wait im late but tome for the blorbo meme?
not late at all!
also not sure what version of tome you meant, so i'm doing both
TOME SERIES:
blorbo: honestly love the entire cast, but nylocke is one of my main favs
scrunkly: alpha or archy, they really did both deserve better
scrimblo bimblo: asterob, i feel like he needs more attention
glup shitto: ravenfreak since he appeared in ONE singular episode
poor little meow meow: ravenfreak again(?)
horse plinko: neomutant or that weird guy with the orange body that keeps saying weird stuff (odboll?)
eeby deeby: love kajet/the forbidden power but i also would send him to eeby deeby for sure
TOME RPG:
blorbo: ALPHA is so good in the tome rpg. love the little dude (kirb is also a character i really liked!)
scrunkly: archy (really glad he got to stick around with rockoon for this game! loved their friendship dynamic)
scrimblo bimblo: grounda (love the redesign of the little fella!)
glup shitto: not sure if any of my favs are obscure enough, but i guess i'll put andeva and foreva here! love their redesigns
poor little meow meow: ravenfreak again x2.. hes still stinky in the tome rpg but i love em ( also hearing jelloapocalypse voice them is even better pfpfp)
horse plinko: none(?)
eeby deeby: odboll, no questions asked for sure. instant shove into the eeby deeby elevator
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Fate and Phantasms #185
Today on Fate and Phantasms we’re making the snake/shrine maiden/ninja/widow Assassin of Paraiso! She’s got more jobs than a freakin’ barbie doll...
Check out her build breakdown (expect true name spoilers) below the cut, or her character sheet over here!
Next up: In Shimousa you must wait, until the dice read five or eight.
Mochizuki Chiyome is an Arcane Trickster Rogue for the regular kind of ninja trickery, plus a Fathomless Warlock to grab the kind of thing your forefather would normally have to boink a snake god to get. (That’s what happened, right? It’s been a while.)
Race and Background
Shockingly, Mochi is a Human, but Variant so we can get cool stuff. This gives her +1 Dexterity and Intelligence, as well as Religion proficiency to make her cover as a shrine maiden foolproof and the Mobile feat for when the right fool comes along. This adds 10′ to her movement speed, dashing lets her ignore difficult terrain, and you avoid opportunity attacks from creatures you’ve attacked this turn.
Magical assassins seem to be more common in D&D than their mundane counterparts, because they have their own freakin’ background! As a Volstrucker Agent, you get proficiency in Deception and Stealth. You know, for ninjaing.
Ability Scores
Dexterity is number 1. You’re a ninja, it’s not a surprise. Second is Charisma. Your snake blood doesn’t like to cooperate on good days, you’ve got to be convincing enough to make it behave. Also, there’s more ninja stuff in charisma, it’s a good skill to have. Your Intelligence comes next, ninjas don’t really have magic powers, they’re just really clever. That being said none of your spells actually use intelligence that much, so we don’t need it to be that high. Your Wisdom isn’t bad, spy networks don’t work if you can’t tell when someone’s lying, and since we’re only building the one character you’ll have to be your own spy network.
Oh yeah, the real Mochizuki ran a spy network, we’re throwing that in the build too. So we’re making a shrine maiden/snake/ninja/widow/master spy. Real simple.
Anyway. Your Constitution isn’t great, just don’t get hit and you’ll be fine. That means we’re dumping Strength. Don’t worry, you don’t really need it anyway.
Class Levels
Rogue 1: Starting off as a rogue gets you a lot of proficiencies, like Dexterity and Intelligence saves, plus four skills. Grab Acrobatics for ninjaing skills, Performance for better disguises, and Insight and Investigation for spy work.
If that wasn’t enough, you get Expertise in two of those skills, doubling your proficiency bonus in Stealth and Insight. You also get a Sneak Attack if you’re attacking with a finesse weapon or a ranged weapon, and you have advantage or a friend near the target. This adds 1d6 damage to the attack once per turn.
You also learn Thieves’ Cant. It’s a language.
