#fgo paladins of charlemagne
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ac-liveblogs · 3 years ago
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CHARLIE?!!!!!!!!?!?!?!?!
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300iqprower · 2 years ago
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Charlemagne hits ppl with the power of skittles on June 1st..... He's rocking with LGBT at this point Goodnight.
Have you seen ANY of his interactions in Extella Link this was obvious
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koshujins · 4 years ago
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their names are just the first three letters of the alphabet... fun
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fgodestinyawakenings · 4 years ago
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Twelve Paladins of Charlemagne ver.
Merlin: I am a very bad person. I am a very very bad person. I am a horrible person.
Astolfo:
Roland:
Bradamante: No you're not Merlin, we still love you Merlin!
Merlin: *wipes a tear away happily*
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cyborg-squid · 4 years ago
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Just had a random thought...
Quetz Christmas we got summonable Bradamante.
Nightingale Christmas we got summonable Saber Astolfo.
This Christmas... hopefully another one of Charlie’s Pals?!
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bprinny · 4 years ago
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You’re not Skadi but I’m not disappointed. 
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zucy93-blog · 5 years ago
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@musketeersmasquerade <3 I hope you like it
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madillhethen · 3 years ago
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Omg, what did I miss. I usually hang around the official FGO discord for news but I wasn’t there for a while.
Did JP FGO just reveal Roland?! ROLAND?!
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Are Astolfo and Mandricardo are going to get more content???
For those of you who don’t know, Roland is the original Wielder of Durandal. Mandricardo ‘only got fame for picking up Durandal during a battle’. Astolfo is friends with Roland and if I remember…Roland ran around naked on a rampage and it took Astolfo dressing like a woman to calm him? (I do not know the exact details. Just something I read in FGO when you look up Charlemagne’s Paladins).
Anyways, look at Durandal’s official appearance in FGO as a sword with its original Wielder 😭. I don’t know anything of Charlemagne’s story much but the only reason I’m so attached to Durandal is because Archer used it at some point, and also because it’s like the first sword I ever looked up as a kid historically since I wanted to know why the ship in Xenosaga was named Durandal.
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thesparkofrevolution · 2 years ago
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~The Paladins of Charlemagne~
Charlie: @cereselcosplay
Photo: @alchemistphotographic
#fate #fatecosplay #fgo #fgocosplay #fateextella #fateextellacosplay #astolfo #astolfocosplay #charlemagne #charlemagnecosplay #riderofblackcosplay #sabercosplay #cosplay
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socoolinmypajamas · 2 years ago
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Charlemagne, Roland and Don Quixote in the same FGO story has SO much sense:
One of the books that nourished Don Quixote's delusions was Espejo de Caballería, a series of spanish books about knighthood with Charlemagne and his paladins as the protagonists. The series has writtings related to Orlando Innamorato, an unfinished trilogy based on Chanson de Roland, the oldest surviving piece of french literature, and the origin of the legends for Charlie and the gang. Orlando Innamorato inspired a sort of spirtual sequel, known as Orlando Furioso, which also happens to be one of the longest poems in the french language AND another book in the library of Don Quixote.
Btw, this fun piece of trivia made me realize we MIGHT get another Conquistador servant in LB7. 🙃
Hear me out:
There's this "knighthood" thing going on since LB6. Avalon le Fae is based on Arthurian stories, while Traum has plenty of post-Arthurian stories. If we read this as some sort of continuation, specially knowing that LB7 will take us to Central and South America, Conquistadores can be seen as the next step, since most of the ones who first made contact with the Aztec Empire (we already know LB7 will involve Aztec myths) were fans of Don Quixote's favorite book and knight: Amadis de Gaula.
Idk, what do y'all think?
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grailfinders · 3 years ago
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Fate and Phantasms #270: Astolfo (Saber)
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Yahoo! Summer might be over, but that doesn't mean we're done with mixed up spirit origins yet! Saber Astolfo has come to wish you all a merry Christmas! ...In April!
