#no but CUPIDS WITH FIREARMS DO YOU KNOW HOW METAL THAT IS
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rui-drawsbox · 2 months ago
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manga so good i had to do my own cupidsona,,,
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grailfinders · 3 years ago
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Fate and Phantasms #166
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Bonjour and Bienvenue boys and belles to another bit on the BB Channel! For today we’re building the boisterous baroness of bacchanalia as one bit Berserk Bewitchment Bloodline, one bit Battery Builder, all for badass beatdowns! All this brouhaha is to say we’re building and buffing the beauteous brat known as BB.
Check out her build breakdown below the cut, or her character sheet here!
Next up: Hacking the planet? I think you misheard.
Race and Background
The evil AI from the moon BB is about as Custom a Lineage as they come, giving you +1 Dexterity and Intelligence. She also comes packed with Darkvision to dunk on those foolish human eyes and the Lucky feat to tip the scales in your favor by re-rolling attacks, checks, or saves that directly involve you three times per long rest. Games aren’t fun if they’re fair, silly!
Again, Evil AI from The Moon isn’t going to be a background you can find in most games of D&D. That being said, she certainly likes to put on shows of life and death, so once you get past their obsession with fire I’d bet she’d find a lot of common ground with Rakdos Cultists. This gives her proficiency with Acrobatics and Performance so you too can twirl around on stage and put a little flair into your attacks.
This background also gives you an additional bunch of spells to tack onto your spell lists. When you unlock spellcasting in the first place, you get Fire Bolt, Vicious Mockery, Burning Hands, Dissonant Whispers, and Hellish Rebuke. Your free second level spells are Crown of Madness, Enthrall, and Flaming Sphere. Third level is Fear and Haste, fourth is Confusion and Wall of Fire, and your free fifth level spell is Dominate Person. Don’t look at me like that, how else are you going to keep your daughters in line? BB doesn’t rely on fire that much -yet- but the other spells are absolutely in her wheelhouse. And giving a computer virus a fire wall is just plain funny.
Ability Scores
As a hyper-advanced AI from the future, it’d be a little weird if your Intelligence wasn’t your highest ability score. Your smarts are almost as obvious as how great a kouhai you are, so make your Charisma the next highest. Your Dexterity is pretty good too- that outfit probably isn’t armor, at least not in the practical sense. Your Constitution isn’t too bad either. The saying goes, “if it bleeds, you can kill it,” but you’re made out of data so you don’t bleed at all. Your Strength isn’t anything to write home about, but you can warp reality, so why would you need to lift? Dump Wisdom. You’re not exactly the most stable person in Chaldea.
Class Levels
1. Artificer 1: First level artificers get Magical Tinkering, so now you can put minor magical effects into tiny objects. Most of them probably aren’t that practical, but every event shop needs some junk.
You can also cast Spells this level, using your Intelligence to prepare and cast them. On top of your rakdos spells, you can use Lightning Lure and Mage Hand to mess with people. You can also prepare first level spells, like Identify to scan enemies for their status effects, Tasha’s Caustic Brew to re-enact your extra attack card, and Cure Wounds for a bit of maintenance on your spirit origin. It takes work to look this good, y’know!
Finally, you get proficiency with Constitution and Intelligence saves, as well as Arcana and Medicine. You were built to look after humans, and you obviously know a lot about tech.
2. Artificer 2: Second level artificers can Infuse Items to turn dumb ol’ mundane objects into magical objects! You learn four infusions right now, but you can only keep two of them available at a time, and you can swap them out between long rests. Really lean into it, make the rest of the party fight for the affection of their kouhai.
As far as your actual infusions go, Mind Sharpener is a great one for spellcasters, letting them force their concentration to stick even if they fail a save as a reaction. You can also use an Enhanced Arcane Focus to make your spells even stronger. For magic items, the classic Bag of Holding is always in fashion, and Sending Stones will help bring party communication into the 21st century.
