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#it doesn't have the highest base damage or range but all of these things together make for a pretty sweet package
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Ran to Leyndell to get my spiked hammer so I can properly make all sinners in my way suffer.
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ajentmm · 7 months
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'24 March Refine Review
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Mmmh delicious update. Here was my prediction and I did pretty good.
Okay, I predicted that Seiros was going to effectively have Atk/Def/Res+6 and omni breaker at all time. I did this by combining the player phase standard and enemy phase standard condition. FEH just gave her no condition at all. All this, plus Guard and Accelerate Special, all the time. Is this powercreep? At least her second part requires more than 25% HP, which is where we have the true damage based on foe's Res (I guessed that) and Dragon Wall (I guessed true dr based on Res), and 7 HP after combat (2 for 4). This behemoth combined with her support utility makes her an anchor of Aether Raids.
Dagr got a much tamer way of distributing [Pathfinder]. Rather than all allies, she only does 1, her support partner. This mean she can't be used with Arena / Aether Raid Defence teams, but that's likely what her sister will do. In Aether Raid Offence is where she is meant to be. Outside of that, she has Grand Strategy and Panic (For Atk/Spd/Def) during combat, true damage base on Atk (since her B slot already does Spd TD), and 40% DR (guessed that one). I really should have predicted Panic in combat since her other alts do that.
Wed! Micaiah got a proper broadleaf dagger effect in her base kit, meaning you don't need the Dou button, with omni breaker added in. She then has all the Chill tier 4 skills in one effect, making all the highest Atk, Spd, Def, Res foe penalized and [Sabotage], with foe's nearest also getting penalized so she can gain as much Atk during combat as possible. So if there is one enemy left, they will get 28 penalties turned into Atk for Micaiah. Also, DR halving makes it so tanks can get the true brunt of damage.
Annette got the extra turn after rallying like I predicted this weekend after making the theorycraft months earlier. It's funny that Silvan is getting an alt that does the same thing, but then buffs himself extra, rather than the target ally. Annette doesn't get the +1 movement, but she does get to move 4 spaces with that additional turn. After that, she has . . . tier 4 Seal Spd/Def/Res. That makes sense since she comes with Def/Res Ruse. The bonus is that if the foe has penalties already, she deals 15% of her Atk as true damage. I really thought it would be 20-10% of foe's Atk, as that's what Ash did, but ah well. Combined with 40% DR and this true adaptive damage, this might make up for the fact she needs her Ruse skill, that could be replaced with NFU or Tempo. Oh, and skill no +1 movement to ranged cavalry. Guess we can't mess. Hopefully you will just see her more in random event modes rather that high level play.
F!M!Corrin is much more powerful than his female counter part, but now realize on solo conditions to get the whooping 11 to all stats. Plus, he gets Guard and 7 HP healing after combat unconditional, just like . . . Serios? Is it just going to be dragons that get unconditional stuff? Maybe for now. He also gets Atk/Spd+6, [Dodge] and "neutralizes foe's bonuses" if he is < 2 units adjacent to him, at the start of turn. That pairs well with Rouse. Oh, and there's Spd TD.
Midori's Lucky Bow (surprise) doesn't have the [golden bar] mechanic, but still has the Spendthrift effect. It's now supercharged to 15% Atk TD and 15% Atk TDR, to make up for the +2 Special cooldown after combat. However, with the omni breaker in the second part, she might trigger moonbow (or noontime if you are feeling tanky). Oh, and she can heal and cleanse allies of penalties, like the apothecary she is. I'm glad she got a good weapon, and now I wait for when her and Eir get a harmonized alt together. I'm Kind of miffed we didn't get Mirabilis and Linhardt as a harmonized unit.
Finally, Gangrel, got the adapted damage we expected, but he also just inflict Spd/Res and [Guard] on the nearest foes in order to get his 20% Res TD. Also, in combat panic and 30% DR (no brave exceptions oddly)
Oh man, I'm going to need to speed up if I want to talk GHB units during their respective normal banner, since Jorge is next. What's that one? Oh, the long awaited Path of Radiance banner, Despair and Hope. This was when the power crept became noticeable with a Dragonflower jump and CYL4 just finishing. We have come so far. Thou, I could also just do all the Summer banner refines in one blog too. What do you think?
