Tumgik
#i mean yeah 10×11=110 but its ended by zero. there is nothing. it is an 11 but more. it doesnt count
grailfinders · 3 years
Text
Fate and Phantasms #135: Martha (Ruler)
Tumblr media
Summer goes by so fast, doesn’t it? Today on Fate and Phantasms we’re making the last of the summer 1 servants, Martha! By the end of this build you too can punch a dragon so hard people on the other side get hurt.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Mana prism power make up!
Race and Background
Martha’s still a Human, but since this is a variant of her normal build this is also a Variant Human. That gives her +1 Wisdom, +1 Constitution, proficiency in Animal Handling if the Tarrasque gets too uppity, and the Crusher feat. That nets you +1 Strength, and once per turn you can move a large or smaller creature when you hit it with a bludgeoning attack. Also, dealing critical damage with a bludgeoning attack gives advantage to all attack rolls against that creature for a round. We haven’t even hit level one yet and you’re already breaking bones.
Like last time, you’re still an Acolyte, giving you Insight and Religion proficiency. I don’t think I have to explain why those skills are good for Saint Martha.
Ability Scores
Despite everything you’re still a woman of the cloth, so your Wisdom should be as high as possible. Like I said in the opening your punches pack a punch, so Strength is second. Third is Constitution. Your Natural Body means you can shrug off poisons pretty easily. After that is Dexterity, because if you’re going to fight in a bikini you’d better be fast. Your Charisma isn’t great, mostly because we couldn’t make everything an 18, but we’re dumping Intelligence. It’s not like the other summer servants will notice.
Class Levels
1. If you want to punch through a dragon, monk levels are a must. First level monks get Martial Arts, letting you make an unarmed attack as a bonus action after you attack with your main action. There’s monk weapons too, but we’re just here for unarmed attacks. You can also use your dexterity instead of strength for attacks, but we’re not gonna do that. You can also use your martial arts die when you make unarmed damage rolls, and it grows as you level up. You also get Unarmored Defenses, giving you an AC of 10+ your wisdom mod + your dexterity mod to help with the whole “bikini armor” thing.
Finally, you get proficiency in Strength and Dexterity saves, as well as two monk skills. Athletics for a beach body, and History because you’re a servant, so duh.
2. Second level monks get Ki points, a number per short rest equal to your level, that you can spend to dash, disengage, dodge, or attack twice as a bonus action. You also get Unarmored Movement, increasing your walking speed as long as you’re only wearing a swimsuit. If the other players ask, it’s absolutely necessary.
3. Third level monks seek out a monastic tradition, and we’re going for a real throwback this time- the Way of Tranquility will give us all the holy power we need, and eventually, fists strong enough to tame a dragon. When you set down the Path of Tranquility you can cast Sanctuary on yourself for free once per minute. Any creature that tries to attack you must first make a wisdom save (dc 8+your wisdom modifier + proficiency) or redirect the attack. The effect still ends if you make an attack, but creatures that break through the effect are immune for an hour. 
You also get Healing Hands, giving you the same effects as a paladin’s Lay on Hands, but you get 10 times your level in healable HP each long rest. You can also replace a flurry of blows attack with this feature when you use it. Slap your party back to life!
You can also Deflect Missiles, reacting to incoming arrows and the like to reduce the damage you take. If you reduce it to zero, you can also spend a ki point to throw it back as a part of the same reaction!
4. Fourth level monks can Slow Fall, spending a reaction to reduce damage taken from falling. You also get your first Ability Score Improvement, bumping up your Wisdom for a higher AC and stronger Sanctuary.
5. Fifth level monks get an Extra Attack each attack action, and can turn their attacks into Stunning Strikes by spending ki, forcing the creature they hit to make a constitution save or be stunned for a round.
6.  Sixth level monks have magical hands thanks to their Ki-empowered Strikes, letting them get around resistances. Tranquility monks also become an Emissary of Peace, giving you advantage on charisma checks to calm down people, as long as they aren’t deception or intimidation checks. You also get proficiency in the persuasion skill.
