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#i love jalter's ability to be her own person even if it comes with the fact that she is very much. an ephemeral dream
cestacruz · 1 month
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Mmm Jeanne
#servants cant learn new stuff (i'll talk about jalter in a second) therefore#jeanne shouldnt know how to read or write#we actually Dont get a confirmation that she can do those things in summer 3. because the book that jalter thought jeanne wrote#was actually Her own book#jeanne works with marie. maybe she comes up with the ideas and does rough drawings that marie would be Delighted to bring to life#marie reads to jeanne is my image#jalter taught herself how to read and write and i think that was possible because of the unstability of her existence#if you try to teach jeanne how to read and write it will stick for a second but if like idk 15-20 min pass she would likely find herself#unable to read again and her writting to be suboptimal#she can sign her own name ofc thats historical#she can recite the bible from memory iirc#i love jalter's ability to be her own person even if it comes with the fact that she is very much. an ephemeral dream#like her FCKING SKILL IS CALLED.#WHY MUST YOU HURT ME LIKE THIS FGO#anyway. now jeanne again but physical#oughhh thank u for the support in the tags when i said jeanne should have self image issues because she looked different in life#i hadnt fully talked bout it i just went with hair but yeah. i need to check again because im pretty sure her body wasnt Suuuper different#but i just gotta confirm#but im just so i love the idea of her just not liking the way she manifested abd not knowing Why she manifested like that#when there are Countless depictions of her with her short brown hair#sieg looks to the side whistling (its not his fault but he knows the pseudo servant part#and its probably a mix of . fate apocrypha's manifestation and of how some people imagined jeanne looked like#but it still upsets her#not that she'd ever complain to people#you can probably get it out of her tho#unrelated and only to those who reached this far: im thinking of a singularity set in 15th century orleans in the Middle of the hundred year#war. but the difference aint “oh jeanne d'arc came back to life evil” rather than “there seems to be a battle here where it shouldnt and oh#my god is that jeanne- oh god jeanne d'arc fucking died--#and chaldeas has to try and fix the war without living breathing jeanne d'arc#actually thats not the middle of the 100yearwar but yknow what i mean. also haha jk unless...
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grailfinders · 3 years
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Fate and Phantasms #111: Irisviel (Holy Grail)
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Today on Fate and Phantasms, we’re making the holy grail herself, Irisviel von Einzbern! Iri’s most well known for her healing abilities, but she can still surprise you.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Your cup runneth over again, but in a slightly less Destroying Humanity kinda way.
Lineage and Background
I’m almost getting tired of using Protector Aasimar for half-god characters, but I’ll be damned if it doesn’t fit her. This lineage gives you +2 Charisma and +1 Wisdom, as well as some Darkvision, Celestial Resistance to necrotic and radiant damage, Healing Hands to start off your healing skills right, and the Light cantrip, using your charisma.
You’re not that far away from the rest of civilization, but I’d say literally being the holy grail probably didn’t help your social life. That’s enough of a justification for being a Hermit, I think. This gives you Religion and Arcana proficiencies, as well as one juicy secret directly from the DM themself.
Ability Scores
Good news! You’re a really nice person. Also, Charisma is your main casting ability, so we’re making that really strong. Your Wisdom is pretty good-you’re a mom, you have eyes in the back of your head, you know how it be. You’re also part omniscient wish-granting cup, so your Intelligence isn’t half bad either. After that is Dexterity, you’re not really wearing armor, not getting hit is pretty vital to your survival. Your Constitution isn’t great but we try not to dump that if we can. The same can’t be said for your Strength- it isn’t very useful in this build, and you’re definitely not in the same niche as Jalter.
Class Levels
1. Sorcerer 1: Yes your power comes from the holy grail, but it comes from you being the holy grail. That’s a Divine Soul Sorcerer if I ever saw one. That makes you Favored by the Gods, letting you add 2d4 to a failed saving throw or attack once per short rest. “Please don’t let me get hit by that fireball” is a pretty easy wish to grant. You also get proficiency with Constitution and Charisma saves, as well as two skills. Persuasion and Insight should help you keep Illya in line.
