An Introduction to Feats in Baldur's Gate 3 - Character Creation Guide

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hello everyone my name is bulko and this is going to be My Feet video so this is the first video I'm making with the release client of the game and I want to talk about feeds because these are some of the most important planning things you need to think about when making a character obviously eventually you get the ability to respect so once you have a bit more of a focus or you have a feel for the game you can go back and play around with these as necessary but I thought I would give my thoughts talk about how Feats have been implemented in Builders Gate 3 because there are a lot of changes from the tabletop and I'll go over a few categories and give my general assessment on which feeds I consider to be fairly good and which ones are maybe not worth your time so in Broad Strokes let's talk about a few different categories of Feats so first of all Feats generally take the place of your ability score improvements you can either increase one ability score by two or something like that obviously wouldn't pick that or two ability scores by one so this would be a totally fine way to increase your character and for shadow heart getting that Dex to 14 and wisdom up to 18 is awesome right we're now getting better benefit for our armor and our initiative we're getting better spell saves better spell attacks things are fine this would be totally reasonable but obviously you're watching this video because you want to know about feeds and how they could be changing but the first thing you need to think about with Feats is this is what you're giving up Feats are not completely free so you do want to have a plan and some of my videos I talked about it's good to think about how you're going to get your main stat to 18 around level four if you can and having half Feats are one way to get there so a half feet I consider that to be something like actor because it gives you a plus one to Charisma so a half feet is something that will give you a plus one to one ability score and then an additional bonus so that's another type of fee and we can talk about those now so first up we do have actor which is going to give you that plus one Charisma and then it gives you effectively expertise for deception and performance checks so you get to add your proficiency bonus um a second time for these two checks so that that can be useful if you want to be a party face absolutely you can you know lie to everyone there's some amazing dialogue options in this game this could totally be reasonable and you know not necessarily a waste next up we have athlete so athlete lets you pick so you can either go for strength or dexterity so this does give you a little bit more flexibility obviously this is really good for martial characters whether you want to be a you know a rogue or a fighter um or Barbarian any martial class really this is potentially an option you've bumped up to your strength to 17 at level one and now you're taking it all the way to 18. it should be noted that athlete is much better on strength based characters than dexterity based characters specifically because your jump distance is calculated based on your strength score so this will actually give you 50 increased jump distance which is huge and for strength based characters if you have the bonus action to spare jumping will actually let you move way further than simply walking not to mention the ability to travel across gaps and go through z-axis jump over dangerous terrain all that kind of stuff even jumping over allies to get positioning better instead of walking around it saves you a lot of movement so athlete is actually a totally viable pick I really like it um next up we have durable this gives you Constitution and it lets you regain full hit points whenever you take a short rest personally I don't find this to be very useful I'd rather just take another ability score Improvement or I'd rather take something like resilient which we'll talk about a little bit later um for me even on tactician mode there's so much healing available uh I'm potions are falling out of my pockets I'm not worried about healing to full with the short rest a regular short rest often tops things up just fine so for me I I don't think durable is worth your time next up we have the armor proficiency feed so you have lightly armor heavily armored and moderately armored these all let you pick um strength or dexterity depending on the theme so heavy is obviously strength lighter would give you dexterity and then medium lets you split it where it is it moderately armored lets you split um this is okay because it also gives you armor proficiency generally speaking the classes that need armor proficiencies already get it for free and some classes that don't um either don't need it like they have access to things like Mage Armor and that's going to be fine or good enough or um you know monks they literally lose abilities when they're not wearing um armor or when they start wearing armor so it's not necessarily there and also this is something you can pick up kind of quote unquote for free with a lot of races there's are plenty of races that have light and medium armor proficiency once you have medium armor proficiency potentially heavy armored heavily armored could be a thing um for you just bumping up your strength to the next level and then getting that heavy armor but most strength based characters are probably going to have heavy armor proficiency so it it exists it could be part of your planning if you're trying to make like a heavily armored character that is a little bit more off the wall so it could be kind of fun but they're not the most impactful Feats in terms of like efficient character optimization um next we would have performer so this is another Charisma based it let this one I don't know why but it lets you assign it whereas actor it just says plus one charisma so fun inconsistency there but hey you get to press the button I I don't know um notably also