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grailfinders · 3 years
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Fate and Phantasms #200
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Wow, what a milestone, huh? It feels like only yesterday we were building Mash. Didn't even know you could grab multiple fighting styles back then. We were also one person back then. Things change. Things change even faster when you have magic eyes that let you bend anything you can see, so let's hurry up and build Asagami Fujino already. She is a Quandrix Sorcerer to tear apart anything she lays eyes on, as well as expand her field of vision beyond what her eyes can see. Dangerous combination, that.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: In the dark of the night, evil will find you! (If Rasputin ever become a playable character I am really going to regret using that one here.)
Wait, what's that...
Race and Background
No surprises here, Fujino is a Variant Human, because normal humans can't tear people apart with their mind. That means she gets +1 Dexterity and Charisma, as well as proficiency with Perception (kind of her deal) and the Tough feat. HP isn't just how much body you have to get hurt, it's also how badly getting hurt affects you. Fujino's deadened sense of pain means she can take hits and keep going, purely due to the fact that she doesn't realize she should stop. That means you're getting an extra 2 HP each level.
Fujino is a schoolgirl, so the closest thing we have is the Cloistered Scholar background. That gives you History and Nature proficiency.
Ability Scores
Your highest score should be Charisma. Your magic eyes are an innate part of you, and it's really easy to be frightening when you can tear a bridge down around you. Second highest should be Constitution, for the reasons we outlined in your background feat. Your Dexterity should probably be pretty high, you fight in clothing, and you fought against Shiki for more than five seconds without dying. That's impressive. Your Intelligence isn't that bad, though you're still going through school. We aren't dumping Strength, it's alright, but we are dumping Wisdom. You have a hard time feeling yourself and feeling connected to other people.
Class Levels
You're a Sorcerer, giving you proficiency with Constitution and Charisma saves, as well as proficiency with the Intimidation and Arcana skills. You've got magic implanted in your face, and again, bridge. As a Sorcerer, you can cast spells using your Charisma. Blade Ward deadens your senses further, giving you resistance to physical damage types for a round. Mending lets you twist a small item back together, instead of tearing it apart. Sword Burst is a short range bending... sorta. Force damage is hard to quantify. But it's free, so that's nice. You can also Shape Water to bend liquids to your will. For first level spells, Mage Armor helps you not die, and Magic Missile lets you shoot little bursts of twistiness that'll never miss. You also join the school of Quandrix, which gives you the starting gift of the spells Guidance and Guiding Bolt. They aren't super in character, but they're free, so suck it up. More Importantly, you learn Functions of Probability, helping you bend luck in your favor. When you cast a leveled spell targeting a creature, you can add an effect to a nearby creature (yourself included). A Diminishing Function forces a wisdom save (DC 8 + Chr mod + proficiency), and if it fails it subtracts 1d6 from the next attack roll it makes this round. Turns out swordfighting is hard when your sword is a corkscrew. Alternatively, a Supplemental Function lets a creature add a d6 to an attack or save made in the next round. This part is less believable, but if you're creative I'm sure it'll look good.
Second level sorcerers are a Font of Magic, giving you sorcery points equal to your level per long rest. You can turn them into slots, or turn slots into points. Eventually you can do other things. Also, you can cast Thunderwave now. It destroys objects, you destroy objects, it's a match made in heaven.
Now that you're a third level sorcerer, you can make your spells truly your own thanks to Metamagic! If you cast a Heightened spell, one creature in its effect has disadvantage on their save against it. If you cast an Empowered spell, you can re-roll a couple damage dice. Tearing people in half is generally hard to avoid, and kind of damaging. You can also bend the air itself by casting Dust Devil, creating a Medium sized tornado, dealing damage to creatures nearby and pushing them around. It'll even pick up dust and make things hard to see, though that's kind of a drawback for you.
Use your very first Ability Score Improvement to bump up your Charisma. Kind of a spell-based build, to be honest. Speaking of, Mage Hand probably doesn't have much tearing force behind it, but it's free. You can also cast Shatter for more indiscriminate destruction.
Fifth level sorcerers gain third level spells like Clairvoyance! Now you can see a bird's eye view of the battlefield, tearing your way through it like, well, you.
At sixth level it's about time you started bending the earth to your will. You can Velocity Shift nearby creatures if they start their turn or move within 30' of you. If they fail a charisma save you can shove them to any other point within 30' of you. You can react this way 30' per long rest. Twist debris at people and watch them scatter, it's fun. To help with that, you can also cast Erupting Earth, bending the ground in a 20' cube. This forces dex saves on creatures in the cube, dealing damage and making the area difficult terrain until it's cleaned up.
Seventh level sorcerers get fourth level spells like Stoneskin for even more deadened senses. Now you resist physical damage without having to waste your action every turn. It does use your concentration, but it lasts an hour.
