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#and rolling high enough on my deception that she wasted spell slots to check if i was an illusion
dotterelly · 7 months
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You guys remember when Philza removed chippi chippi chappa chappa from spawn because to many serious lore moments happened there and he felt it would be detrimental to the impact of the rp, or something to that effect? Yeah, I just finished a dnd session where we had an epic fight and part way in I put that video on to show it to my friend and we just ended up vibing to it for the rest of the fight and it was the most fun I've had doing rp in ages? Crowfather, let us have our serotonin audio fidget cube.
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grailfinders · 3 years
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Fate and Phantasms #189
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Today on Fate and Phantasms we’re making the royal hikkikoneet of Himeji Castle, Osakabehime! This giant nerd is a Lore Bard, because it’s hard to stay in your room all day and not read things, as well as a Trickery Domain Cleric to fill your castle to the brim with ghostly defenses (and run away to your kotatsu when things get scary).
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Prepare for trouble, and make it double!
Race and Background
Going by Fate’s official lore, Osakabehime is a kitsune like Tamamo. But, since Tamamo’s pretty insistent on No Doubles, O-heems here had to change her race, and so do we. So we’re making her a Hexblood to get some castle magic right off the bat. This makes Batty Fey and Humanoid, and she gets +1 Wisdom and +2 Charisma. She keeps the standard Medium size, but she still gets Darkvision, Fey Resilience against the charmed condition, Hex Magic which lets her cast Disguise Self and Hex using her Charisma. You can cast one of these spells for free each day, or by using spell slots.
She can also make Magic Tokens out of her hair (and other things, but those are gross), letting her send a message to the creature holding it. Also, while she’s within 10 miles of the token, she can enter a trance to see and hear through the token for 1 minute, after which the token is destroyed. She can make a token once per long rest, and they only last until her next long rest anyway, so don’t get excited about stockpiling them like I just did before reading that part.
Castle Guardian Spirit isn’t an official D&D background, but fortunately Mangaka is! Or at least, Guild Artisan has the same sort of ring to it. This gives Batty proficiency in Insight and Persuasion.
Ability Scores
Batty’s Wisdom should be her highest stat. Making good art requires good eyes to figure out how to improve your technique. Second best is her Charisma. She’s got that awkward underdog style going for her, despite how much she overthinks things. Her Dexterity is also pretty high. She might not move around much, but she’s an expert at hiding from responsibilities! Batty’s Intelligence is above average, it’s hard to spend that much time on the internet and not learn something. Her Constitution isn’t great, I blame staying inside all day, but we’re dumping Strength for pretty much the same reason. There’s nothing saying a NEET can’t be a gym rat, but that’s def not Batty.
Class Levels
Bard 1: Starting off as a bard gives Batty all sorts of proficiencies, like Dexterity and Charisma saves, Sleight of Hand and Performance to master her brushstrokes, History for living for so long, and Stealth to slip away from crowds. If she does end up next to people though, she can use her Bardic Inspiration to give them a d6 for one of their checks, saves, or attack rolls Charisma Bonus times per long rest. Batty can also use her Charisma to cast Spells! Minor Illusion and Silent Image will create the first soldiers in her origami army (they can’t touch people, but they can be distracting!). She also gets Feather Fall for some bat parachuting, Blade Ward to hide from physical attacks in her kotatsu dimension, Charm Person to avoid fights altogether, and Distort Value to make even a neck guard look like a proof of courage.
Cleric 1: Bouncing over to cleric real quick will give us all sorts of goodies. Since Batty is a Trickery cleric, she gets a Blessing of the Trickster, giving another creature advantage on stealth checks for an hour. Don’t you know heavy armor is uruso noisy? Keep it quiet! She also learns another set of spells (since we’re multiclassing you’ll have to use the special table to figure out how many slots you have now.) that use her Wisdom to cast and prepare them. She gets Charm Person and Disguise Self for free, which... she already had from level one... But, she also gets cantrips! Guidance and Resistance will make you a little more knowledgeable than everyone else about everything, and Thaumaturgy will help you get your spooky castle ghost thing going. You can also prepare spells like Bane to dull the senses of intruders, and Purify Food and Drink and Sanctuary to protect yourself and guests.