7.  Your Evasion supercharges your dexterity saves, meaning you take half damage on failures and no damage on successes. If you’re going to tame a dragon you’d better get good at dealing with fire breath. Your Stillness of Mind also lets you end charms or frightening effects on yourself as an action. Honestly, you’re kind of the one who does the frightening around here.
8. Use this ASI to bump up your Strength for stronger and more accurate attacks. Now we’re talking.
9. Your Unarmored Movement Improvement lets you run on water and up walls, as long as your turn ends on solid ground. Perfect for those long walks on the beach.
10. Your Purity of Body makes you immune to disease and poison. Ki manipulation is really similar to being a cleric, now that we’re looking at it. Ah well, just makes it that much easier to reflavor it.
11. Eleventh level tranquility monks can Douse the Flames of War, using your action to force a wisdom save on a creature you touch. It automatically doesn’t work if the creature’s missing any HP, but if it does work it can’t deal damage or force saves for a minute, or until it’s attacked, takes damage, makes a saving throw, or sees its allies do any of the above.
12. Use this ASI to grab the Tough feat for a free 24 HP, plus two extra every time you level up. If you’re going to brawl, you’d better be ready to take some hits. For the lord, of course.
13. The Tongue of the Sun and Moon means that you now effectively speak and understand every spoken language. I mean, yeah, I guess that is technically a power Jesus gave to people, so it kinda fits. It also means you don’t have to wait for the translations Type Moon is never going to do on most of their work, so I envy you.
14. Your Diamond Soul gives you proficiency in all saving throws, and you can spend a ki point to re-roll a failed save. Pretty easy to reflavor that as god’s favor tbh.
15. Your Timeless Body now suffers no negative effects of old age (not that there’s any to begin with RAW) and you can’t be aged magically. Honestly that’s a really good thing considering we’re still sticking to the bikini.
Also you no longer need food or water, save it for your guests.
16. Use this ASI for more Strength, so you can punch even harder and nothing else. Stronks are always valid. You also get one point of Dexterity for... later.
17. If you’ve read this far, you’re probably thinking, “Fateandphantasms you dolt! You forgot to make this build super good at punching!” Hahaha, wrong. The final ability tranquility monks get is the Anger of a Gentle Soul. If you see a creature take someone else down to 0 HP, you can use your reaction to gain a damage bonus against them until the end of your next turn. That damage bonus is equal to your monk level. You can use this once per short rest.
18. Now that you can finally punch a hole through a Tarrasque, it’s time to diversify. As a Fighter, you get a Fighting Style: The Mariner fighting style gives you +1 to your AC, and you get a climbing and swimming speed, the perfect fit for a deserted island.
You also get a Second Wind, healing yourself as a bonus action, but honestly your healing hands are probably better.
19. Second level fighters get most of the reason we came here, Action Surge! Tack an extra action onto your turn for extra punching!
20. If you really want to powergame I’d suggest taking echo knight here for the extra attacks, but we’re sticking to character here, so go the way of the Champion for Improved Criticals. Now you deal critical hits on 19s and 20s!
Pros:
There’s a reason this UA isn’t really used any more. Adding a +17 modifier to your attack damage for a round means you can do ridiculous amounts of damage in a very short time. Toss in that action surge and a flurry of blows and you’re dealing 6d10+126 damage. That can ko a couple of builds on this account before we even start rolling!
Having proficiency on every save, nearly permanent Indomitable, and near permanent Sanctuary means you can just kind of ignore enemies if you don’t feel like fighting them. That doesn’t even get into the fact that you can shut them down on a save too.
You have more healing than a paladin, and you can move 110 feet in a round to administer that healing. If someone goes down, you can probably be there to help them back up. Or just kill whoever did it, either or.
Cons:
As a stronk, your AC isn’t amazing. It’s not even that bad, but when you’re a frontline fighter who can explode without warning you’re doing to bring a lot of attention on yourself, and that bikini isn’t going to help you here.
Playing to character means you’re only using your fists, which have a range of five feet. Flyers are going to be an issue, as are any monks who stuck it out until at least level 18.
A lot of this build is dependent on really old UA, so odds are most DMs aren’t going to let it slide for your average game. Ah well, Summer’s almost over anyway.
34 notes · View notes