Another ASI! Max out your Charisma for super special eyes. You can also Control Water to create truly damaging whirlpools. There's other options, but whirlpools! Who'd want anything else?
Oh hey, I found something you might want else. It's fifth level spell Bigby's Hand! You can grab people and play with them like a stress ball. Technically there isn't a twisting option, but a Grasping Hand is probably the best you'll do. It'll grapple a huge or smaller creature, and if it successfully does so you can Crush it as a bonus action for damage.
Another Metamagic option! Technically these spells are all just you looking at things, so grab Subtle Spell so you don't have to yell out all your attack names. You can also Mold Earth. It's not that powerful, but it's free twisting. You also get Telekinesis! Again, no "twisting" in the rules, but it's strong enough to lift an object of 1000 pounds, and fine enough to open a door. Their heads should be popping off here.
Sixth level spells! Here are the big boys of the spell world. If you twist anything enough, eventually it'll Disintegrate, dealing plenty of force damage and leaving behind a mess you can't even revive. A little too clean for Fujino, but it's destructive enough.
ASI time. Bump up Constitution for a thicker skin and more HP. HP changes retroactively, so you get an extra 12 HP here.
Did you know turning into rotini is painful? Your enemies certainly know that, thanks to Power Word Pain. If a charmable creature has 100 HP or less, their speed drops to 10', and it gets disadvantage on all attacks, checks, and saves, aside from constitution saves. If it tries to cast a spell, it'll be wasted if it can't pass a constitution save. The target stays in pain forever until it can pass a constitution save.
Cool, so fun thing about these Multi Class Subclasses! As long as you're the correct level, you can take any one feature they have each time you hit the appropriate level in your main class. Since the highest requirement is 14, we're taking Quantum Tunneling now, and we'll pop back to the other one later. Your senses permanently deaden, giving you complete resistance to bludgeoning, piercing, and slashing damage. You can also bend your way through any physical objects, as long as you're willing to deal with a halved movement speed and 1d10 damage each square you move. You also have to end your turn in an empty spot. Playing to character this should leave a huge hole behind you, but maybe you're conscientious? You weren't raised in a barn, after all.
Your eighth level spell is Earthquake. Now no structure in your view is safe from your destructive powers. Tear open the earth, shatter structures, and interrupt concentration, there's nothing you can't do!
Bump up your Dexterity this ASI. Not getting hit is still pretty useful, even if you can't feel it.
Remember when I said turning into rotini hurts? I was wrong. Actually, it kills you. Please grab Power Word Kill to reflect these changes. You have become death, destroyer of mages. You also learn how to cast Distant Spells, doubling your spell's range. Your range should be "anywhere in sight", so this is a step in the right direction.
Okay, I guess we'll grab Null Equation. Once per turn you can twist up a creature you damaged. If they fail a constitution save, they get disadvantage on strength and dexterity saves, and they only deal half damage with weapon attacks, all for a round. You can do this Proficiency times per long rest. Again, real hard to hit people when your femurs are spring shaped.
Use your last ASI for more Constitution for more HP and better concentration.
We've finally done it, we've made a pure sorcerer build! It's time to finally learn the dark secret of the Sorcerer capstone. What feature could be so powerful we've completely avoided it for 200 builds? It's Sorcerous Restoration. You get 4 sorcery points per short rest. It's not good. Sorry.
Pros and Cons
Pros:
You're good at dealing damage, and your most powerful spells deal Force damage, which almost nothing blocks against. That means you're consistent and deadly, a solid combination.
You're so good at damage that it isn't just limited to creatures. Use telekinesis, mold earth, and shatter to tear apart structures that are getting in your way. Walls? Torn down. Steel Beams? Melted. Bridges? Falling down.
Despite spending your entire time in a class with the worst hit dice imaginable, you're pretty tough to kill, with just over 200 HP, a decent AC for a spellcaster, and permanent resistance to physical damage types. To make things worse for fighters, it's also a pain to get near you, since you can tear up the area around you and shunt melee fighters away as a reaction.
Cons:
While you do have magic missile, a lot of your spells deal damage in wide areas, so your party might have words with you about using earthquake one too many times.
While you're good at tearing things up, that's just about all your magic can do. There's the occasional Clairvoyance and some defensive spells, but by and large you're either dealing damage or doing nothing.
Despite your great physical defense, you struggle a bit more against other damage types. If you end up fighting someone who can turn their knife into psychic damage, you might have a problem on your hands.