3. Sorcerer 1: Being smart is nice, but it’s time to make things a bit more.. interesting. As a sorcerer, you get another Spell list that uses your Charisma to cast. You also get your own home game version of BB slots thanks to your Wild Magic Surge. When you cast a sorcerer spell that uses a spell slot, your DM can make you roll a d20. On a one, you then have to roll on the wild magic surge table.
If that’s not wacky enough for you, the Tides of Chaos can speed things up. Once per long rest, you gain advantage on one attack, check, or save of your choice. Your DM can also force you to roll on the WMS table when you’d normally get a WMS to recharge it.
You get cantrips like Friends, to make friends with Senpai; Message, to send calls to Senpai; Light, to help with Senpai’s dumb human eyes; and Minor Illusion, for some cheap holograms. For first level spells, Mage Armor makes that outfit less of a tactical issue, and Tasha’s Caustic Brew frees up some prep slots for artificer spells.
4. Sorcerer 2: Second level sorcerers are Fonts of Magic, giving you sorcery points equal to your sorcerer level each long rest. Right now they can be used to refill spell slots, or you can empty spell slots to get more points.
You can also cast Magic Missile for some caster balls. I know you’re not a caster, but you do run around with a magic wand, it’s not that wild a concept.
5. Sorcerer 3: Third level sorcerers get second level spells, as well as Metamagic to make them a little bit more you flavored. Distant Spell doubles the range of a spell (or gives it a range of 30′ if it’s touch), while Subtle Spell lets you cast a spell without all that vocal or somatic component nonsense. Why waste time chanting when you could spend it narrating?
You can also cast Enhance Ability to alter your data in favor of one kind of skill checks, gaining advantage on them for the duration. You also double your carrying capacity for strength checks, avoid small falling damage with dexterity checks, or gain temporary HP with constitution checks.
6. Sorcerer 4: Use your first Ability Score Improvement to bump up your Charisma to make Senpai notice you. And also to make your sorcerer spells harder to avoid.
You can also cast Prestidigitation to make more small magical effects, or Alter Self to further improve your being. When you cast it, you pick one of three modes. Mode 1 gives you a swimming speed and the ability to breathe underwater. Mode 2 lets you change appearance as an action for the duration, and Mode 3 lets you grow Natural Weapons that are magical against resistances. Honestly Mode 3′s a bad matchup for you, but you’re an independent AI who don’t need no humanity, I’ll let you make your own decisions.
7. Sorcerer 5: Fifth level sorcerers get Magical Guidance, letting you spend 1 sorcery point to re-roll a failed skill check. You can also cast third level spells like Dispel Magic to bonk Kiara back into horny jail. Probably. We haven’t built her yet, still not entirely sure how that’s going to work.
8. Sorcerer 6: Sixth level wild mages can Bend Luck, using their reaction and 2 sorcery points to add or subtract 1d4 to another creature’s attack, check, or save. You love playing games, but more in the ‘dungeon master’ sense.
You can also cast Clairvoyance to set up your very own BB channel studio wherever you’ve been before.
9. Artificer 3: Third level artificers can always find the Right Tool for the Job, creating whatever tools you might need over the course of a short rest. Thanks to being an Artillerist, you can also bring one of those weird geometric enemies from the CCC event to the battlefield in the form of an Eldritch Cannon, creating a freestanding small cannon or a handheld tiny one. They’re pretty customizable, but they all come in one of three flavors. Flamethrowers deal AoE fire damage, Force Ballistas deal single-target force damage and throw people around, and Protectors give out temporary HP.
You also get the freebie spells Shield and Thunderwave. 
10. Artificer 4: Use this ASI to bump up your Intelligence for better artificer spells.
11. Sorcerer 7: Seventh level sorcerers get fourth level spells, like Ego Whip! If your target fails an intelligence save, they get disadvantage on all attacks, checks, and saves, and it can’t cast spells. At the end of each turn it can try to make another intelligence save (still at disadvantage), but tbh most creatures aren’t that bright compared to you.
