Fate Grand Order Artoria Funny Cone
Today on Fate and Phantasms, our fun in the sun continues as we make yet another Artoria Pendragon. Geez, we're over 100 builds in and they just keep coming. How many of you are there?
…Wow that's a lot of clones.
Anyway, Artoria's known for two things- the existential horror of existing in over a dozen places simultaneously, and now, her skill with water guns. I choose to believe those are connected somehow.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Summer lovin', happened so fast!
Race and Background
Again, there's nothing new here. You're a Human, giving you +1 to all stats. You're also a Knight, getting History and Persuasion proficiencies.
Ability Scores
Your Charisma was already pretty strong, and thanks to Summer helping you chill out a bit it's only gotten stronger. Instead of focusing on Strength, your mana bursts now empower you Dexterity for greater speed and avoiding other player's shots. You'll also need some Wisdom to spot enemies lying in wait. Your Constitution hasn't been changed much by your class change, but your Strength did take a hit as did your Intelligence. It's Summer, the one time you don't have to worry too much.
Class Levels
1. Sorcerer 1: Thanks to your ranged weapon specialization this time around, being a paladin is completely useless for us! The good news though is that we can finally take a moment to appreciate your Draconic Bloodline. As the descendent of a white dragon, you get abilities related to Cold damage later on. You also double your proficiency in charisma checks against dragons. Your Draconic Resilience makes your sorcerer hit dice slightly less terrible, and you get a permanent mage armor effect, making your AC 13 plus your dexterity modifier.
On top of that, you get proficiency in Constitution and Charisma saves, as well as two sorcerer skills- Intimidation and Religion. You can really put the fear of god into people.
You also get Spells you can cast using your Charisma. Grab Frostbite, Shape Water, and Ray of Frost for the opening salvo, Light so you can still make your sword all cool and glowy without God helping out, Expeditious Retreat for a bit of speed, and Charm Person because there aren't that many first level spells I really like for you.
2. Warlock 1: You wouldn't be King Arthur without Merlin hanging on like a hair in a biscuit, so let's spend this time to make you a Archfey warlock again. This gives you a Fey Presence that lets you force Wisdom saves on creatures in a 10 foot cube (DC 8 + proficiency + dexterity modifier) or they become frightened/charmed by you for a round once per short rest. You are the king of the britons wielding a deadly weapon, but you're also in a bikini, so either one works here.
You also get Pact Magic, another spell list that also uses your Charisma to cast. This spell slot doesn't mix with your other spells, so just use the normal spell tables to figure out how many you have.
You get Friends for more charisma shenanigans, Eldritch Blast for a quick and easy water gun (it's force instead of cold, but that just means you're blasting them really hard). For first level spells, Armor of Agathys ensures you get water all over the place when you're hit. I told you to put a towel down before you sat in the car, but noooo… You also get a Healing Elixir to create a healing potion. Nobody will judge you if you take a sip out of your water gun. Actually I just saw its color, everyone will judge you. But it's still healing.
3. Warlock 2: Second level warlocks get some Eldritch Invocations to customize your squirting experience. Lance of Lethargy makes your Eldritch Blasts slow down enemies when they hit once per turn by making their socks a bit squishier. Most people would call it rude to attack someone with a squirt gun when they're clearly not ready, but you call it strategy. Like usual, we're saving the other one for level 3.
You also get Protection from Evil and Good, because even if you're not a paladin officially, you still gotta get some of the holy flavor in there.
4. Warlock 3: You've probably figured it out already, but your pact boon is the Pact of the Blade, allowing you to create a magical melee weapon as an action. Thanks to your Improved Pact Weapon, you can also make it a crossbow, if you really want an actual water gun. Regardless of its form it gets +1 to attacks and damage. You're limited to two-handed crossbows though, so you won't be able to dual-wield a gun and sword like in your NP.
You can also cast Calm Emotions, to cool down your allies and enemies alike with a little playful water. Don't mix this up with your killing people water, that's an easy mistake to make.
5. Sorcerer 2: Second level sorcerers are a Font of Magic giving you a number of sorcery points equal to your sorcerer level each long rest. Right now you can use them to recharge spell slots, or vice versa. This gets more interesting next level.
You can also cast Magic Missile now! it might not be cold damage, but it is very accurate.
6. Sorcerer 3: Third level sorcerers can use their sorcery points for Metamagic, adding extra effects to their spells. Right now you get two options, Distant Spell doubles the range of spells that involve attack rolls, making your water guns fire on par with most bows. Empowered Spell allows you to re-roll damage dice on your spell for some extra pumps before firing. Both of these cost 1 point.
You also learn how to fire a little wildly thanks to Snilloc's Snowball Storm, launching cold damage in a 5 foot radius, dealing full damage to creatures who fail a dexterity save (DC 8+proficiency+charisma) or half as much if they succeed.