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grailfinders · 3 years
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Fate and Phantasms #202
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(Woof, we were almost a day late. Sorry about that, just got a second job. The first one at Facebook isn't working out that great. Anyway!)
Today on Fate and Phantasms we're getting a little bit beastly with the help of Atalante (Alter)! Move fast, hit hard, and outlast anyone who gets in your way. She's a Beast Barbarian for some beastly armaments and extra mobility, plus a Brute Fighter to hit harder and last longer.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: They say every mentor learns from his students. This next servant really took that lesson to heart.
Race and Background
This Atalante is still a Shifter, but thanks to that beast's hide she's wearing, she's now a Beasthide Shifter, giving her +1 Strength and +2 Constitution (Thanks, Tasha!) She also gets Darkvision, Keen Senses for Perception proficiency, and a Toughness that gives her proficiency with Athletics. The big purpose of the class, however, is Shifting. You can transform into a fuzzier version of yourself for up to a minute once per short rest. Because you're a beasthide, your shift is a bit tougher than most; you gain 1d6+your level+ your constitution modifier temporary hit points, and your AC goes up by 1.
You're also still an Outlander, giving you Survival proficiency to live off of hydras. You would normally get athletics too, but you've got that already, so grab Persuasion instead. You're able to keep Yagas together, that's no small feat.
Ability Scores
You might be a wild animal now, but your speed is still your greatest asset, so your Dexterity should still be pretty high. Second highest now is your Constitution, that hide you've got on is really tough. And distracting, I mean you look like a goddamn Power Rangers villain. You kill things with your bare hands, so your Strength has to be up to snuff too. Your Wisdom is also above average, the Yaga seem to like you fine. This means your Intelligence isn't that great- you're not Chiron's star pupil this time. Finally, dump Charisma. You're a terrible liar, and you're hard to get along with.
Class Levels
Barbarian 1: Starting off as a barbarian makes your AC even better, thanks to Unarmored Defense. Now you can add your constitution and your dexterity modifiers to your AC while unarmored. (I know you technically get armor later, but it completely avoids your vital organs, so I'm not counting it.) You also get Rage, spending a bonus action to make you stronger (advantage on strength saves & checks), tougher (resistance to physical damage) and more brutal (bonus damage from strength-based attacks). Oh right, you also get proficiencies. Strength and Constitution saves, plus Intimidation and Nature skills. You're a scary wild animal, yes you are, yes you are!
Fighter 1: You still need weapons though, and rather than wait for two levels for your subclass, we'll go into Fighter right now for an Unarmed Fighting Style. You can punch people for 1d6 damage (1d8 if you have two hands free), and you can deal damage to grappled creatures if you start your turn holding onto them. You also get a Second Wind, healing yourself as a bonus action.
Barbarian 2: Second level barbs can make Reckless Attacks; you get advantage, your enemies get advantage, everyone wins! Except your enemies, because they'll all be dead before they get a turn. You also get a Danger Sense that gives you advantage on dexterity saves. You're still kind of a cat, I guess.
Barbarian 3: Third level barbarians set down a primal path, and the path of the Beast is for those who want to rip and tear, until the job is done. Right now you get a Form of the Beast when you rage, giving you one of three natural weapons. You can bite, dealing 1d8 piercing damage and regaining HP once per turn if you're bloodied. Otherwise, you can use your Claws to deal 1d6 slashing damage, and you get one extra attack with them per turn. The last one's less in character, but you can still grow a Tail if you want, dealing 1d8 piercing damage on attack, and you can use your reaction to apply a d8 to your AC against an attack that hit you. You also get Primal Knowledge in another barbarian skill. Pick up Animal Handling, it might help with the Yaga.
Barbarian 4: Bump up your Strength for better fighting. Real simple.
Barbarian 5: Fifth level barbs get an Extra Attack each attack action, as well as Fast Movement giving you an extra 10' of speed each turn. Turns out, you're fast! Who knew!
Barbarian 6: Sixth level beastbarians find their Bestial Soul, making their rage weapons magical against resistances. Whenever you finish a rest, you can also Self Evolve in one of three ways. You can gain a swiming speed and breathe underwater, a climbing speed that negates the need for climbing checks, or you can add an Athletics check to your jump distance once per turn. Normally, you can make an 8 foot long jump without runnig. Now you can jump a distance between 15' and 34'. It's a pretty good jump boost. The jump is the most in-character, but feel free to evolve whatever you need for the situation.