12. Sorcerer 8: Another ASI already? Bump up your Charisma to make it even harder to break out of your ego whip, and also grab Banishment so you can deal with that giant pain in your behind, Kingprotea (note: this level description does not contain the opinions of fateandphantasms. fateandphantasms does not condone any kind of Kingprotea hating.)
13. Sorcerer 9: Fifth level spell time! Grab Creation so you can warp reality and make pretty much whatever you might need out of thin air!
14. Artificer 5: Fifth level artillerists can make Arcane Firearms this level, adding 1d8 to artificer spell damage cast from a specific focus. This also means that your artificer spells and sorcerer spells can finally come out of the same wand, though I doubt most DMs would care to correct you before now.
You can also cast the freebie spells Scorching Ray and Shatter now, since you can learn 2nd level artificer spells. Use Heat Metal if you’re feeling sadistic, Invisibility or Spider Climb for some hacks, or grab Lesser Restoration for some cursed cupid cleansing.
15. Artificer 6: Your Tool Expertise doubles the proficiency of all tool-based checks, but you also get two more infusions, and one more concurrent infusion to boot! A Spell-Refueling Ring will give you more energy to deal with your many, many, problem children, while a Radiant Weapon will just make your wand shinier. Not that it’s a bad reason to grab it.
16. Artificer 7: At seventh level, you can speed up your processors to have Flashes of Genius, using your reaction to add your intelligence modifier to an ability check or saving throw nearby. You can use this Intelligence Modifier times per long rest.
17. Sorcerer 10: Your newest metamagic option lets you twin spells, turning a one-target spell into a two target spell. Now you can keep both your daughters under control at once with one casting of Dominate Person!
You also get the Mending cantrip, because let’s be real your outfit probably doesn’t look as good as it did 17 levels ago. Finally, you get the spell Far Step to bip and bop all over the place as you see fit. Remember, if you teleport off camera it’s not cheating!
18. Sorcerer 11: Eleventh level sorcerers get sixth level spells, like Tasha’s Otherworldly Guise! If you’re going to wear a nurse outfit, it might as well come with superpowers. You get immunities to certain damages and conditions, you can fly, your AC goes up, and your weapon attacks use your spellcasting modifier, are magical, and you can attack twice per action. Ramming a giant needle into somebody never felt so right!
19. Sorcerer 12: For your last ASI, grab the Tough feat. All these sorcerer levels have not done your HP total any favors.
20. Sorcerer 13: Your capstone level nets you a seventh level spell, so grab Plane Shift so you can finally escape the Mooncell and show Senpai all the hard work you’ve done!
Pros:
You have a ton of ways to cheat at dice, manipulating the world to always work in your favor. Re-roll dice with magical guidance and lucky, or just stick a finger on the scale with bend luck and flash of genius. Either way, your party will be thankful to have you.
You also make a decent variety caster thanks to the variety of technological goodies at your disposal. Support team communication with sending stones, spy on people with clairvoyance, create whatever the party might need with creation, or just blow people up with thunderwave and your eldritch cannon. You come packing a little bit of everything.
You’re particularly good at shutting down one or two opponents, with Ego Whip destroying their ability to do much of anything, Enthrall and Fear keeping you their main focus, or Banishment shoving them out of existence entirely.
Cons:
Those wild magic surges can bite you in the ass just as much as they help you, so try to make sure you don’t spin a bankrupt on the BB slots. Seriously though they can straight up kill your entire party at level 1. Don’t be unlucky.
Having a bit of everything means you aren’t focused on any one thing. Builds like Ishtar and -god help me- Mephistopheles?? beat you in magic damage, Scheherazade and Kogil beat you for utility, and Medea Lily and Irisviel beat you for healing. It must be nice to have so many senpais though!
Trying to keep on top of all those checks and saves means you’ll burn through your sorcery points really fast, so just... don’t push yourself too hard, you might not like what happens when you run out of power.
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