7. Sorcerer 4: Use your first Ability Score Improvement to round up your Dexterity and Constitution scores for better weapon attacks, a higher AC, and more health and concentration.
Your next cantrip is Blade Ward in case you miss raging, and you can cast Alter Self to give yourself a swim speed and water breathing. There's other uses, but you can just ignore these.
8. Warlock 4: You get another ASI right away, so use this to become an Elemental Adept. Your spells now ignore resistance to cold damage, and all dice rolled for damage count as at least 2. Your water blitz skills grow by the day.
You can also Create Bonfire for a cookout after the match, or take a Misty Step for some extra speed.
9. Warlock 5: Fifth level warlocks get third level spells, and Spirit Shroud will allow you to add extra cold damage to your closeup attacks, and make your surroundings a bit more slippery for enemies.
You also get the invocation Eldritch Smite. Just because you aren't a paladin doesn't mean you can't hit like one.
10. Sorcerer 5: Your Magical Guidance lets you spend a sorcery point to re-roll a failed ability check, because being a protagonist means never having to say "I got a nat 1."
You can also cast Water Walk at this level to walk on water. This is more in-character than alter self, use this instead.
11. Sorcerer 6: You now have an Elemental Affinity for cold damage, adding your charisma modifier to cold damage caused by spells. When you deal damage with such a spell, you can also spend a sorcery point to gain resistance to cold damage. You're probably the only person in the party in a bathing suit, water shouldn't be an issue for you.
You can also cast Haste now for even more extra speed and eldritch blasts.
12. Sorcerer 7: Seventh level sorcerers get fourth level spells such as Stoneskin. We're not spending levels on barbarian this build either, but that doesn't mean you should miss out.
13. Sorcerer 8: Use this ASI to bump up your Charisma for stronger and more damaging spells. You also get Watery Sphere this level. I don't have a way to flavor this as a watergun technique, but there's only so many cold spells so we can't be picky.
14. Warlock 6: As a sixth level feylock you speed up a lot thanks to your Misty Escape. As a reaction to taking damage, you can turn invisible and teleport up to 60 feet away, once per short rest.
You can also cast Blink to become fast enough to be completely unhittable. At the end of each turn, you'll have a 50/50 shot of vanishing into the ethereal plane. You'll pop back in at the start of your next turn, or if the spell ends.
15. Warlock 7: Your final spell is the fourth level Elemental Bane, forcing a constitution save on a target creature. If they fail, the first time they take cold damage each turn they take extra damage as well, and lose resistance to the damage type. (It also works on other types of damage, but… come on.) You also have a Thirsting Blade, allowing you to attack twice with your pact weapon each turn.
16. Sorcerer 9: At ninth level your aim starts getting really wonky, turning your watergun into a Cone of Cold. It's a cone, it's cold. It forces a constitution save.
17. Sorcerer 10: With another metamagic option you get Twinned Spell, allowing for double the blasts at once.
If you really wanted to, you could cast True Strike. Or you could do something productive with your turn and go with Far Step, giving you teleportation as a bonus action each turn the spell stays up.
18. Sorcerer 11: Your sixth level spell gives you the nicest bikini magic can make, the Investiture of Ice. This outfit makes you Immune to Cold damage andresistant to fire damage, causes the area around you to become difficult terrain, and you can create cold blasts as an action, dealing cold damage and further reducing the speed of anything that gets caught in it and fails a constitution save.
19. Sorcerer 12: Last ASI, bump up your Dexterity. More AC, better weapon fighting, yadda yadda.
20. Sorcerer 13: Your capstone level nets you a seventh level spell, Plane Shift. I'm not entirely sure where that place you do your noble phantasm is located, but I'd bet the elemental plane of water will make a great substitute.
Pros:
- Sorcerers are good blasters, and you show that off nicely. With haste and a quickened spell you can fire off three supercharged cantrips per round, or the powerful eldritch blast. Or, you can use other spells like Spirit Shroud or Elemental Bane to push your spell damage even higher.
- Thanks to all that ice and water you're sporting you're great at slowing down creatures, controlling the tide of battle by controlling the tide.
- Compounding on that, you're pretty mobile thanks to those teleportation spells to pop you around the battlefield, making you a real nuisance to pin down.
Cons:
- All three of those pros mostly rely on concentration spells, meaning you'll have to pick which one you're good at at any one time. You also run the risk of wasting spell slots by dropping them since we spent all your ASIs on feats and attack stats instead of constitution.
- We got a lot out of multiclassing into warlock, but we also lost a lot, especially in regards to sorcery points. It's a good thing you're good a blasting, because you're not good at extended fights.
- If you could focus on either your sword or your water gun, you'd have a much easier time squeezing yourself into 20 levels. You dual wield though, so we have to split our attention.
Source: https://fateandphantasms.tumblr.com/post/646541680878714880/fate-and-phantasms-129-artoria-pendragon
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