Rogue 2: Second level rogues have a Cunning Action, which lets you dash, disengage, or hide as a bonus action. Y’know, ninja stuff.
Rogue 3: Boom! 2d6 sneak attack. Also, you’re an Arcane Trickster now. This gives you some Spells, most of which are Illusion or Enchantment, but all of which use your Intelligence to cast. Or they would, if we didn’t go the galaxy brain route and pick spells that don’t use your intelligence.
You’re forced to pick up Mage Hand as one of your three cantrips, but you also get Friends to make fooling guards easier, and Prestidigitation for smaller magical tricks. On top of that, Illusory Script makes you an expert codewriter, Disguise Self takes care of your... well, your disguises (Though regular disguises are probably better since this is the one spell that actually uses your intelligence), and Fog Cloud gives you a quick and dirty smoke bomb.
Speaking of Mage Hand, you also get a Mage Hand Legerdemain right out of the gate, making your mage hand extra sneaky. It can be invisibile, and you can use it to stow objects in containers carried by other creatures, steal objects from containers held by other creatures, or pick locks and disarm traps at range. Also, you only have to use your bonus action to control the hand.
Warlock 1: Bouncing over to grab your cursed Orochi blood makes you a Fathomless warlock. I know that’s a bit weird, but don’t worry, we’ll fix it in flavoring. Instead of a Tentacle of the Deep, you’re summoning a head of Orochi as a bonus action for up to a minute! Each turn you can attack for a bit of cold damage, and you can summon up to Proficiency heads per day.
You also get a Gift of the Sea, giving you a swim speed of 40′ and the ability to breathe underwater. As long as you stay near the surface, you can probably get away with calling it walking on water.
You also learn Pact Magic, which you cast with your Charisma. This doesn’t mix with your spell slots from rogue, but you can use warlock slots for rogue spells and vice versa. You get Eldritch Blast so you don’t have to collect your throwing knives like a chump, Minor Illusion for minor illusions, Hex for a weak Orochi’s curse, and Expeditious Retreat so you can go even faster if you wanna.
Warlock 2: Second level warlocks get Eldritch Invocations, like Devil’s Sight which lets you see in magical darkness and Armor of Shadows for free mage armor on yourself. Shrine maidens aren’t known for wearing plate mail, so this should help a bit.
You also learn how to Cause Fear, frightening a creature for up to a minute if they fail their wisdom save. That means they can’t move closer to you, and they have disadvantage on attacks while they can see you.
Rogue 4: Now that we’re done with warlocking for a bit, bouncing over to rogue gets you your first Ability Score Improvement. Bump up that Charisma for stronger spells and Orochi heads.
You also learn the spell Color Spray for some pocket sand at the ready whenever you want. Roll a couple dice, then blind creatures from least to most HP up to the point you rolled.
Rogue 5: Fifth level rogues get 3d6 sneak attack, and they can make an Uncanny Dodge as a reaction, halving incoming damage from an attack.
Rogue 6: At sixth level you get another round of Expertise, so double up on your Deception and Performance so you can sneak into wherever you need to go.
Rogue 7: Seventh level rogues get Evasion. It’s been a while since someone’s gotten evasion, huh? It’s a good feature though, it turns your failed dexterity saves into basically successes as far as damage goes, and successful dex saves now negate damage entirely.
(Also, your sneak attack goes up to 4d6.)
Warlock 3: The Orochi isn’t quite done with you yet, so we’re heading back for a few more levels. At level three you undertake the Pact of the Talisman, letting you add 1d4 to a failed ability check Proficiency times per long rest. It’s a shame you don’t have a fancy sword like Grass Cutter, but at least it’s useful.
Now that you can see in the dark though, you can cast Darkness to create a more effective smoke bomb that only you and other warlocks can see though.
Warlock 4: Use this ASI to get your Keen Mind. This adds 1 to your intelligence among other neat tricks, but the big reason we’re here is for the ability to recall information for up to a month. This will be more useful later, but it’s always nice to be brainy.
You also learn the cantrip Toll the Dead for some ooky spooky necrotic damage, and Silence to perform acts of violence, in silence. Ninjas.
