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#nat 1 on my luck when it comes to gacha games
ragingclaw · 5 months
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mf will let me pull 3 squad zero members before it'll let me pull a SINGLE Shunsui card.
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grailfinders · 3 years
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Fate and Phantasms #Gudako: Gudako
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Happy April Fools! We were going to do Scathach today, but this thing crawled into my home and it won’t go away until I make a build of it. So here’s Gudako.
Check out her build breakdown below the cut, or her character sheet over here!
We’ll then return to our regularly scheduled Scathach.
Race and Background
Ritsuka Fujimaru is a human, but you’re an awful little gremlin with a penchant for lechery. In other words, a Lightfoot Halfling. That gets you +2 Dexterity, +1 Charisma, and makes you Lucky, Brave, Nimble, and Naturally Stealthy. This means you can re-roll ones on attacks, checks, and saves, have advantage against being frightened, can move through larger creatures, and can hide behind them as well.
We’re also making up a Gambler background for you, giving you proficiency in Deception and Insight. 
Ability Scores
Even if you’re a weird awful version of FGO’s master, you’re still FGO’s master, so your Charisma is pretty freaking good. After that is Constitution- I don’t know how you survived the end of that last book but you did, so that’s probably con based. After that is Dexterity. It might just be the art style, but you’re kind of noodly, and incredibly fast. Your Strength isn’t amazing just yet, you’re still kind of a nerd. After that is Intelligence, then Wisdom. You play a gacha game. Enough said. 
Class Levels
1. Sorcerer 1: Mages in the Nasuverse are kind of a weird mix between sorcerers and wizards, but since you never really learned about magic that means you’re 100% the former! 
Thankfully, being a sorcerer opens us up to the gacha of the magic world, Wild Magic! At first level you can cast Spells using your charisma, and first level or higher spells can activate your Wild Magic Surge. After casting such a spell, you roll a d20, and on a 1 you then roll on the big ol’ table and get weird magic stuff. If you’d rather roll more often, your Tides of Chaos can force the issue. You can spend it to gain advantage on an attack, check, or save once per long rest. That being said, you can speed things up at your DM’s discretion, recharging the tides with a mandatory roll on the wild magic surge table.
Speaking of spells, you get a bunch of cantrips here. Friends and Mage Hand will improve your relationship with Mash, Prestidigitation takes care of all of that “actual magic” stuff, and Message lets you use your phone like a phone. Weird, I thought this was a gacha console?
For first level spells, Chaos Bolt brings the gacha into your combat, with the spell’s damage type based on the damage roll you make. It also has a chance of bouncing off and hitting another target for theoretically infinite damage. Expeditious Retreat will give you that gremlin speed you’re known for.
Finally, you get proficiency with Constitution and Charisma saves, as well as the Arcana and Intimidation skills. You just kinda give off this aura, y’know?
2. Sorcerer 2: Second level sorcerers become a Font of Magic, giving them sorcery points equal to their level that they can spend to make new spell slots. You can also do the reverse, but that won’t be useful until next level. You also learn how to bring out a creature’s hidden desires with Id Insinuation, which forces a wisdom save (DC 8+chr mod+ proficiency) or the target is incapacitated and takes psychic damage. There’s a reason your little eggplant has trouble fighting you off.
3. Sorcerer 3: Third level sorcerers get Metamagic, ways to use your sorcery points to enhance your magic. You strike me as a buster meta player, so Empowered Spell will let you get the most damage out of your spells (and also let you cheat a bit on Chaos Bolt). You also learn how to skip the casting animations on your spells thanks to Quickened Spell, turning an action casting spell into a bonus action.
On top of that, Hold Person lets you hold a person down while you have your way with them. By that I mean attack them, duh. Get your mind out of the gutter.
4. Sorcerer 4: Use your first Ability Score Improvement to bump up your Strength. Trust me, it’ll help out later.
You can also cast Create Bonfire for the survivalist in you, or you can Mind Thrust on the people you’re holding. It’s still nothing lewd, it just deals psychic damage, and if a creature fails the intelligence save it can’t take reactions until the end of its next turn and has to choose between moving, taking an action, or a bonus action next turn.
5. Sorcerer 5: Fifth level sorcerers get third level spells, and Conjure Lesser Demon lets you summon Mephistopheles to the battlefield! Actually it’s just eight manes or dretches, but it sounds like it would summon Mephistopheles. Those demons are just as loyal as Mephy though, so... keep your distance.