actor once you click on it it doesn't actually change your charisma here it just says plus one and then does nothing so um worth thinking about um performer gives you that plus one it also gives you musical instrument proficiency I don't know the use of this personally let me know in the comments below if there's some really cool interaction but it maybe lives gives you that ability to kind of entertain a crowd that The Bard has where you can like call people up to your character and distract them so your allies can sneak around or pickpocket them and stuff like that um there's maybe some flavor there but I feel like if you're really into that play style like just play a Bard they're also the best class so do it um I I yes I'm biased resilient is sort of the fill in the gaps of the of the half beats because really it's just pick any you want and then you also get Proficiency in that ability saving throw so for something like Shadow heart um any Caster really eventually getting uh resilient Constitution is a good strategy so if you have that like odd um Constitution at a low level you could make it an even with resilient is kind of worth it but this is probably not something that's going to happen to later in the game because you're going to want to hit 20 in your main Caster stat first so you know by level four level eight you're maxing it out and then you know last level of the game level 12 you're like okay maybe I'm gonna take something that's gonna round out my my ability score so I can have Advent or make my proficient unconstitution checks but even then you're probably better off of something like War Caster um but it it does exist if you really care about a specific saving throw you can take it but may maybe not the most efficient either but it it's not bad havern Brawler's interesting because when you read it it just says when you make an unarmed attack use an improvised weapon or throw something your strength modifier is added twice and it's like great okay next but when you actually click on it oh wait you get to add either strength or decks so or con rather so it's not listed on the tool tip when you hover over it but in the actual feet this is also a half feet um so worth noting and the feature actually is really good uh specifically you can make a really silly strength monk build um doubling your ability modifier to your unarmed attacks is nuts and monks make a lot of unarmed attacks and if you're taking like a speed potion and using Flurry of Blows and you have 20 strength and all of a sudden monks are doing a lot of damage as like a drunken brawler kind of build um so yeah really cool there is opportunity for this feat and it is a half feet so I think some classes will want this and even just doubling attack and damage roll uh modifiers with Throne weapons you can get a weapon that returns when you throw it and all of a sudden you know you're hulking fighter is doing amazing range damage and is you know super pinpoint accurate and that returning Javelin or whatever is just hitting again and again every turn um so it's a cool cool feat even if you're not the the name might turn people off a little bit when you're thinking about what this is actually doing for you and last but not least we have weapon Master once again this is a happy that lets you choose either strength or dexterity and it gives you Proficiency in any weapon you like actually four weapons specifically um it's it's probably not useful at the end of the day unless you're doing some really weird Gish build um where you're gonna have like a wizard and you're like I also want this strength and I'm going to use a great accent it's it's kind of weird I mean there's opportunities potentially if you really really want to do a kind of a combination or a hybrid build that somehow isn't multi-classing because a lot of the multi-classes you'll pick up proficiencies doing it that way so it feels a little bit weird probably not worth it um at the end of the day you might be better off just multi-classing and losing out on the feet anyways if you're going to spend it on uh weapon Master but I'm sure there could be a build that makes use of this I just can't think of it off the top of my head so those are all the half Feats so things to consider you'll notice most of the half beats are either Charisma both focused or strength dexterity focused focused or Constitution focused um so there's options for all of those stats which means wisdom you don't really get a lot of options if you're looking to increase your wisdom through feet you don't have a lot you have pretty much resilient and pretty well every class that's maximizing wisdom but mainly like clerics are already proficient in Charisma save or sorry wisdom saving throws so it's not necessarily going to be super uh it's not going to be great to start with 17 wisdom um in terms of looking for a half feet for a cleric um but if you're a strength based character there's lots of cool options if you're a deck space character there's a few few cool options and then I already talked about how the Constitution one it's not great either it it's okay you might want to take resilient for constitution saving through this because that'll help you with concentration checks but there's there's potentially other things you could be doing um so let's talk about some of the other kinds of feeds so generally there's two other kinds inside of the half feet there's feeds that are going to give you or I should say three other kinds there's Feats that are giving you proficiencies so these are just like skill or weapon and armor proficiencies some of these we already talked a little bit about with the half beads there's Feats that are going to give you access to abilities from other classes tool kits so for example all the magic initiative Feats are like that and then finally there's classes or there's Feats that give you unique abilities so abilities that you only get access to by taking the feat and these will kind of go through the list and talk about all the Feats we haven't talked about and I'll