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#tho not as stingy as fgo
novirp13 · 1 year
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Pic is transparent~
I've been using Diluc as my main DPS since I accidentally got him a year ago (and cuz he's the only 5 stars character that I have, really. The other one is Qiqi) and now that I decided to play the game again, I realized. This team composition...
Kinda turned Diluc into a TIRED DAD, LOL!!! :'D
BONUS:
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I got Scara yaaayy~
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grailfinders · 3 years
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Fate and Phantasms #153: Miyamoto Musashi
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Today on Fate and Phantasms we’re creating the ultimate wandering swordswoman,  Shinmen Musashi-no-Kami Fujiwara no Harunobu a.k.a. Miyamoto Musashi!
This wandering samurai is an Aberrant Mind Sorcerer to wander from plane to plane and bend the world to her sword-wielding whims with her Empyrean Eye, as well as a Swords Bard, because you actually have to be good with swords too, I guess.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Ask not for whom the bell tolls.
Announcement: Today (May 10, 2021) is also the last day to suggest possible servants for the anniversary build! If you’ve already sent yours in, you’re in the running! If you haven’t, just comment and/or reblog with any Type Moon character you’d like to see a build of and they’ll be added to the list! (One per person tho)
Race and Background
Musashi’s a Human, but popping in and out of reality isn’t that ordinary so we’ll go with the variant rules for this one. Variant Humans get +1 Dexterity and Constitution, as well as one feat and one skill proficiency. Grab the Performance proficiency to turn every duel into a mindfuck, and the Dual Wielder feat to dual wield. More specifically, this gives you +1 AC while dual wielding, you can use non-light weapons to dual-wield, so longswords are totally an option if you can get the proficiency in them. You can also draw or stow two weapons in the same amount of time you’d draw one.
Like your rival Kojirou, you’re also a Mercenary Veteran, giving you proficiency in Athletics and Persuasion.
Ability Scores
You’re really good with a sword, but that comes from technique, not brute force, so make your Dexterity as high as possible. That’ll also help with the fact that you’re clearly not wearing armor. Getting into your opponent’s head metaphorically is almost as important to your fighting style as getting into it literally, so Charisma should be number 2. Your Constitution should be next so you can stomach more bowls of udon in a single go. After that is Wisdom- your Empyrean Eye won’t do anything if you can’t see what you want to cut. Your Strength isn’t bad, we just needed other stuff more, but your Intelligence is kind of wonky. Shifting around the multiverse so much means world history is not your strong suit.
Class Levels
1. Bard 1: Going with bard right off the bat gives you a better hit die to start with, as well as a more forgiving skill list. Since bards can pick any three skills to be proficient with, I’d suggest Acrobatics, Intimidation, and Perception. I don’t know what exactly rattling your swords to provoke people would count as, but now you’ve got intimidation, performance, and persuasion, so it’s probably one of those. You also get proficiency with Dexterity and Charisma saves.
As a bard, you get Bardic Inspiration, a number of d6 equal to your charisma modifier per long rest. You can give one of these dice to your allies as a bonus action, which they can use to improve one of their attack rolls, saves, or checks. 
You can also cast Spells using your Charisma. Vicious Mockery lets you get under the skin of your opponent just like the real Musashi, and Message is a neat lil walkie talkie. I assume Gudako gave you one by this point, it’d be really hard to chat with you otherwise.
You also get first level spells like Disguise Self so you can slap a big ol’ hat on your head and be completely unrecognizable, Heroism to be a hero, Detect Magic because it seems that kind of a baseline power in the nasuverse, and Bane for even more ways to insult your way to victory.
2. Bard 2: Second level bards become a Jack of All Trades, adding half your proficiency to any skill checks you aren’t already proficient in. That extra boost to survival checks will probably come in handy if you get rayshifted to the middle of nowhere again.
You also learn a Song of Rest, letting you and your party kick back a little harder on short rests, regaining an extra 1d6 hp if you use your hit dice.
Finally, you learn the spell Faerie Fire for a cheap and easy way to nullify invisibility. You’ll learn how to see through it eventually, but for now break out the light show.
