sorcerers can Twin Spell this.
Darkness builds are awesome. I have a warlock with blind immunity, a shadow monk that has the blindness ring and shadowheart the dark justiciar who can create darkness every turn at will and also has blindness immunity. fight in the darkness everywhere and it negates incoming magic and arrows as they usually cannot see inside.
Here's some unsolicited advice for the build I think you're going for: With Gloomstalker 5/Assassin 3/Fighter 4 you will only get 2 feats, one of which has to be Sharpshooter. So you will have to decide between an Ability Score Increase to get to 20 DEX or Alert for your second feat; for this build - and especially on solo Honor Mode - the Alert feat with the Gloves of Dexterity is what I would choose. Then I would reallocate all of those attribute points out of DEX into CHA and WIS for better dialogue skills and saving throws. Initial attribute scores would look like 8/8/16/12/14/16, with the Gloves of Dexterity for 18 DEX and Elixir of Hill Giant Strength for 21 STR making the final ability scores 21/18/16/12/14/16
(Auntie Ethel's Boon CHA/WIS would have probably have been best, giving you the following attribute spread: 21/18/16/10/16/16, but that would have required a lot of foresight)
With the extra skill proficiencies from starting out as a Rogue at level 1, this gives you a very well balanced character, good wisdom saving throws, no negative attributes, and +11 to persuasion checks for better dialogue outcomes and more favorable vendor prices.
Alert is overkill with Gloomstalker and high Dex and when you already where the ambushes are
about the -1 to strength checks, it shows in the checks but when having the club or using strength elixir, the boost you get from them just adds back the 1 you're losing. E.g. 8 + club =19 strength shows -1 + 5 = 4 strength modifier, and 10 + club = 19 strength shows 0 + 4 = 4 strength modifier. so you'll end up with the same modifier boost regardless of starting strength stat. Hope this makes sense.
I tried what you did in your first solo run. Sleet Storm. Totally cheesed it. Those guys couldn't land one hit.
Spiked Growth is OP you should consider it
I agree, it can single-handedly win encounters in the early/mid game
All the solo runners I’ve watched either blow up the death shepards or skip them with invis in the mountain pass ^^
You might like to try Skyrim Lorerim modpack. A huge overhaul and feels almost like a new game
I think Priestess Gut is small enough to put into your inventory with a strong character. Might be able to inventory carry her into the underdark, toss her on the ground, then use Glut.
Why? What woulb be the special benefit?
Also shouldn't that work with any corpes that you can pick up? You don't need to cary them arround, just pick them uo and go immediately to camp and store them in your big chest in camp till you want to take them out again.
@@TheG00se81 she can cast a spell that increases your AC by 2 and the effect remains even if you discard her (until long rest)
@@TheG00se81 someone on his stream chat asked if you could animate her. So just commenting to say it may be possible. That’s it. 👍🏼
Crate Weapon Master
We back baby!!!!!!!!!
lets get it
One day wolfy boy you will be 50 asking yourself how did I get here. Choose your words wisely.
What.