The Pawn

talentsAllSkilledUp
Permits your character 1 AP worth of free movement per turn. Incompatible with Executioner.

The Pawn is a Talent in Divinity Original Sin 2 (DOS 2)The Pawn grants your character 1 AP of free movement per turn, but is incompatible with ExecutionerTalents in Divinity: Original Sin 2 are special abilities that provide unique bonuses and enhancements, allowing players to customize their characters' strengths and playstyles.

 

How to Get The Pawn in Divinity: Original Sin 2

 

Divinity Original Sin 2 The Pawn Guides

  • The free movement AP is NOT lost if you do any other action before moving. You can use it any point of your turn (as long as you have AP remaining, so your turn does not auto-end).
  • Can be used to move out of cover, shoot/cast and return to safe spot.
  • Very useful if your character prefers backstab.

 

DOS 2 The Pawn Notes & Tips

  • Notes and tips for The Pawn go here…

 

Divinity Original Sin 2 Talents
All Skilled Up  ♦  Ambidextrous  ♦  Ancestral Knowledge  ♦  Arrow Recovery  ♦  Bigger and Better  ♦  Comeback Kid  ♦  Corpse Eater  ♦  Demon  ♦  Duck Duck Goose  ♦  Dwarven Guile  ♦  Elemental Affinity  ♦  Elemental Ranger  ♦  Escapist  ♦  Executioner  ♦  Far Out Man  ♦  Five-Star Diner  ♦  Gladiator  ♦  Glass Cannon  ♦  Greedy Vessel  ♦  Guerilla  ♦  Haymaker  ♦  Hothead  ♦  Ice King  ♦  Indomitable  ♦  Ingenious  ♦  Leech  ♦  Living Armour  ♦  Lone Wolf  ♦  Magic Cycles  ♦  Master Thief  ♦  Mnemonic  ♦  Morning Person  ♦  Opportunist  ♦  Parry Master  ♦  Pet Pal  ♦  Picture of Health  ♦  Rooted  ♦  Sadist  ♦  Savage Sortilege  ♦  Slingshot  ♦  Sophisticated  ♦  Soulcatcher  ♦  Spellsong  ♦  Spider's Kiss  ♦  Stench  ♦  Sturdy  ♦  Thrifty  ♦  Torturer  ♦  Trader's Secrets  ♦  Undead (Talent)  ♦  Unstable  ♦  Walk It Off  ♦  What A Rush

 

 




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    • Anonymous

      this is insane for normal runs and a huge quality of life improvement.
      scoundrels can allways be behind enermies as long its not close to a wall so thats a free critt option (just dont go out of the opportunist area).
      even if you dipp one point into scoundrel it already is usefull cause you can reposition yourself without a deep cost (the cost being using this talent instead of something else and locking out of Executioner), esp for meele based characters this is saves tons of AP for fight, but even ranged class can profit cause you can reposition yourself to hit more or as intended.

      • In most cases the pawn will be trivially more reliable than the executioner, that's why it's better. For the executioner you'll have to make not only a specialized build, but even a whole team.

        • Anonymous

          Базовое расстояние, которое можно пройти за 1 очко действия, равно 5 м. Это расстояние можно увеличить, если прокачать негодяя и скрытность. Эффект ускорения увеличивает на 2 м.
          Расстояние, проходимое за 1 ОД, можно разделить на несколько частей. Не обязательно проходить всё расстояние сразу.

          The base distance that can be traveled for 1 action point is 5 m. This distance can be increased by pumping a scoundrel and stealth. Haste effect increases by 2m.
          The distance traveled in 1 AP can be divided into several parts. You don't have to go all the way at once.

          • Anonymous

            upon further testing it works with every talent with a pre-req, I was able to start a character with picture of health elemental ranger and the pawn and no it doesn't matter the preset just removing the skill point after the talent is chosen is all it took.

            • Anonymous

              in response to anonymous comment on how he got the skill twice:

              to get this skill or executioner for free(they remain mutually exclusive still, can't have both), start with inquisitor or rogue preset on any character/race next remove the pre-req skill warfare for executioner and scoundrel for the pawn. Next, select a talent start game and boom done easy peasy.

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