Bard 2: Second level bards are even better at everything since they’re Jacks of All Trades, adding half their proficiency to all skill checks. They also learn a Song of Rest, so anyone brave enough to spend a short rest in Himeji Castle will heal an extra d6 when they use hit dice. Your Magical Inspiration makes your bardic inspiration dice even better, letting your allies add the d6 to the damage or healing of a spell! Batty can also cast Speak with Animals now! Turns out she has an army of like 800 animal spirits helping out, which certainly explains all the origami.
Bard 3: As a Lore bard, Batty gets even more proficiencies, making her really good with Deception, Arcana, and Religion. I mean, she is kind of a god already. She can also turn her bardic inspiration into Cutting Words, reducing a creature’s check, attack roll, or damage by that amount instead of adding to it. She means well, but her cringey moments can get pretty uramessy. She also get Expertise in Performance and Stealth, doubling her jozu modifier. She can also cast Animal Messenger to make her first origami animal that can actually help you, delivering a message to a creature you specify in a location you’ve been before.
Bard 4: Use your first Ability Score Improvement to bump up your Charisma for more inspiration and confidence, meaning more helpful hints and more cringey cutting words per long rest. This also makes your spells better! Speaking of, you get Prestidigitation to make real origami at will, and Phantasmal Force to make an origami horse that can really trample people. Well, kind of. It’s still an illusion, but the damage is real.
Bard 5: Fifth level bards get stronger Bardic Inspiration, their dice turning into d8s. They also become a Font of Inspiration, thanks to their inspiration dice refilling on short rests instead of long ones. You can also use third level spells now, like using a Glyph of Warding to hide Phantasmal Forces all around your castle. You can use these glyphs to create Explosive Runes for straight damage, or Spell Glyphs to store spells of the level you cast the glyph at or lower, which will target whatever activated the glyph in the first place. It takes an hour and 200 gold to cast, but it also lets you ignore concentration, so... actually this would be a great way to summon creatures. Just stick a glyph in a book, throw it at a creature’s head, boom, summons without concentration. You’re welcome.
Bard 6: Sixth level bards can waste their turn using Countercharm to give allies advantage on saves against being frightened or charmed. You already get half of that for free, so why bother. More importantly, you get Additional Magical Secrets, giving you two spells from any class. For your normal spell, grab Nondetection to prevent yourself from getting found through magic, then use magical secrets to pick up Leomund’s Tiny Hut to hide in a proper kotatsu of protection, and Conjure Animals for some slightly fleshier origami animals. We’ll get the real deal later, but this works just as well, yo-i.
Bard 7: Seventh level bards get fourth level spells, like Hallucinatory Terrain. Changing up the whole castle grounds is a good way to get people lost, and if they’re lost they’re less likely to find you.
Bard 8: Max out your Charisma with this ASI for better spells and more cringe. You can also use Greater Invisibility to keep yourself hidden, even while making more origami.
Bard 9: Your last level of bard makes your Song of Rest a d8 too, but more importantly, you also get fifth level spells, meaning you can finally cast Animate Objects to make real origami animals of variable sizes. You can create up to 10 animals this way, with medium pieces of paper counting as two, large pieces as four, and huge objects as eight. You can also upcast this spell for more objects at once. Rise, my mighty karmy!
Cleric 2: Now that we have your origarmy ready to go, we can finally dip back into cleric! Second level clerics can Channel Divinity once per short rest, either Turning Undead with a wisdom save, or Invoking Duplicity to create an illusory copy of yourself for a minute. The illusion has to stay within 120 feet of you, but you can cast spells as though you were standing in its space. Perfect for when you have to fight but you want to stay in your tiny hut at the same time.
Cleric 3: Third level clerics get second level spells, like Mirror Image and Pass without Trace. Finally, you can make yourself sneaky! You also get access to a bunch of other spells that will make yourself more protected- Aid increases your and up to two other creature’s max HP for 8 hours, Protection from Poison protects you... from poison, and Zone of Truth makes sure nobody can hide their plans from you.
Cleric 4: With your bard stuff taken care of, you can use this ASI to bump up your Wisdom for stronger cleric spells. You also learn Mending. Your army is made of paper, they’re going to get torn eventually.
Cleric 5: Fifth level clerics can Destroy Undead of CR 1/2 or lower when they’re turned, and they also get third level spells, like Blink and Dispel Magic. Bringing your own magic into someone’s house is shitsurei manners, don’t you think? You can also Bestow Curses on particularly rude guests, Meld into Stone to hide away without a trace, and create Spirit Guardians to protect yourself from melee attacks.
