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Yes. For the last part you need to roll a NAT20. So it is a 5% chance.
Even a 30 str check is hard to beat even as a stre based character and then the next check does not even have the str option but some other bs.
I just ignore these check honestly, because they change NOTHING.
It's only the 99 roll that can change something, if you Nat 20 that roll then the brain has a debuff that reduce the health a bit in the final fight
My first playthrough I rolled a nat 20 on the elder brains impossible roll. Felt good.
No they're not. That's literally the only instance, and even then, it's made blatantly obvious that you're not really supposed to pass it (hence the ridiculous 99), but you CAN still pass it, as noted above, with a nat 20.
1st check keys off either STR, INT, or CON. DC 20 by itself ain't too bad (you see these a lot in Acts II and III), it's the attributes it keys that make it awkward (since CON checks are rare, and INT & STR are popular dump stats). Usually the STR one is the way to go with a STR elixir and Guidance (+6-+9 results in a 47.5% success rate before advantage if you go Cloud Giant - I'll explain later - it's +9-+12 which is a much healthier 62.5% before advantage. After advantage like with Enhance Ability - STR which again explained later why I bring it up, the rates are 72% and 86% respectively).
2nd check keys off either DEX, WIS, or CHA. These checks are typically much more likely to be invested into (Stealth, Perception/Survival, and Persuasion), so having an innate +5 or +6 (Birthright for 22 CHA or +1 Hide/+2 Chain for DEX) is already on the cards, and you can wear Graceful Cloth for DEX advantage so you won't even need Enhance Ability (which we'll get to momentarily). DC 25 tho is a hard check to meet, as +6 is only a 10% success rate while +9 is 25% (even with advantage these rates range from 19% to 44%). What makes these tricky is that they DON'T key off of your skills, but your raw stats. Expertise ain't doing sh*t here.
3rd check keys off either STR, DEX, or CON; again. At a DC 30 on an attribute that likely isn't specced into, here you'll NEED the full bells & whistles to even get the chance to pass properly. A Cloud Giant elixir with Guidance, Enhance Ability - STR, and likely Bardic Inspiration (or be a BRD innate to get Jack of All Trades) is basically required to get ANYTHING past a 5% success rate (+9 - +12 if not a BRD, +11 - +15 if you are).
4th check, being a DC 99, is literally impassible without a nat 20. There's no gaming the system here unless you want to savescum the roll, and even then it only reduces the Netherbrain's HP by 20% before the battle.
I actually made the last save without savescumming on my latest playthrough and I was disappointed to find it didn't make any difference.
Not entirely true. Passing the DC 99 check shaves some HP off the Netherbrain battle, but unless it's Honor mode it really doesn't matter much.
I didn't notice it took health away from the Netherbrain. Thank you for pointing that out.
I mean, on Tactician I saw it drop from 450 to 360, so it's not a huge amount (again, unless Honor Mode, where - while small - it could be the difference between gold dice and a game-end). I well-invested MNK can hit that in half a turn.
I was going to run a Sorcadin for my Honor run, but the Open-hand monk with Tavern Brawler is next level. Especially if you do a Thief dual-class for that extra unarmed attack. It is hard to beat that class all pumped up.