Baldur's Gate 3

Baldur's Gate 3

View Stats:
Poncherello Dec 27, 2023 @ 9:25pm
Lump war horn or Lump warband?
Is it worth to make a deal with Lump to get his war horn? Are the ogre useful in battle? Or is it worth to kill Lump and get the warband of the intelligence?
I wouldn't know on which companion use this warband...
< >
Showing 1-7 of 7 comments
I never ran the ogres but I believe they are a one shot thing. The headband opens up builds like eldritch knight that dumps all their INT for more physical stats.
Ironwu Dec 27, 2023 @ 9:29pm 
I wanted the Warband to give to my Wizard so I could use the Ability points in other things until getting him to 18 did not cost other feats that I wanted to use.
Ghost Dec 27, 2023 @ 9:47pm 
The ogres can be useful, but I've never actually needed them. Would get far more use out of the headband.
AvG Dec 27, 2023 @ 10:00pm 
Originally posted by Poncherello:
Is it worth to make a deal with Lump to get his war horn? Are the ogre useful in battle? Or is it worth to kill Lump and get the warband of the intelligence?
I wouldn't know on which companion use this warband...
The warband every time.
There are some unseen drawbacks to using the horn like having to pay gold in some circumstances, though you can feed them corpses of the fallen, its fairly disgusting to your companions. The owl cub will also die or run away if you use it in the goblin camps never to return. There is a limit to the usages, and I believe they will only help you in act 1.

The helmet that sets you to +17 int allows you to go back and respec whatever character (usually your character), remove all int from your character and place it elsewhere, a fairly nice improvement to your stats, assuming you are not using int, except in skill checks. An example will be a Cleric will use Int as a dump stat but now you can wear the helm and get +3 to int skill checks and I put the extra into Charisma to also gain advantage in those checks.
Renlish Dec 27, 2023 @ 10:10pm 
Originally posted by AvG:
Originally posted by Poncherello:
The owl cub will also die or run away if you use it in the goblin camps never to return.

Nah, he does come back, you just need to talk to the owlbear before using the horn. I usually sort the owlbear out as one of the first things I do once I get to the Goblin Camp.

1. See Volo
2. Poison the beer and let a few goblins die
3. Drink a talking to animals potion and chat with the owlbear to offer him a place at camp - is easier to do once you've poisoned the beer because then you don't have to do the stupid chicken chase thing.

:)
Sentient_Toaster Dec 27, 2023 @ 10:13pm 
As an example early use of the headband, if you don't respec Shadowheart (and, for story reasons, I would at least keep her class and domain unchanged unless and until her story arc suggests otherwise), she could use it to land those Fire Bolts.

In her case, her initial build provides Fire Bolt from being a half-elf, not from her class. Therfore, she uses *intelligence* to determine the spellcasting modifier she uses to attack with it. Unless you turn her into a wizard for some reason, it's really not worth it to burn her limited feat/ASIs on raising intelligence rather than wisdom; but it might be worth having her able to land those fire bolts for cases where e.g. Sacred Flame would be ill-advised (e.g. enemies with Radiant Retort ).

For an actual wizard (e.g. Gale, obviously)... well, Gale starts with 17 INT, and he *should* be burning ASIs to get that to at least 18, so the headband isn't a great pick for him. He could use it short-term, but it's really not a long-term item for him.

If you do want an Eldritch Knight or Arcane Trickster, then yes, the headband would also be quite useful.
Pan Darius Cassandra (Banned) Dec 27, 2023 @ 10:13pm 
Use the horn, promising to pay Lump later. On the final use, kill the ogres off after the initial fight is over, then take the headband.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Dec 27, 2023 @ 9:25pm
Posts: 7