Yeah, that 5% sanity boost doesn't fix too much.
Astolfo's still Astolfo, so they're still a Devotion Paladin, though that extra 5% knightliness means they're a Swords Bard now. We also dip into Battle Master Fighter a bit so your whip sword can do all sorts of tricks.
Check out their build breakdown below the cut, or their character sheet here!
Next up: They say laughter is the best medicine. This is incorrect. The best medicine is Gun.
Race and Background
Keeping the theme of FGO's power creep in mind, Astolfo is still a human, but now they're a Variant Human instead. That gives them +1 Dexterity and Charisma, as well as Animal Handling proficiency and the Slasher feat. This also bumps up their Dexterity, and attacking with a slashing weapon (like a whip) reduces their target's speed once a turn. Also, scoring a critical hit gives them disadvantage on all attacks for a round. We're not even level 1 yet, and your whip/sword/net is already tripping people up!
And yes, Astolfo is still Astolfo, so Astolfo is still a Knight of the Order for Persuasion and History proficiency.
Ability Scores
Astolfo is, as usual, best when he can factor her Charisma into a fight, so that's ability #1. They can shame even the most stalwart of servants into doing the right thing. After that is Dexterity. Not sure if you noticed, but a bunny suit still isn't armor, and whips are finesse weapons. The Stolf still has Monsterous Strength, (and we need to multiclass), so even without wielding a lance they still have a lot of it. This does mean our Constitution is lower than I'd like for a melee character, but we'll work with it. That leaves Intelligence being pretty low and Wisdom getting dumped entirely. A 5% boost doesn't do that much to help out.
Class Levels
Paladin 1: As a first level paladin of Charlemagne you can activate your Divine Sense Charisma times a day, finding any extraplanar beings nearby as an action. You can also Lay on Hands, healing yourself or another creature with a touch. You have a pool equal to five times your paladin level per day, and you can spend 5 of those HPs to fix a disease or poison affecting someone. Astolfo is a delight to be around, he's kind of a living pick-me-up. Even though servants technically aren't living, just don't think about it too hard, ok? Paladins also get proficiency in Wisdom and Charisma saves, plus Insight and Athletics. Tying someone up with a whip is still, sadly, an athletics check, so if we're not beefing up your strength we'll have to go the 'weak but skilled' route.
Paladin 2: Second level paladins get a Fighting Style, and yes, Dueling would be a great pick to bolster a whip's terrible offense. But bards get dueling as one of their two fighting style options, so we'll wait on that. Instead, grab the Interception fighting style to tie up the baddies even more. If another creature in 5' of you would get hit, you can use your reaction to tangle up the creature hitting them and reduce the damage by 1d10+ your proficiency. I'd argue it could be a 10' range if you use a whip, but I'm not your DM so I can't help you there. Fortunately, if you still want to deal tons of damage there's always Divine Smites, letting you spend a spell slot to shove a ton of radiant damage in a creature's face as long as you're using a melee weapon. Despite the increased range, a whip's still melee. You could use these spell slots to cast Spells that you prepare and cast with your Charisma, but where's the fun in that? I guess Heroism would give you immunity to being frightened and more HP and Wrathful Smite would let you deal damage and pull out La Black Luna at the same time, but raw damage is nice too.
Paladin 3: Third level paladins are immune to disease thanks to their Divine Health. Just the character, not the player, please get vaccinated and wear a mask. You're also a Devotion paladin, so you can Channel Divinity in one of two ways once a short rest. You can turn Vulcano Caligorante into a Sacred Weapon, adding your charisma modifier to your weapon attacks (not damage) and your whipsword shines 20' of bright light then 20' of dim light. Slasher only works if you hit the target, and a +6 to your attack rolls will help make that happen. Alternatively, you can Turn the Unholy, turning fiends and undead that fail their wisdom save. Mephistopheles and Shuten Douji are both casters, sometimes, and you have class advantage over them. It's not hard to make them want to run away. Wait, that's rider you... ah well, just use the Sacred Weapon thing then. Finally, you get subclass spells that you'll always have prepared. Protection from Evil and Good will keep your friends from getting frightened or possessed by ghosts and the like for up to 10 minutes. I mean yeah you actually helped your friends get possessed by the spirit of Santa, but you could probably do that in reverse too, right? On the other hand, Sanctuary prevents the targeted creature from getting attacked directly, forcing would-be attackers to make a wisdom save which redirects their attack on a failure. If there's nobody around to take the hit, they waste the attack. A lot of talking happens in Fate duels, it would be nice if there was an excuse for it.