Barbarian 7: Seventh level barbarians grow even faster, with their Feral Instincts giving them advantage on initiative rolls, and you can ignore a surprise round by raging. Which you'd probably do anyway, so just roll with it. Speaking of raging, when you do so, you can make an Instinctive Pounce to move half your speed as part of the bonus action. You're not as fast as your archer self, but this'll help close the gap.
Fighter 2: Yep, we've got enough primal stuff, time to make it hurt. Bouncing back to fighter now gets you an Action Surge. Once per short rest, you can add an extra action to your turn, no strings attached. Use this to attack and you can hit people four times per turn, or five times with your claws!
Fighter 3: Third level fighters get their martial archetype, and becoming a Brute makes you a bit more heavy-handed. Your Brute Force lets you add a d4 to every damage roll you make with your weapons, and the die grows as you level up. This means your teeth are now arguably as strong as a greatsword.
Fighter 4: Another ASI! Bump up your Strength.
Fighter 5: Unfortunately, the fifth level of fighter gets you absolutely nothing. Extra attack doesn't stack like that. :(
Fighter 6: Use this ASI to grab the Mobile feat, for extra movement and the ability to shut down the attacks of opportunity from anyone you tried to hit this turn. Getting hit is for slow people.
Fighter 7: Seventh level brutes get Brutish Durability, adding a d6 to every save they make, up to and including death saves. If this brings a death save to a total of 20 or higher, you automatically pop back up with 1 HP. Barbarians tend to make the most death saves out of any party member, might as well be good at it.
Fighter 8: Another ASI! Grab the Martial Adept feat for a superiority die (1d6) that you can use to perform one of two Battle Master Maneuvers once per short rest. A big part of this build is adaptability, so the final say in what maneuvers you get is up to you. That being said, I highly recommend Ambush for a boost to stealth and initiative rolls, or Maneuvering Attack for even more mobility. It adds damage to your attack, and you can let one friendly creature (including you) move half its speed without provoking opportunity attacks from the target.
Fighter 9: Now that you're Indomitable, you can re-roll a failed saving throw once per long rest. I know berserkers are glass cannons in FGO, but that's just how they flavor their easily tricked nature, really they're hard as hell to fight, even if you've got fireballs and shit.
Fighter 10: Tenth level brutes get a bigger Brute Force die, now you add 1d6 to every attack, so your hands are as powerful as a greatsword. You also get an Additional Fighting Style, so grab Superior Technique for a second superiority die per rest and a third maneuver of your choice.
Fighter 11: Eleventh level fighters get another Extra Attack, and this one does stack, so you can attack up to 6 times per turn, or 7 with your claws and your action surge.
Fighter 12: Use your last ASI to become Resilient to Dexterity saves. You get +1 dexterity, and proficiency with that kind of save. So yeah, you now have advantage, proficiency, and an extra 1d6 against that fireball. Good luck, spellcasters.
Fighter 13: Our capstone level is a second use of Indomitable per day. Not the flashiest way to end a build, but at least you're not a sorcerer.
Pros and Cons
Pros:
When you want to hurt someone, they really hurt. With four claw attacks and three unarmed attacks, all boosted by rage, maneuvers, and brute force, you can deal 3d8+13d6+42. And those are all with advantage, so you've got a good chance of dealing a crit. Even without that chance, you can still deal over 100 damage in a single turn with average rolls.
You've also got plenty of Mobility to stay on top of your prey, with a base movement of 50' per turn and the ability to jump an absolute minimum of 20', or you can swap in other kinds of movement if you're going to the sea or a cliff face. You've also got several ways to pour more speed in if you need it. You won't be able to win a race against your archer self, but you'll definitely make her work for it.
Your saves are ridiculous, especially your physical ones. You've got proficiency in all three, good scores, an additional 1d6, and your strength and dexterity saves probably have advantage. If people try to get through your hide, they'll find your skin is just as tough, with an AC of 16-17, damage resistance, almost 200 HP, and plenty of ways to heal yourself.
Cons:
If you can't catch up to a person, your range means you're screwed. Your best weapons are all melee range, and you'll just end up chasing them around like a fool. (Technically you can just... pick up a bow and use it, you're a fighter after all, but we're playing to character.)
Despite your save shenanigans, your low charisma means you still might end up getting shunted to another dimension. That would explain how you got to the lostbelt, though....
We spent a whole feat and fighting style on those superiority dice, and to be honest they're probably not worth the effort. Bumping up your strength and picking up the Mariner style would be just as useful, if less customizable.
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