3. Bard 3: Like I said before, you’re a Swords bard, giving you the Two-Weapon Fighting Style so you can add your dexterity modifier to attacks from both hands. You can also use Blade Flourishes, giving you an extra 10 feet of movement if you attack as your action. Once per turn you can also add one of three options to your attack by burning one use of Bardic Inspiration. Defense Flourish adds the die rolled to your damage and your AC for the round. Slashing Flourish deals the roll in damage to the target and any other creatures you want within 5′ of you. Mobile Flourish pushes the target and deals extra damage to them equal to the roll, and you can use your reaction to follow them.
Your Expertise doubles your proficiency bonus in Performance and Perception, so you can find enemies and goad them into fights easier.
You also learn Locate Object. It’s still not tracking down a creature, but it’s getting closer.
4. Sorcerer 1: Bouncing over to sorcerer now nets you Spells, and boy howdy do Aberrant Mind sorcerers get a lot of spells. By using your Charisma you can cast your normal spells, or your Psionic Spells, bonuses you get at certain levels. Most of those aren’t in-character, but thankfully we can swap them out as we go.
You also learn Telepathic Speech. Using a bonus action, you can speak telepathically with them for as long as you’re within Charisma Modifier miles of each other, for Sorcerer Level minutes.
Starting with your psionic spells, you get Arms of Hadar and Dissonant Whispers, but we swap out Mind Sliver for Friends. Whatever goading someone to fight is, it’s definitely a charisma check, so this will help with that. I mean this also helps since it turns the target hostile after the spell ends, but either way you get a fight.
On top of that, you get all your other spells, like Booming Blade, Blade Ward, Green-Flame Blade, and True Strike to make your swordplay even stronger. (On technicality in True Strike’s case, just attack twice) and Absorb Elements and Mage Armor for magical defenses.
Also, your spell levels do mix, so check the multiclassing table to see how much stuff you got at each level.
5. Sorcerer 2: Second level sorcerers become a Font of Magic, giving you Sorcery Points equal to your sorcerer level. You can turn spell levels into points or vice versa, but that’ll get more important in a couple levels.
You also learn Shield for more magic defense, and swap out Arms of Hadar for Comprehend Languages. Everyone in FGO speaks english for no reason anyway, so I bet everyone has this spell to begin with.
6. Bard 4: Use your first Ability Score Improvement to bump up your Charisma modifier for better spells and more inspiration. You also learn the Light cantrip, and Knock. Breaking down a door barely counts as magic, but here we are.
7. Bard 5: Your bardic inspiration dice grows to d8s, and you become a Font of Inspiration, letting you regain inspiration on short rests instead of long ones. You also learn Major Image. It’ll be a while until you can summon a Nioh, at least it’ll look like you can now!
8. Bard 6: Sixth level bards can spend their action on a Countercharm, giving you and your allies advantage on saves against being frightened or charmed. More importantly, you get an Extra Attack with each attack action, which is way better than spending a whole action on some magic nonsense.
Speaking of spending an action to end magic nonsense, you can cast Dispel Magic to cut through magical effects. Raise Dead on permanent contingency is a bitch and a half to get through otherwise.
9. Sorcerer 3: Third level sorcerers learn Metamagic, ways to customize their spells using Sorcery Points. Quickened Spell lets you cast action spells as a bonus action, while Extended Spell doubles the length of time a spell remains active. Both are super useful on your buffs, but you can only have one active per spell.
For your psionic spells, replace Calm Emotions with Mind Spike for a bit of psychic damage and to let you ignore the target creature’s invisibility for up to an hour if it fails a wisdom saving throw. You also always know the target’s location if you’re on the same plane. You also get Detect Thoughts. for now. For your normal spell, Magic Weapon will help you out if your DM’s really stingy with magic items.
10. Sorcerer 4: Your spells are starting to get spicy, so let’s keep things working smoothly by grabbing War Caster this ASI. This feat gives you advantage on concentration saves, and you can cast spells while dual-wielding. On top of that, you can use spells as attacks of opportunity now! They have to be only targeting that one creature though, so Sword Burst and Darkvision won’t be super helpful. 
We’re also replacing detect thoughts with See Invisibility for a saving throw free way to track creatures down.