Paladin 4: Use your first Ability Score Improvement to bump up your Dexterity for a higher AC, more accurate whippings, and more damage. That +1 per hit actually means a lot when you're stuck with a d4 damage die.
Paladin 5: Fifth level paladins get an Extra Attack for two attacks per attack action. That's 2d4 a round, which is practically a d8! That means you're dealing damage on par with a level 1 paladin with an actual sword now! Mean whip-based jokes aside, you also get second level spells. Your freebies are Lesser Restoration and Zone of Truth, but to be honest there aren't many second level spells I want from the paladin list. Magic Weapon is useful though- all your weapons are powerful ancient artifacts, after all.
Fighter 1: Did you think we had enough knightliness? Of course not! Going over to fighter lets you knight while you knight with another Fighting Style. As a taste of what's coming up, grab a Superior Technique for one Superiority Die per short rest (a d6) for the maneuver Parry. Now you can do the Interception thing when someone hits you, though you reduce damage with a smaller die plus your dexterity modifier. You also get a Second Wind you can use as a bonus action to cheer yourself up for extra HP.
Fighter 2: Second level fighters get an Action Surge for another action in a turn once a short rest. That's up to 4 whip attacks in a single round! More importantly, that's 4 chances to smite something, or you can use this to heal multiple people with Lay on Hands. It's flexible, like you are. At least according to some fanfic I've read.
Fighter 3: At third level you become a Battle Master, giving you four more Combat Superiority dice and turning all of them into d8s. You can spend these on three more maneuvers, so you can use your whip on a Sweeping Attack, dealing that roll's damage to a nearby creature if the original attack roll would hit them as well. You can also Trip up your opponent, adding the die to the attack's damage and forcing a Strength save (DC 8 plus your proficiency plus your dexterity modfiier) or they fall prone. The last big slowing effect battle masters get is a Grappling strike, though that sadly doesn't wrap them in your sword. Instead you can grapple as a bonus action, adding the die to your athletics check, and since your athletics isn't good, neither is this option. We'll get a better wrapping option in a bit, don't worry. Oh right, you're also a Student of War, for proficiency in one kind of artisan's tools. I think a horn counts for that, so we've got your conch now!
Fighter 4: We're sticking in fighter for just a bit longer so we can bump up your Charisma with this ASI. Stronger spells, a better sacred weapon, and your auras are stronger too! Wait, hold on a sec...
Paladin 6: Okay, here we go! Sixth level paladins get an Aura of Protection, adding their charisma modifier to all saves made by friendly creatures within 10' of you. Your lack of wisdom doesn't make you easier to control, if anything it's harder to take you over, with a +7 to wisdom saves despite your dumped wisdom stat.
Paladin 7: Seventh level paladins keep all their friends safe from getting charmed with an Aura of Devotion. There's no way in hell Astolfo's master from Apocrypha didn't try some kind of charm magic on him, to no effect.
Bard 1: Bards have a bit more buildup to knighthood than fighters and paladins, but I promise we'll get there. As usual, you get a second set of Spells cast with your Charisma. Check the PHB to see how your spell slots mix. Aside from that, you can use your bonus action to spread a Bardic Inspiration die, one of four d6s you get each day. When an ally has one, they can spend it to add that roll to an attack, save, or check in the next minute. For cantrips, pick up Blade Ward for even more damage reduction and Friends to stun just about anyone into going along with your Christmas-themed nonsense. After a minute they'll start catching on though. For first level spells, Animal Friendship and Speak with Animals will make sure you still have a good relationship with your Gryphon while you two are separated. Longstrider will help keep your agility up while you're stuck walking like a peasant, and Identify will help you keep all your artifacts straight when a new moon comes in.