Warlock 5: Fifth level warlocks can cause Fear, frightening multiple creatures who fail their wisdom save. Once per long rest you can also mark a creature with a Sign of Ill Omen, casting Bestow Curse using a warlock spell slot. There’s a couple out of the box options in the PHB, but ultimately you can make up whatever you want, as long as it’s DM approved. The target also has to fail a wisdom save, and it lasts up to a minute.
Rogue 8: Use this ASI on your Dexterity for better damage and a higher AC. Turns out rogues are dexterous, who knew?
Speaking of being dexterous, grab Misty Step so you can become so dexterous you literally blink out of existence and back in. Related note, dexterous no longer looks like a word.
Rogue 9: Ninth level rogues can really mess up their enemies with 5d6 damage on a sneak attack, or you can mess up enemies with a Magical Ambush. As long as you’re hidden from whatever creature you’re targeting, they have disadvantage on a spell’s saving throw. This also applies to warlock spells, making it especially useful for curses. (Also, 5d6 sneak attack)
Rogue 10: Tenth level rogues get another ASI, so bump up that Charisma again for a stronger curse. You also can cast Message to relay info over short distances, or Magic Mouth to set up information dead drops for other party members.
Rogue 11: Eleventh level rogues can deal reliable damage thanks to their 6d6 sneak attack. They also have Reliable Talent, so the lowest you can roll on a skill you’re proficient in is a 10. When you’re good at something, you’ll never fail a day in your life.
You can also cast Blur to become harder to hit. Maybe it’s like, a little smoke bomb? Not my best work, I’ll admit.
Rogue 12: At twelfth level you get your last ASI, so max out that Dexterity for the best damage and defense you could hope for.
Rogue 13: Thirteenth level arcane tricksters are Versatile Tricksters, letting you spend an action to distract a nearby creature with your mage hand, giving advantage on your next attack that turn. If you don’t have extra ninjas at home, magic bought is fine. Don’t scoff at free advantage though, especially with that 7d6 sneak attack.
You also learn to pull a Kotarou and can cast Enemies Abound, which makes it so one creature can’t tell friend from foe and will attack randomly if they fail an intelligence check.
Rogue 14: Your brand new Blindsense means you’ll always be able to sense other ninjas, since invisible and hidden creatures within 10′ of you are always on your radar.
You also -finally- get your spy network online thanks to Clairvoyance, letting you create a sensor in any location you’re familiar with, or an obvious one you aren’t, like around a corner. For up to ten minutes, you can see or hear through that sensor as if you were there, and can even swap which sense you use at will.
Rogue 15: Your capstone isn’t particularly flashy, but Slippery Mind will help make sure you don’t get cursed more than you already are, since you now have proficiency with wisdom saves. One last thing: 8d6 sneak attack. It’s pretty good.
Pros:
With multiple kinds of magic backing up your impressive stealth skills, you come packing with plenty of ways to slip into and out of combat at will, or even better, avoid combat entirely.
Thanks to your keen mind and clairvoyance, you can spy on others and keep that information tucked away for safekeeping. Then, you can use spells like Message and Magic Mouth to get that info where you need it to go without arousing suspicion. Who knows, you might legitimately start up a spy network.
Curses are great. For your enemies, I mean, sorry. But yeah, they’re pretty effective, especially if you can start a fight with an enemy already cursed. Like, say, you sneak up to them and use Magical Ambush to make it even harder for them to avoid the spell, and that starts initiative? That’d be nice.
Cons:
Some DMs are not very flexible, and they’ll just force you into combat regardless of how much you try to avoid it. That’s really bad for you, since you’ve only got 100 HP. One stiff wind and you’re in Power Word Kill territory. Fortunately you’ve got a good AC, but still.
The one spell you have that actually uses intelligence is probably one of your most crucial, at least early on. Disguise Self not being that good kind of sucks while you’re getting set up, but eventually you’ll be good enough with a regular disguise kit it probably won’t matter.
You have a lot of utility spells, but only a couple spell slots to use them with. Long missions might be a problem if you don’t pace yourself.
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