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Oskar Fevras: Difference between revisions

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Oskar.png|Portrait
Oskar.png|Portrait
Oskar Model.png|Model
Oskar Model.png|Model
</gallery>|va=David Alwyn|size=Medium|type=[[Humanoid]]|race=[[Human]]|class=[[Bard]]}}{{SpoilerWarning}}
</gallery>|va=David Alwyn|size=Medium|type=[[Humanoid]]|race=[[Human]]|class=[[Bard]]}}
'''Oskar Fevras''' is a [[human]] and well known painter in ''[[Baldur's Gate 3]]'', who is being trafficked by the [[Zhentarim]].  
'''Oskar Fevras''' is a [[human]] and well known painter in the city of ''[[Baldur's Gate]]'', who is being trafficked by the [[Zhentarim]].  


== Involvement ==
== Involvement ==

Revision as of 08:43, 22 May 2024

Oskar Fevras is a human and well known painter in the city of Baldur's Gate, who is being trafficked by the Zhentarim.

Involvement

Main article: Free the Artist

Act One

The Zhentarim Hideout

Oskar is first found in the Zhentarim Basement as a captive for ransom or sale from Brem due to his skill and renown as a painter. The party may attempt to purchase him as a slave, persuade Brem to release him, or kill all the Zhentarim in order to free him.

If the party purchases Oskar and speaks to him as if he has been purchased as a slave, he will run away. If the party purchases Oskar and then frees him, he asks the party for money to use along his way home. Note that the party does not need to pay the additional 200 gold "for the road" when freeing Oskar in order for him to show up in Act Three and continue the questline.

Act Three

Lady Jannath's Estate

If the party freed Oskar in Act One, he will return home to Lady Jannath's Estate in the Lower City, Baldur's Gate.

Upon entering Lady Jannath's estate, the party will discover that Oskar has been possessed by a ghost and the whole estate is haunted. After a brief fight with some Poltergeists, Oskar falls unconscious and Lady Jannath explains how he became possessed after their recent marriage. She then directs them upstairs to Oskar's atelier, where he had been spending most of his time before the possession.

In the atelier, the party can discover a possessed painting and the Letter to Oskar Fervas which directs them to Mystic Carrion at Philgrave's Mansion. Once they acquire the Torch of Revocation from him, they can return to burn the possessed painting and release the Echo of a Lost Love imprisoned within. The ghost rushes downstairs, knocking Lady Jannath unconscious and threatening to drag Oskar back to the afterlife with her. She reveals that her name is Kerri Evenfield, a former girlfriend of Oskar's, and that he made a deal with Mystic Carrion to bring her back from the afterlife to figure out if it was his fault that she committed suicide.

The party can choose to either allow Kerri to drag Oskar into the afterlife, pass a DC 15 Persuasion check or DC 15 Intimidation check to get her to stand down, or defeat her in combat. If one of the dialogue checks was successful, they can either choose to let her return to the afterlife without answering Oskar's question or pass a DC 15 Persuasion check, Intimidation, or Deception check to reveal the truth: that they were only a fling and nothing more.

If the party successfully saved Oskar's life and Lady Jannath doesn't break up with him as a result, he will offer to paint a picture of a party member in his atelier. The subject of the painting is chosen at random from among the party.

The Guildhall

If the party did not free Oskar in Act One, he can be found in the Guildhall. He managed to persuade the Zhentarim that he is more valuable when not kept in captivity and now makes a living making forgeries of paintings. He seems to have accepted his new life but is still quite unhappy about the party abandoning him in Act One. The party can buy an expensive, forged painting from Oskar, albeit at a high price due to a big attitude penalty.

Combat

Attacks and Abilities

Bardic Inspiration.webp
Bardic Inspiration Bardic Inspiration ()
Inspire an ally to go beyond their capabilities with your performance. They can add a D6 Physical.png+1d6 bonus to their next Attack roll, Ability check, or Saving throw.
 Range: 18 m / 60 ft
Vicious Mockery.webp
Vicious Mockery Vicious Mockery ()
D4 Psychic.png 1d4 (1~4) Damage TypesPsychic

Insult a creature: it has Disadvantage Icon.png Disadvantage on its next Attack roll.

WIS Save
 Range: 18 m / 60 ft
Chromatic Orb.webp
Chromatic Orb Chromatic Orb ()
Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
 Range: 18 m / 60 ft
Hold Person.webp
Hold Person Hold Person ()
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.
WIS Save
 Range: 18 m / 60 ft
Hypnotic Pattern.webp
Hypnotic Pattern Hypnotic Pattern ()

Hypnotise Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act.

This spell can be cast while you are Silenced Silenced.

WIS Save
 Range: 18 m / 60 ft
AoE: 9 m / 30 ft (Radius)

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