Bard 2: At the second level of bard your protagonist powers kick into overdrive, making you a Jack of All Trades for at least half proficiency in all ability checks. You also get a Song of Rest, but at level 13 I don't think a d6 of extra healing each short rest helps much. You can use Healing Word for another kind of pick-me-up as a bonus action though, and you can boost healing spells (or damage too, I guess) with your Magical Inspiration. Now your inspiration dice can be used by allies casting spells as well!
Bard 3: At third level, you finally become a knight threefold when you graduate from the college of Swords. We finally pick up the Dueling fighting style for a +2 to damage with one-handed weapons. You can also use your inspiration dice on Blade Flourishes now. When you take the attack action your speed goes up by 10', and once per action you can spend an inspiration on one of three flourishes. All three add the die's roll to the attack's damage, but a Defensive Flourish adds the roll to your AC, a Slashing Flourish deals the damage to a nearby creature as well, and a Mobile Flourish drags the enemy 5 + the roll feet away, and you can use your reaction to follow them. Most importantly, you can also cast second level spells now, like Hold Person. It's a much more functional net than Grappling Strike was, and it gives any attack against that target advantage, and attacks that hit are always crits. Hopefully you can tell why that's a big deal for a paladin.
Bard 4: Pick up Light for even more holiday decorations and Mirror Image for Astolfo's sealed NP. That's right, we're getting Crazy Trip Drive Idol in here! Sadly the body limit is only 4, not 100, but it'll protect you from getting hit. You also get another ASI, so pick up the Sentinel feat to really lock down your foes. You can ignore a creature's disengage, and you can also attack enemies who attack other creatures. Most importantly, hitting a creature with an opportunity attack reduces their speed to 0 for the rest of the turn.
Bard 5: Fifth level bards get a d8 for their inspiration, and they become a Font of Inspiration, so your flourishes come back on short rests instead of long ones. You also get one third level spell, so pick up Fear for a proper unleashing of La Black Luna. Or that trumpet you got that freaks people out, either or.
Paladin 8: Sadly, we don't have much time to bump up Astolfo's constitution, but we can at least use this last ASI to grab the Tough feat. It's simple: 34 HP now, plus an extra 2 HP each time you level up from here.
Paladin 9: Ninth level paladins get third level spells. Again, there really isn't much we want here, though you get Beacon of Hope and Dispel Magic for free. One good pick here though is Spirit Shroud. It's a bonus action to activate, and then it lasts up to a minute if your concentration lasts, adding radiant damage to all your attacks, preventing healing for a round, and any creature that starts its turn within 10' of you gets slowed by 10'.
Paladin 10: Tenth level paladins get an Aura of Courage, making you immune to frightening effects as well. As long as it's not the new moon, at least.
Paladin 11: Our final level gets us the holy grail of whip paladins: Improved Divine Smite. Now you'll always add 1d8 radiant damage on every attack with a melee weapon.
Pros and Cons
Pros:
With a spirit shroud, flourishes, superiority dice, and improved smites all running at the same time, you can deal a lot of damage before we even touch the paladin's premiere feature. With your action surge, you're dealing 4d4+12d8+24 damage in a single round, or 88 on median rolls. If you're fighting a humanoid you can use Hold Person instead for 8d4+16d8+24 damage, a.k.a. 116 damage, all without smites. With smites that's another 20d8 (90 damage) for the first scenario, or 40d8 (180 damage) for the latter. So yeah you chunk a lotta damage when you need to.
You're also great at locking down enemies, keeping them from getting too close to the squishy party members. Slasher and Sentinel work to keep whatever you're fighting too slow to get at any other party members, and your whip's range gives you plenty of space to control the battlefield.