You can also cast Spells, using Charisma as your casting ability. On top of the normal sorcerer spells, your Divine Magic lets you grab spells from the cleric spell list, including Cure Wounds as a freebie.
For your other spells, grab Friends to strengthen your mom stare, Control Flames for a bit of that elemental nonsense from the end of the zero event, Prestidigitation for the hell of it, and Mending so you can heal inanimate objects as well. You can also Bless up to three creatures for up to a minute, giving them an extra d4 for attack rolls and saving throws. You should also grab Mage Armor so you don’t die.  The Dress of Heaven gives you a lot of things, but AC isn’t one of them.
2. Sorcerer 2: Second level sorcerers become a Font of Magic, giving you a number of sorcery points equal to your level. As a bonus action you can spend sorcery points to make new spell slots, or spend a spell slot to make more sorcery points.
You can also cast Purify Food and Drink now, to clean up all the grail mud.
3. Sorcerer 3: Third level sorcerers can use Metamagic to customize their casting. Irisviel can cast Quickened Spells, reducing the casting time of a spell from an action to a bonus action, or Twinned Spells, casting a single-target spell to two targets instead. Turns out being part grail gives you an edge over traditional mages.
This is also the level your Radiant Soul takes effect, letting you transform as an action once per long rest. It lasts a minute, giving you a flying speed for the duration, and letting you add radiant damage to your attacks and spells once per turn. The extra damage isn’t super useful, but you’re a literal angel now!
To celebrate, you can also say a Prayer of Healing to heal your party all at once.
4. Sorcerer 4: Use your first Ability Score Improvement to round up your Wisdom and Charisma. More Healing, and later more healing! What’s not to love?
You can cast Guidance this level to add a d4 to a creature’s next check as a cantrip, or Enhance Ability to help grant some ability check-related wishes.
5. Sorcerer 5: Fifth level sorcerers get third level spells, but they also get Magical Guidance. When you fail an ability check, you can re-roll the check by spending a sorcery point.
You can also cast Daylight now, shining light out from either a point or object you choose and dispelling magical darkness.
6. Sorcerer 6: Sixth level divine sorcerers have Empowered Healing- whenever a nearby creature is healed by a spell, you can spend a sorcery point to re-roll any dice in that spell, once per turn.
To make the most of that feature, you can now cast Mass Healing Word, to heal six creatures as a bonus action.
7. Cleric 1: Being a cleric and divine sorcerer causes a bit of an overlap, but come on-you are the holy grail, after all. As a Life Domain cleric, you get another set of Spells that use your Wisdom to cast. You’re also a Disciple of Life, giving extra healing based on the level of your healing spells.
(You also get heavy armor proficiency, but let’s just ignore that.)
Speaking of spells, you can cast the cantrips Resistance, Spare the Dying, and Word of Radiance now, and you can also prepare 1st level cleric spells, including your domain spells Bless and Cure Wounds. They’re not as strong as your sorcerer spells, but if you need something weirder like Create or Destroy Water or Ceremony you don’t have to commit as much as your sorcery spell list.
8. Cleric 2: Second level clerics can Channel Divinity once per short rest to either Turn Undead or Preserve Life. The former forces a wisdom save (of 8 + your proficiency bonus + your wisdom modifier) or they’re forced to run away from you until they take damage. The latter lets you heal five times your cleric level to any creatures within 30′ of you, but only up to half their HP, as an action.
9. Cleric 3: At this level, you learn how to use Lesser Restoration for healing status effects, and you can trace swords thanks to your Spiritual Weapon.
10. Cleric 4: Use this ASI to bump up your Dexterity so you don’t have to worry about dying quite as much. You can also cast Thaumaturgy, because we’re running out of cantrips.
11. Cleric 5: Your Turn Undead becomes Destroy Undead, instantly killing any undead of cr 1/2 or lower who fail their wisdom save. You can also cast third level spells, like Beacon of Hope to maximize your healing and Revivify to bring others back to life. Death is generally pretty permanent in Fate, but you’re the grail you do what you want.
12. Cleric 6: Your final level of cleric lets you use Channel Divinity twice per short rest, and you become a Blessed Healer. Whenever you heal another creature, you also regain a bit of HP.