give a bit of a ranking as we go so alert you get a plus five bonus to initiative and can't be surprised this is actually not too bad I personally love the bonus 2 initiative especially uh when you're playing on tactician and you want to have your controller go first generally speaking this can easily be the the difference between struggling through a fight or having a really easy fight if you can have your Bard or your wizard get down that big crowd control get down that hypnotic pattern get down that web whatever it is to Target a whole pack of enemies sometimes you can literally divide an encounter in half so this has uses and the not the can't be surprised thing is kind of interesting too because there's going to be times especially if you have like people sneaking around sometimes you kind of get caught out and your character counts as being surprised because they joined initiative late um this would prevent that and let them act on that first turn so there are some interesting kind of mechanic situations where you can be quote unquote surprised that it was more about like the sneaking and kind of the way battle starts um but this is also you're giving up an entire you know plus one to your attack and damage rolls so I don't know if I would take this right away at level four but you know eventually I could see this slotting into a build once I hit the maximum in my main ability scores we already talked about how athlete is really cool charger this lets you charge to do a weapon attack and charge to do a shoving attack so this gives you a little bit more Mobility it's okay honestly this is giving you that Mobility that I feel like if you just took athlete not only do you get that Mobility by just being able to jump up next to your enemies and then make an attack um but it also gives you strength or decks whatever your character needs so maybe a little bit better the one thing is you don't get the ability to charge and shove because you'd be using your bonus action on the jumping part but you could still easily jump and then weapon attack so charger still has some unique ability but I don't know if it's worth a feat just for the ability to move and shove people um yeah crossbow expert is pretty cool um so it lets you uh melee attack um with with crossbows without disadvantage is kind of neat it doesn't have the same bonus in the tabletop game this is actually a really important feat in tabletop version where you have to have this in order to attack with two one-handed crossbows um but Paul just gate three you don't necessarily need this anymore um piercing shot also just does the escaping wounds twice as long which is you know it's fine but crossbow expert definitely is better in tabletop than in Baldur's Gate 3. um it it lets you just be a dual wielding crossbow person in melee which might be something you want to do um but otherwise this could be potentially skipped or taken much later uh defensive duelist this lets you um use your reaction to essentially Parry attacks um it kind of functions like this Shield spell when you take it so it's it's a reaction um and it does scale as you level up it is a pretty good ability essentially having infinite like Shields it's going to start off not being quite as as high as like the plus five of Shield but the fact that you can just do it constantly um is is awesome so just note that you eventually you you start getting lots of things that like you use your reaction so you really want to manage your reactions but it's it's not a bad ability to have uh dual wielder lets you uh use heavy weapons um and it gives you a plus one to your AC so it kind of helps mitigate the penalty for not having the shield and it it's reasonable um so you could have you know two long swords or two battles taxes and be that really like bigger Barbarian Berserker kind of feel to your character um you can't use heavy weapons though so you can't use like you know great swords but um it is it is interesting personally um I still feel that like two weapon fighting maybe isn't as good as some of the other styles but this this is an option if you want to go for that particular fantasy um dungeon Delver um I don't think this is great it lets you gain resistance so half damage from traps and you're gonna be better at um you get advantage on finding them as well as saving throws against them I find specifically unless you're playing like an Iron Man mode completely new to the game um I found the traps to not be completely debilitating and worst case scenario you just have to you know use an extra rest or something to recover from making a silly mistake um I don't find and I'm not safe scumming either but if if you are a safe scammer like this is this is yeah this is a waste completely um but uh yeah I I don't think this is needed um we already talked about durable Elemental Adept is interesting so it lets you ignore resistance to a damaged type of your choice so you know if you really want to be like I'm a fire Wizard and you take this and it means that um you know all those creatures out there that are resistant damage no not immune but resistance to damage um will now take regular damage and it also means that when you do damage of that type you can't roll a one which is pretty relevant so especially if you're casting something like lightning bolt or Fireball where you're rolling 8d6 none of those d6s can have a one anymore um so that will significantly increase the amount of like the the low end of the damage that you're doing so um it is it is kind of neat it is definitely worth taking for your blaster type characters that are going to be doing Elemental damage and it lets you be really thematic so if you really want to role play a specific element you know cold or fire or whatever it is um it is it is really cool obviously it kind of encourages you to start focusing in on a specific element type because now you're going to get a benefit for that one now great weapon Master is a top tier this is absolutely the feat that many many powerful builds take and I probably should start