11. Sorcerer 5: Fifth level sorcerers can use Magical Guidance to turn a sorcery point into a re-roll on a failed skill check. You also learn Fear to send less interesting opponents running, and the psionic spells Sending to boost your walkie-talkie’s range and Tongues instead of Hunger of Hadar. If you’re going to insult someone they better understand you.
12. Sorcerer 6: Sixth level aberrant minds know Psionic Sorcery, letting you spend sorcery points to cast psionic spells instead of using a spell slot. If you do so, you can ignore verbal or somatic components, as well as unconsumed material components. You also get Psychic Defenses for resistance against psychic damage and advantage against being charmed or frightened. Oh hey, it’s like countercharm but significantly better!
You can also cast Haste now, doubling your actions for up to a minute, as well as giving you advantage on dexterity saves, a +2 to AC and doubled speed. (The second action can only be used to make one attack, but still, free attack.) After the spell ends you can’t move or take actions for a round while you take an udon break to refuel.
13. Sorcerer 7: Seventh level sorcerers can use fourth level spells, like Conjure Barlgura! It’s... kind of like a Nioh, if you squint really hard. Just keep it away from the rest of the party.
You also get more psionic spells with Evards Black Tentacles and Locate Creature instead of Summon Aberration. 
14. Sorcerer 8: Use this ASI to finally bump up your Dexterity for a stronger AC and better attacks. You also gain Banishment to cut someone out of this plane of reality. (It’s temporary if they’re actually from whatever reality you’re currently in, but still.)
15. Sorcerer 9: Use your fifth level spell Skill Empowerment to make getting to your target even easier. Need to be really good at acrobatics to reach somebody? Sure, why not. You also get your last psionic spells, Rary’s Telepathic Bond for a long-term walkie-talkie, and Hold Monster in place of Telekinesis. Cutting things is so much easier when they stand still.
16. Sorcerer 10: Tenth level sorcerers get another Metamagic option. Heightened Spell gives a creature disadvantage on their first save against a spell, like Create Bonfire and Charm Monster. I’ll be honest there’s not a lot of fifth level spells that work for you, but you’re both cute and able to start fires, so I guess it works out.
17. Sorcerer 11: Eleventh level sorcerers gain a sixth level spell, and True Seeing lets you ignore any illusions, invisibility, or shapechangers you can see on your path to true swordsmanship, automatically making any saves against their deceptions.
18. Sorcerer 12: Use your last ASI to max out Dexterity for the swordiest swords and the least swordiest body possible.
19. Sorcerer 13: At the penultimate level we finally get our seventh level spell that we’ve been working so hard to reach- Plane Shift. You and up to eight creatures can move to a different plane of existence. Alternatively, you can make a spell attack against a creature, and if it hits and they fail a charisma save they have to find their way back from wherever the hell you sent them.
20. Sorcerer 14: Your capstone level makes you a Revelation in Flesh, spending a bonus action to transform yourself for up to 10 minutes. You can spend 1-4 sorcery points to activate one to four benefits: You can see invisible creatures, fly, swim and breathe underwater, or pass through inch wide gaps and escape restraints easily. Most of those...probably aren’t canon, but at least you get invisibility sight without using concentration.
Pros:
You come packing plenty of magic defenses, with a great dexterity save, advantage on mind altering effects, and the ability to tear down an enemy’s magical traps.
Seeing through invisibility and plenty of location spells makes you hard to escape, especially when you factor in plane shift to the mix. Those Empyrean Eyes aren’t just there for decoration, y’know.
Your psionic sorcery and multitude of telepathic abilities mean you can get a lot done while completely silent, which helps a lot on stealth missions. Your maxed out dexterity and JoAT certainly doesn’t hurt either.
Cons:
Gishes live and die on their concentration saves, and not starting with Sorcerer definitely hurt yours a lot. Even with advantage you’ve only got a +2 modifier. That’s going to drop spells more often than not.
Taking so many levels of sorcerer also leaves you with low hp, barely scratching past 100 by the end of the build. Your AC is very good, but when you get hit you’re going to feel it.
Focusing on dexterity and feats leaves you with a low charisma, at least by bard standards. This means you don’t have a lot of flourishes to work with, and your spells aren’t as strong as they could be. Your buffs and protection don’t really care about charisma though, so most of your kit isn’t that badly hurt from it.
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