13. Sorcerer 7: Back in sorcerer, you can finally cast fourth level spells! Aura of Life gives those around your resistance to necrotic damage, and your allies regain 1 HP if they start their turn in the aura with 0 hp. One HP is always a lot when it’s the difference between consciousness and having to make a death save, but combining that with Disciple of Life will give them just a bit more breathing room.
14. Sorcerer 8: Speaking of not dying, use this ASI to get a bit of Constitution for a retroactive 14 bonus HP. A lot of casters are pretty squishy, but there’s limits to what you should have to put up with.
You can also cast a Death Ward on a creature to give them their own guts, preventing them from reaching 0 HP or dying once in the next 8 hours.
15. Sorcerer 9: Grab Mass Cure Wounds as your first fifth level spell to get the most out of all your healing bonuses.
16. Sorcerer 10: Tenth level sorcerers get another Metamagic option- Extended Spell will help you get the most out of Death Wards and Auras.
Your newest spells don’t benefit from this, but Gust and Greater Restoration are still great picks, giving you a bit more elemental control as well as taking care of more stubborn status effects.
17. Sorcerer 11: Your first and only sixth level spell is Heal, for, y’know, healing. It heals a flat 70 HP, and ends blindness, deafness, and disease. 
18. Sorcerer 12: Use your last ASI to bump up your Dexterity one last time for an even better AC.
19. Sorcerer 13: Your final spell of the build is multiple choice! Investiture of Flame, Ice, Stone, or Wind will let you take on one of your Elemental personas from the event. Flame deals damage to creatures near you, makes you immune to fire and resist cold damage, and you can use your action to launch gouts of fire at your enemies. Ice makes you immune to cold and resist fire damage, the area around you is difficult terrain for anyone who isn’t you, and you can use your action to blast freezing cold. Stone gives you resistance to nonmagical weapons, you can use your action to create earthquakes, and you can pass through earth-based difficult terrain or solid stone normally. Finally, Wind causes disadvantage on ranged attacks against you, you gain a flying speed, and you can use your action to make windstorms that push creatures and deal bludgeoning damage.
20. Sorcerer 14: Your capstone level gives you an Angelic Form, using your bonus action to create a pair of wings that give you a flying speed until you dismiss them.
Pros: 
You’re really good at healing your party, with multiple features to maximize your healing spells, and metamagic to fit as many of them into a turn as possible. 
Flight is incredibly useful for casters, as it significantly reduces the number of enemies that can hurt you. It also lets you ignore difficult terrain as you move between teammates. 
Thanks to Blessed Healer and your metamagic, you won’t have to make as many choices between healing yourself and healing your party. 
Cons:
You have very low hp, so you’re in danger of getting destroyed by surprise attacks from martial classes or getting hit with a Power Word Kill.
You don’t have too many spells with Concentration, but you do have enough to make your low constitution a bit of an issue.
Your low strength means you might be getting pushed around by beefier enemies.
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Kijyo Koyo Analysis!
Earth Max HP: 11,250 Max ATK: 9,177 (Effective ATK: 10,095) Star Absorption: 9 Star Generation: 4.9% NP Charge ATK: 0.85% NP Charge DEF: 5% BBBAQ Buster = 3 hits, Arts = 3 hits, Quick = 3 hits, Extra = 5 hits Base NP Gain: A = 2.55%, Q = 2.55%, E = 4.20%
Shapeshift (Dinosaur) C: Increases own defense for 3 turns. (20-30%) Increases own critical star absorption for 1 turn. (3000% - 5000%). 7 -> 5 turn cooldown
Nine-Headed Dragon's Fire A: Increases own Quick performance for 3 turns (20-30%). Increases own Buster performance for 3 turns (20-30%). Overcharges one ally's NP by 1 stage for 1 time, 3 turns. 8 -> 6 turn cooldown
Rope of Life B: Recovers party's HP (1000-2000). Removes one debuff from party. Grants party Instant-Kill immunity for 3 turns. 8 -> 6 turn cooldown
Mad Enhancement A: Increases own Buster performance by 10%. Magic Resistance C: Increases own debuff resistance by 15%.