this section and I think I also just while we're here need to also talk about Sharpshooter at the same time because they do very similar things great weapon Fighter um it's it has this stuff at the front which is good so when you land a critical hit or kill a target with a weapon attack you can take another uh melee attack as a bonus action so it's only ever gonna trigger once even if you you know critical hit and kill you still only get one bonus action but it that's very good getting free attacks for your bonus action great and obviously when you're taking this you're using a big two-hander so it's not going to be like a dinky little offhand dagger attack it's you know you're smashing people with your warm all it's awesome but here is the really cool meat and potatoes and this is how you really pump up your DPR or your damage per round so attacks with heavy melee weapons your proficient man can deal an additional flat 10 damage at the cost of a minus five to hit and it can be toggled on or off so you can just choose if you have an opportunity to hit something to take a -5 on your accuracy for plus 10 flat damage which is crazy this is going to increase your damage by an insane amount so 10 flat damage is not like one d10 it's like 10. um you know on average this was this is equal to about 3d6 worth of damage right because uh that would be you know just shy of 11. um so that is the kind of zone so if you see any awesome abilities that are like you know do 3d6 damage or like a you know a rogue with sneak attack yeah I'm adding 3d6 damage to my attack yeah you get to do this with every attack and if you're a fighter and you're attacking you know two three times around and then action surging and doing it again you've you've killed everything everything like any single Target you want is dead so this this is amazing um obviously it needs some support because -5 to hit is a lot but when you start using things like fairy fire or you're restraining or even like putting enemies to sleep or casting hold um getting those positions where you have a Target that is at disadvantage um you know knocking them prone setting up situations where you can take advantage of great weapon Master is how you do it and it's the exact same thing with Sharpshooter so it has a minor benefit the Sharpshooter One lets you ignore The High Ground penalties which is kind of nice and in some situations this is actually going to give you a plus two to your hit um if they're shooting somebody above you so the minus five is potentially less less of an issue but it has a similar toggle feature where you're trading five on your to hit roll for an additional 10 damage with ranged attacks so both of those are really really powerful abilities that can you know absolutely demolish enemies Sharpshooter specifically um this is you know your dual wielding crossbows and you get this on the offhand attack as well and uh it ends up being a ton of damage per round so really really powerful these are definitely top tier um so we already talked about heavily armored lightly armored heavy armor Master is also one um I don't know if I mentioned this initially it is another half feet and it gives you uh three damage reduction with non-magical attacks so that's also very good um it's just gonna make you a little bit tankier definitely a a half feet you could consider lucky is a fantastic feat that gives you unique abilities so you get these luck points and essentially you can use them whenever you want to gain advantage on Attack rules ability checks or saving throws um or making an enemy re-roll their attack rolls so lots of things you can do with these it's super fun you do kind of burn through them pretty quickly or potentially um and uh they do come back on a long rest but they are they are really good it is really fun to have this specifically on the table top um I suspect that in Baldur's Gate 3 you might burn through them a lot because there's there's a lot of checks in combat um but they are good Mage Slayer is okay there's probably better things you could be doing it gives you advantage on saving throws when you're in melee range with a caster and you can use your reaction to immediately attack them and then when you smack enemies they get disadvantaged on their concentration saving throws so against casters obviously this is amazing but it is going to be really situational and a lot of times this feat is gonna do very little to nothing in many encounters um all the magic initiate feeds are kind of fun um potentially if you want it to be uh you know get a little bit of Splash or if you wanted to add a first level spell you know if you're a wizard and potentially you wanted to think about getting um a spell that's not on your spell list from like the cleric or something for example just note that whatever class you're taking it from um you're taking it from you're it's going to use that classes casting stat so uh something that's you know pretty fun might be taking um if you're not a wizard uh taking the spell shield and then getting to like use that but it's only once per long rest um it's not super super useful um in that sense you're not going to get a ton of mileage out of it but there are going to be some spells that are you know high impact so something like long strider for example just being able to have that three meters of movement for the whole duration you could potentially do something like that and then obviously picking up a cantrip um is is a thing as well I think um I can't take it and I can't show you it because shadowheart already has guidance but that would be a big one to pick up if you don't have a cleric or Druid in your party and you you want access to guidance this could be a way to get it so either but magic initiate cleric or Druid um could be fun obviously you can go Warlock and you can pick up Eldritch blast which scales really well you don't even need to take any multi-class levels to get it but you're not going to have the invocation agonizing blast though it's not going to do a ton of work for you um it does say