You don't mind all that attention though, since you're such a good tank. With several ways to reduce incoming damage and/or heal yourself plus ridiculously good saves against magic, it'll be a while before you crack under pressure.
Cons:
All that damage from earlier uses limited resources. You need spell slots, inspiration, and an action surge to make it work, so you can't pull out the big guns too often without exhausting your extra dice.
When you don't have the big damage, you have the little damage. Whips still only do a d4, and while Improved Divine Smite is great, you only get that at level 20.
You also have to put up with conflicting ranges on your skills. Interception is cool, but you have to be within 5' of an ally to use it. Slashing Flourishes also only have 5' of range. Most damming, your auras have the same range as your whip, so if your allies want your buffs they also have to stand in the same area as the monster you're trying to tank.
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klonoadreams · 2 years ago
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Hi, a friend of mine was so enthusiastic over Charlemagne finally coming to FGO that she went on her JP account to try to summon him. Her first attempt didn't go so well but then I jokingly offer up your story Bread and Bitter as a catalyst in chat and holy crap she ended up getting THREE copies of him in her next roll hlkghglk. So thank you Noa for your story helping my friend bring Charlie home. I hope he'll come home for you on your account too!
hvjkfsdhjkbhlkg
holy crap, thank you so much for using my fic as a catalyst.
I got my own copy of Charuru.
Of course, it was on the account where I had NP3 Saber Astolfo, so how about that?
lmao just making a Paladin harem on that one (Roland also came home).
anyways thanks for sharing! :D
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saeraas · 3 years ago
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Fgo putting in Constantine and the Paladins of Charlemagne right before the Road to 7 (more than likely) Oberon rerun is so fucking rude
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cyborg-squid · 2 years ago
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So as part of the Traum pre-release, they’re allowing players to play certain interludes even if they don’t have the Servant: Bradamante, Vlad (Berserker), Holmes, Siegfried, Diarmuid (saber), Astolfo, Kiyohime, and Salome.
Siegfried is defintely one of the most :eyes: cause it lends credence to the theory that the sword silhouette with a resemblance to Balmung might be Kriemhild...
...but Vlad is actually another interesting choice because, historically, after Mehmed II conquered Constantinople (the new in FGO Constantine XI being the last Byzantine emperor), he marched on Romania, where he was pushed back at the border and was deterred by Vlad’s massive stakings (briefly shown in the Apocrypha anime). So it makes sense that Vlad’s interlude would be available and I’m interested to see how he might tie in.
And then you have the Paladin interludes further confirming Roland and Charlemagne, and hopefully Salome’s presence will mean that she’ll be getting her main story debut soon.
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versegm · 4 years ago
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You know what. Fuck it. Richard avenger fanservant.
- In Orlando Furioso, he’s introduced as Bradamante’s twin. Since fgo decided to make Bradamante the genki girl, it’d be a really cool contrast to have Richard as the “FUCK Charlemagne my dude” guy.
- He looks like a proper knight, save for the noose hanging around his neck.
- He’s a 1 star bronze servant, cuz he’s kinda obscure as far as carolingian tales go
- His main weapon is a gun because Ariosto (dude who wrote Orlando Furioso) really hated guns and it’s his way of rebelling against his narrative
- His noble phantasm is the noose I mentioned previously, which is the rope Charlie used when he tried to hang Richard. It does extra damages to servants with the “king” attribute.
- in his tale, his father sided with Charlemagne to kill Richard & co, so he probably has an incredibly bitter voice line @ bradamante like “she picked her side. there’s nothing more to say.”
- reacts really badly to royalty & paladins of charlemagne in general tbh
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teatitty · 3 years ago
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>fgo adds roland as a servant >ironically declares self no. 1 astolfo hater
The day we get more of Charlemagne's paladins (and himself) as Servants in FGO is the day I'll rejoice because Astolfo's back must be hurting with all this Matter Of France carrying he's doing
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