Cleric 6: As a sixth level cleric, you can Channel Divinity twice per rest, and you can use it to put on a Cloak of Shadows, becoming invisible until the end of next turn, or until you attack or cast a spell.
Cleric 7: Seventh level clerics get fourth level spells, like Dimension Door to pop straight into your kotatsu from 500 feet away. You can also cast Polymorph to reclaim your foxy glory! Or turn into a T Rex, if you want to powergame. Your choice. You also get access to Guardians of Faith, which are like Spirit Guardians, but they don’t stick near you- perfect for when you want to avoid being in a fight entirely. You can also use an Aura of Life and/or Aura of Purity to make your hikkolife a bit easier. The former gives nearby allies resistance to necrotic damage, immunity to max HP reduction, and autoheals creatures when they start their turn with 0 hit points. Hey, another spell that would be really good to keep around in a glyph of warding! The latter prevents disease, gives creatures in it resistance against poison damage, and has advantage on saves against being blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Cleric 8: Use your last ASI to max out your Wisdom for the best cleric spells possible. Your Destroy Undead grows to affect creatures of CR 1 or lower, and you also get a Divine Strike, causing all your weapon attacks to deal an extra 1d8 poison damage. I mean... no reason to turn down a free gift, right?
Cleric 9: Ninth level clerics get fifth level spells, like Dominate Person and Modify Memory to sculpt the minds of those foolish enough to enter your castle without permission. You can also use Insect Plague to create a massive swarm of tiny origami bats, dealing piercing damage to creatures stuck in them. Alternatively, use Hallow to make your castle a more liminal space, adding a bunch of effects against celestials, elementals, fey (probably should just not include that one.), fiends, and undead, preventing them from entering the area and messing with their magic and mental effects. There’s also a ton of other effects you can add, just take a look at the spell, we’re not writing them all out here.
Cleric 10: Tenth level clerics get Divine Intervention, letting you pray to your god for a roya-l get out of jail free card once a day, with a week’s break after it actually works. You have a roughly 1 in 10 chance of it working each time you use it, based on your cleric level. If it works, you can get whatever your DM thinks is appropriate- maybe a couple robots show up to help out your plan to be lazy forever? Nah, that’d be silly. You can also cast Sacred Flame this level. I was running out of good cantrips to give you, and kitsune are known for will of wisps and the like, so it’s sort of on theme.
Cleric 11: Your capstone level makes Destroy Undead affect creatures of CR 2 or lower, and you get sixth level spells! Forbiddance locks magical travel out of an area for up to a day- if you cast the spell every day for a month, it’ll last until dispelled. You can also force extraplanar creatures to take a bunch of damage every turn they’re in the area without a save, so Tamamo will finally leave you alone. You can use Word of Recall to teleport back to your kotatsu from anywhere, no restrictions. (Technically you have to pick a spot that is involved with your god, but aside from that.) Or, you can use a Heroes’ Feast to make the rest of your party stronger so you won’t feel as bad when you leave the fighting to them. This cures creatures of all disease and poison, makes them immune to poison and being frightened, gives them advantage on wisdom saves, and increases their max HP, all for 24 hours.
Pros and Cons
Pros:
Glyph of Warding lets you set up tons of traps and store spells away for later, all without using concentration. That is huge for a build whose main source of damage comes from summon spells. Not only does it let you cast more of them, it also means the ones you have up won’t disappear because you get hit.
Speaking of, it’s really easy for you to avoid combat entirely. Go invisible, hide in a tiny hut and let your duplicity do the fighting for you, throw gobs of paper at enemies then run the other way, whatever they do doesn’t matter because you won’t be around to get hit anyway!
If an enemy does try to chase you down, they’ll have to pass through your massive army of summons first-with an upcasted Animate Objects, that means they’ll be taking 18 attacks of opportunity before they even walk through them all, and that’s before factoring nonsense from your glyphs.
Cons:
You are terrible at fighting directly. You have very few spells that deal damage directly, you have barely over 100 HP, and your AC is 11 if you’re playing to character. Once somebody does make it past your paper, you’d better have a word of recall ready.
Multiclassing really hurts spellcasters. It means you don’t get 7th level or higher spells, you have to spend all your ASIs on casting modifiers to make them both good, and you don’t get the guaranteed intervention from only being a cleric.
You have a big army, but they’re still made of paper. If you go the tiny bat route, all your summons will only have 20 hp, which means one fireball will tear through all of them in a single blow.
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