here your spell casting ability for all three spells is charisma but when you select it it actually says your spell attack is using your wisdom so I'm not sure how it works based on how it should work it should be based on your charisma but seeing this it might actually be wisdom so I'm gonna have to check around with that and maybe make some updates later but I want to get this out to you so I'm I'm gonna keep on keeping on um Marshall Adept is pretty cool it lets you learn two Maneuvers from the Battle Master subclass if you're actually a Battle Master this is great um because you get just an extra superiority die um and then you get two more uh two more Maneuvers and there's a ton of Maneuvers I'm not gonna go all over all of them now um but there's this is definitely options um maybe some of my I'll just go for my favorite I really like fainting attack because it's just a free way to get advantage and an extra d8 on your attack I found that to be really really useful um and then something like repost just get in like free uh free retaliation damage this can really increase the damage per round of your Fighter character but there's so many great options of of ways to uh kind of manipulate or control or just deal extra damage with this so Marshall adapt is good and like especially on a fighter um so even though this potentially gives and access to like another classes toolkit because you could definitely take this on like a rogue or something um because you only get um one superiority dice it does come back on short rest which means you do get quite a few um you know you're gonna get three per long rest which is which is great um but if you already have superiority Dice from being a Battle Master it just gets added to the pool which is really cool uh mobile is um not amazing um it's it's okay it does what it says on the tin a little bit and it makes you more mobile so um you don't slow down it gives you a little bit more distance so three extra meters is relevant and you can stack that eventually there probably is going to be like a kiting build um and so maybe as I'm thinking about it to myself you probably can build a character that takes advantage of having a ridiculous movement speed and uh maybe taking some levels of Rogue so that you dash with a bonus action or expeditious Retreat even and then um but having some sort of melee build where you attack creatures and then uh move away without provoking attacks of opportunities and then just get way far away and then let them chase you and then just kind of rinse and repeat um there might be a Cheesy build that you could do something with Mobility actually but other than that it's it's okay probably not worth taking um we talked about performer polar Master is another increase incredibly powerful build and it in fact actually combos really well with great weapon Master because pole arms also are great weapons so this lets you when you're using a glaive halberd Quarter Staff or spear you can use your bonus action to make another attack um like a bonus attack um and then you can also make opportunity attacks when enemies come into your range so normally you only get to make opportunity attacks when enemies leave your range but this lets you kind of get that first strike in so it's another way to kind of get damage in on your opponent's turn and get use out of your reaction so just having a way to use your reaction is always good to think about and that's this is a great way to pick that up obviously if you are using a pull arm you are not going to be using a shield um so it you know if you're your Frontline character this is still really really good but there's there is like that trade-off you're using a great weapon and there's quite a few Feats that work together where you might be looking at increasing your attributes other ways because they're so good we talked about resilient ritual casters kind of neat you can pick some spells um and they will be cast outside of combat um for free so if you actually look at ritual spells ritual spells don't cost a spell slot when cast outside of combat um and some of these are really good so things like longstrider it lasts until long rest it it doesn't have any um concentration or anything so you could just put this on um if you're casting enhanced leap outside of combat um you can get that it only lasts 10 turns but it triples the creature's jump distance you get some crazy Mobility outside of combat and this is zero spell slots for this um you could also have your speak with animals queued up and ready to go once again this lasts until long rest you could take something like this and just you know always have that like utility or even like speak with the dead so have speak with the dead speak with animals just ready to go you're never worried about having to prepare it and use spell slots you have that extra out of combat stuff just all the time um might be worth a feat for you not necessarily um what I would do but it is something to consider Savage attacker um this lets you you re-roll your damage twice and use the highest result it'll just at the end of the day your your damage will be higher obviously um this is gonna be better with bigger dice so like you know using a great ax you get your d12s it feels really bad to get the one and it feels really great to get to 12 so something like this um will just kind of smooth out your damage a little bit Sentinel is fantastic so when an enemy Within melee melee range attacks an ally you use a reaction to make a weapon attack against the enemy um and then it doesn't come but with other allies that have the Sentinel feet because otherwise you would just go silly just standing side by side um you gain advantage on opportunity attacks uh and when you hit a creature with an opportunity attack it can't move for the rest of the turn so Sentinel combined with pole arm Master is a combo this is a very famous combo it's very strong because what happens is the enemy moves into your range you poke them and you have a long range when you're using a uh using a glaive