Momijigari Buster 10 hit Inflicts Burn with 500 damage to self for 3 turns. Increases own attack for 3 turns. (20-40%, OC) Deals damage to one enemy. (600-1000%).
Primary Role: DPS Secondary Role: Situational Role: Medic, Cleric
So, the dino wife. I love this girl. She's beautiful and adorable and a blushy T-Rex wife. Her kit has often been compared to Ibaraki, but if you think that's a good thing, I'm here to tell you it is not. I'm not a huge fan of how Ibaraki plays personally, and that extends to Kijyo. Kijyo in a lot of ways is a logical extension of Ibaraki, but it doesn't make her particularly good.
First of all we have Shapeshift (Dinosaur), which is a modest Def buff and a 1-turn Star Absorb. This skill isn't particularly good, and honestly is arguably pretty vanilla in terms of power. She has no hard survival which means that her Def buff is her only form of survivability. The Star Absorb is also weirdly placed, as even Ibaraki's Shapeshift would have been better. Kijyo just doesn't have good star gen in which to abuse this skill, with her NBQE chain generating on average 15 crit stars with her second skill up. 15 is just too little for this short-lasting of a star absorb.
Her second skill on the other hand is really pretty good. A 30% Buster and Quick up, which becomes a 40% Buster up factoring in her Mad Enhancement, and the ability to boost Overcharge. Usually this will be used on herself, but it can be used on other Servants with good overcharge affects as well. A good steroid skill that also does marginally help her NP gain and lasts for 3 turns. There isn't a lot to complain about here, this is just a good skill.
Her third skill is pure support, providing a party heal, a single debuff clear, and 3 turns of instant death immunity. The problem with this skill is that none of these effects are particularly amazing, and there's often an incentive to use this skill after Kijyo's NP (protip: don't). Instant Death immunity rarely comes up, and this skill could have healed all debuffs. It's certainly usable but a lackluster skill overall.
Her NP is pretty good though. A 10-hit ST NP that boosts her Attack before doing damage, this NP will generally do pretty decent damage overall and makes her hit pretty well for the next couple of turns. It also inflicts a Burn, but that basically doesn't matter all that much considering command codes exist.
Looking at it overall though, Kijyo isn't a particularly standout Berserker. Her stat spread is high HP and low ATK, which is always bad for Berserkers given their defensive disadvantage, and while her NP gain on her Arts is quite good, her lack of an NP charge or hard survival option makes her pretty inconsistent. You can probably get her to NP once on her own, but getting her to NP multiple times before getting rushed down will be a problem. Perhaps a bigger problem though, however, is justifying using Kijyo over Berserkers in her similar niche, such as Jalter, Beowulf, or Lu Bu, who generally do a lot more damage. That comes down to her support, and while its notable in its own right, generally she's not the best ST Berkserker to use.
Supports: Kijyo generally benefits from most Buster supports given her gorilla card set, but because of her unique support, servants like Merlin can be considered more synergistic because of her ability to overcharge their NPs. She also works well in more defensive teams with servants like Mash, Chen Gong, and Waver thanks to her Def buff. Her decent hit counts also make Servants who can provide Stargen buffs, like Nero Bride, useful as well.
CEs: Kijyo really wants access to starting NP, considering that her Attack boost helps to keep her damage higher than expected. She'll also benefit from Buster up CEs a lot. She's pretty straightforward in this regard.
Pros: -Long lasting steroids mean that her overall card damage is pretty decent compared to some other Berserkers. -Decent support in her 3rd skill and 2nd skill that open up some interesting options -Her Arts card is quite good which makes her NP generation less bad than it might initially seem
Cons: -Her survival options are limited to a small heal and a decent Def buff, making her fragile compared to other Berserkers with Evasion and/or Guts. -NP damage is more middling compared to standouts in her role -Star Absorb is largely wasted on her own as her star generation is poor -Requires support to really shine
Kijyo is a decent Servant. She can certainly work as your ST Berserker, as she's not especially bad. She's not especially good either though, lacking many of the options that are generally needed to make a Berserker succeed in the current game state. However, she is the only Servant who can also be a T-Rex, which is something to keep in mind.
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