6. Sorcerer 6: Sixth level wild mages can Bend Luck as a reaction, adding or subtracting 1d4 from any check, save, or attack you wish near you. Now you really have protagonist powers! You can also cast Haste now for additional gudaspeed.
7. Sorcerer 7: Seventh level sorcerers get fourth level spells, and Conjure Shadow Demon does exactly what you think it does. You can conjure a shadow demon- I think Cursed Arm would probably count for this? Also, this demon’s slightly more cooperative, but it will probably turn on you after the fight’s over.
8. Sorcerer 8: Use this ASI for more Charisma. You can also Conjure Barlgura, which also does exactly what you think it does; conjures a barlgura. What, you don’t know what a barlgura is? Yeah right, everyone knows barlguras! They’re so iconic I don’t even have to tell you which servant they’re like!
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What the hell? It’s been eight levels already and we haven’t even summoned a four star yet! I’m so salty I’m gonna....
9. Barbarian 1: Going into barbarian lets you turn your gacha salt into Rage, giving you extra bonus damage on attacks, getting advantage on strength saves and checks, and you get resistance to physical damage types. You also get an Unarmored Defense, letting you continue your fight even in the nude.
10. Barbarian 2: You can now make Reckless Attacks, gaining advantage on all attacks for the turn at the cost of taking attacks at advantage for the round. Your Danger Sense also gives you advantage on dexterity saves that you can see coming. You might think that’ll help when Berserker of Learning with Manga turns on you. You’d be wrong.
11. Barbarian 3: Did you think the gacha was over just because of a class change? Hah! Thanks to Tasha’s, you can set down the Path of Wild Magic at third level, giving you Magic Awareness, an action to sense magic within 60′ of you proficiency times per long rest.
More gachaly, you get a new Wild Surge when you rage. It’s a smaller table than your sorcerer surges, but it’s more consistent. It’s the friend point gacha to the other’s quartz gacha.
You also get Athletics proficiency from your Primal Knowledge, for better sprints.
12. Barbarian 4: Bring your Strength even higher so hitting people is actually a good idea.
13. Barbarian 5: You get an Extra Attack each action now, and your Fast Movement adds 10′ to your movement speed, making you not the slowest person in the party any more!
14. Barbarian 6: At sixth level, your Bolstering Magic lets you spend an action to either A) add a d3 to a creature’s attacks or checks for 10 minutes, or B) regain a creature’s spell slot, with the level based on the roll of a d3. You can use the second one once per creature per long rest, but your total number of uses is equal to your proficiency bonus each long rest.
15. Barbarian 7: Seventh level barbarians let their Feral Instinct take hold, gaining advantage on initiative rolls. You also can ignore surprise by raging. Your Instinctive Pounce lets you move up to half your speed when you rage. You like pouncing.
16. Barbarian 8: Use this ASI to bump up your Constitution for more health, more AC, and stronger rage spells.
17. Barbarian 9: Your Brutal Critical gives you an extra die of damage when you deal a critical hit, as you rub gacha salt in the enemy’s wounds.
18. Barbarian 10: Your last wild magic goody is the Unstable Backlash- when you take damage or fail a save while raging, you can roll on the wild magic table and replace your current effect. More gacha, MORE GACHA! 
You also get more Primal Knowledge for Survival proficiency. I think you kinda ended society as we know it in at least one timeline, so you’ll need it.
19. Barbarian 11: Your Relentless Rage gives you a guts skill of your very own! When you would normally drop to 0 hp you can make a constitution save to say at 1 hp instead. The DC increases each time, but resets on short rests.
20. Barbarian 12: Your final level is another ASI for more Strength. Hit people, it’s real simple.
Pros:
You are just so random, which makes it hard to strategize against you. Your enemy can’t know what you’re gonna do if you don’t!
You’re pretty beefy, but you can also send in a demon squad to cause chaos in your stead when you’re feeling lazy.
Halfling’s lucky is so useful it honestly deserves its own pros spot. Nat 1s are for nerds!
Cons:
Mixing conjuration and rages is never going to end well, especially when those conjurations want you dead.
You’re so random that you can’t really strategize for anything. Yeah, it won’t be boring, but you can’t be as precise as other builds.
For a lot of this build, your shortness can be an issue when it comes to mobility. Being the slowest person in the party when running from demons (that you may or may not have summoned) is a serious problem.
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