or a halberd so you poke them with your glaive they get hit Sentinel they can't move anymore and if they don't have a long range weapon as well they're just gonna stand there and look stupid um so it's really really cool combination and obviously being able to use your reactions to make extra attacks as well on subsequent turns is fantastic and then you would get advantage on that additional opener so there's there are builds where people will take Sentinel they will take great weapon master and they will take pull on master um all three of those and they will just have their 16 in their strength or whatever it is and then find other ways in the game to increase it to 20 and Beyond so there are options with feeds and it won't get into specific spoilers about any particular items or ways to increase your stats um in this video but um just note there are builds that will take these combinations because they are very good uh you talked about Sharpshooter Shield Master is kind of interesting it gives you um an extra two-tier dexterity saving through while using a shield so flavorfully it's kind of like adding that Shield bonus also to dodging Fireballs um and if a spell forces you to make a savings Arrow you can use your reaction to diminish the effect so it would let you take half damage from like a fireball so it's okay it makes you tankier against you know that kind of blaster evocation magic usually um but you know there might be other things you want to do but there are builds that could take advantage of this and just be really really hard to take down and just another way to avoid damage so if you really want to build a Frontline character um you know sword and board character that you know maybe some sort of Paladin or something that has already huge saving throws you might want to try to make some sort of unkillable build this might be a consideration skill just gives you three skill proficiencies I think this is kind of a waste of a feat because at the end of the day you're also giving up just a plus one in whatever ability score you want which is going to affect multiple skills um so that's kind of a waste and generally proficiencies are really easy to come by for the ones you want you can take the right background at level one some races will give you additional skill proficiencies classes can give you proficiencies there's lots of ways to get free proficiencies um so I I typically find this to be not so great spell sniper is interesting so once again it lets you pick a can trip you can also pick Eldritch blast here is another way to get it not necessarily going to be the best pickup though unless you have agonizing blast however this is really cool if you are someone who is getting agonizing blast eventually because you get to the number you need to roll a critical hit while attacking is reduced by one and this effect can stack you can take multiple spell snipers and actually really increase the crit range on your Eldritch blast and whenever you Eldritch blast at higher levels it's not doing one attack it's doing multiple blasts so um the the number of beams increases and if you're a great old one uh warlock whenever you crit you also frighten enemies and nearby enemies from your target so you have a build potential where you're going to do a crit fishing build doing Eldritch blasts with spell sniper and get lots of crits and that is absolutely something that you might consider uh with with spell snipers so definitely a feat to look out for we already talked about Tavern brawler and monks and how this is wild and you can do some cool things with throwing weapons tough just gives you more hit points there's probably better ways to just increase your resilience um something like the heavy armor Master might do it but if you just really want more HP there's that warcaster is generally seen as sort of a really important um uh feat for casters just maintaining concentration specifically for classes like cleric that want to turn on their Guardian spirits and wade into battle um so it is it is good but there are ways to get advantage on uh on concentration saving throws um with elixirs and consumables in the game so there are other ways to get this so this isn't necessarily A really important unique feature the unique part about this is uh using a reaction to cast shocking grasp as targets move out of melee range it's not amazing it's okay there's gonna be uses for it for sure warcaster is sometimes seen as a pickup in the tabletop version of the game it also lets you cast with your hands full if you're getting really noodly with the rules and enforcing casters to require empty hands for somatic components and things like that but Baldur's Gate 3 you can you know weapon swap freely you can cast spells with a sword and shield in hand you don't need warcaster to be able to do that so not potentially as as critical for a lot of builds and then finally we talked about weapon master and um why you probably also don't want this one so yeah that is a list of Feats available in Baldur's Gate 3. I know this one went really long I did record it all in one take I'm probably not going to go back and edit it too much so I hope you found something useful there sorry if it was a little rambly and uh once again thank you for watching I appreciate all the love feel free to leave a comment below about your plans your favorite Feats tell me why I'm wrong I love hearing other perspectives as well and I know I've been getting some really great comment threads in some of my other videos and just I do my best to respond to everyone and thank you so much again um yeah I will catch you in the next one [Music]
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Channel: BulkoIV
Views: 11,423
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Keywords: baldurs gate 3, baldurs gate 3 classes, baldurs gate 3 guide, baldur's gate 3, bg3
Id: K1cMxjHzEWM
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Length: 38min 11sec (2291 seconds)
Published: Fri Aug 04 2023
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