I'm running a Elven Curved Blade with this build in mind. I can't get Slashing/Piercing Grace but I'm excited for expanded crit range since curved blades have a natural 18 - 20 crit. range. Dex buffing plus mage armor and other buffs make his AC almost as high as my tank. I love single-classing for lore, and Fighter is my favourite class. I might spin it that he picks up a level in monk after training with Lann for example, more AC.
This is going to be my frontline two-handed melee fighter, i run some math and i found out that he deals even more dmg than a normal two-handed fighter
To take feral wings you need to pick feral mutagen first. So the logical choice is either you pick a natural attack build with feral mutagen and feral wings and you take demon mythic ability at level 1 and maybe a qullipoth for the bite attack (or a kitsune for the pounce). Either you pick preserved organs up to 50% which is great protection (or 25% and mummification if it appears since it requires level 10 and preserve organ, but i don't know if they can have it). Maybe with an Aasimar to get wings anyway with a racial feat, or a Dwarf or Oread (especially the one with lead blade spell).
For feral mutagen, it gives you 2 claw attacks and 1 bite. Does that mean you don't use your weapon when you take the feral mutagen? And how does that look at level 6 when you get a 2nd attack with your weapon. What happens to the feral mutagen then? Thanks for the video!
If you have hands occupied then you do not get claws. Claws do not get more attacks from BAB so they stay at 2 per round. Feral Mutagen gives you Bite attack. Feral Mutagen is also needed to pick Feral Wings that give +3 dodge AC againts melee attacks.
What does he give up over the regular fighter? Back in Kingmaker you could possibly take 1 level of Vivisectionist for the base mutagen, but this guy can potentially reach the higher mutagens and get them to last for much longer. So what does he lose over the basic fighter, since he doesn't even spend 1 level to get Vivisectionist?
stupid strong Archer, loose only abilitys you dont need and get what you need the most. For melee armor class is important but archer is diferent story.
To my mind, the worst thing about this class is you don't seem to get Persistent Mutagen (which Alchemists get level 14). Really cool ability, but that means you only get it for 10 mins/level, rather than 1 hour/lvl, outside of which, you're just a worse fighter. 10 mins/level is an annoying amount of time - use it in a small area, and you'll waste most of it on travel afterwards; use it at the start of a dungeon, and it will inevitably run out at the worst possible time. Save it for the boss fight at the end, and it might as well be 1 minute/lvl. I'm not saying it's *bad*, by any means, but 1/day 10mins/lvl is a lot more difficult to use effectively than, say, 10/day 1 min/lvl or 1/day 1hr/lvl.
I agree with Marco, by the time you get Persistent Mutagen, your mutagen lasts so long it is uneeded, and genuinely forgot my Alchemist in my last Kingmaker run even got it, because his mutagens were always lasting for a full dungeon run, unless I rested part way through, which therefore let me use Mutagen again.
The only thing Persistent Mutagen is good for, is Bomb throwing Alchemist, to get DEX Mutagen, rest then get INT Contagniogen to increase both damage and chance to hit.
I'm running a Elven Curved Blade with this build in mind. I can't get Slashing/Piercing Grace but I'm excited for expanded crit range since curved blades have a natural 18 - 20 crit. range. Dex buffing plus mage armor and other buffs make his AC almost as high as my tank.
I love single-classing for lore, and Fighter is my favourite class. I might spin it that he picks up a level in monk after training with Lann for example, more AC.
ECB's are cool:)
This is going to be my frontline two-handed melee fighter, i run some math and i found out that he deals even more dmg than a normal two-handed fighter
Yes he does. the alchemic mod is insane. This is going to be my main character for my EVIL playthrough.
Miss those spreadsheets. Saves my fingers. 😁😁
Lol my older videos 😳
To take feral wings you need to pick feral mutagen first.
So the logical choice is either you pick a natural attack build with feral mutagen and feral wings and you take demon mythic ability at level 1 and maybe a qullipoth for the bite attack (or a kitsune for the pounce).
Either you pick preserved organs up to 50% which is great protection (or 25% and mummification if it appears since it requires level 10 and preserve organ, but i don't know if they can have it). Maybe with an Aasimar to get wings anyway with a racial feat, or a Dwarf or Oread (especially the one with lead blade spell).
Dont forget that many bloodlines give you wings too
For feral mutagen, it gives you 2 claw attacks and 1 bite. Does that mean you don't use your weapon when you take the feral mutagen? And how does that look at level 6 when you get a 2nd attack with your weapon. What happens to the feral mutagen then? Thanks for the video!
If you have hands occupied then you do not get claws. Claws do not get more attacks from BAB so they stay at 2 per round.
Feral Mutagen gives you Bite attack.
Feral Mutagen is also needed to pick Feral Wings that give +3 dodge AC againts melee attacks.
What does he give up over the regular fighter? Back in Kingmaker you could possibly take 1 level of Vivisectionist for the base mutagen, but this guy can potentially reach the higher mutagens and get them to last for much longer. So what does he lose over the basic fighter, since he doesn't even spend 1 level to get Vivisectionist?
You give up armor training. Any icons that have a little red X in lower right hand corner are given up/lost.
Looks great Any chance you will be doing Dragonheir Scion
I am considering it. It’s on my list of classes I’d like to find a good combo for.
stupid strong Archer, loose only abilitys you dont need and get what you need the most. For melee armor class is important but archer is diferent story.
No gameplay ?
Not with some of these older videos.
To my mind, the worst thing about this class is you don't seem to get Persistent Mutagen (which Alchemists get level 14). Really cool ability, but that means you only get it for 10 mins/level, rather than 1 hour/lvl, outside of which, you're just a worse fighter. 10 mins/level is an annoying amount of time - use it in a small area, and you'll waste most of it on travel afterwards; use it at the start of a dungeon, and it will inevitably run out at the worst possible time. Save it for the boss fight at the end, and it might as well be 1 minute/lvl. I'm not saying it's *bad*, by any means, but 1/day 10mins/lvl is a lot more difficult to use effectively than, say, 10/day 1 min/lvl or 1/day 1hr/lvl.
10 mins per level, at lvl 14, is more then 2hrs... Honestly, it's more then enough at that lvl
I agree with Marco, by the time you get Persistent Mutagen, your mutagen lasts so long it is uneeded, and genuinely forgot my Alchemist in my last Kingmaker run even got it, because his mutagens were always lasting for a full dungeon run, unless I rested part way through, which therefore let me use Mutagen again.
The only thing Persistent Mutagen is good for, is Bomb throwing Alchemist, to get DEX Mutagen, rest then get INT Contagniogen to increase both damage and chance to hit.