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#fgo amor
gudaho · 1 year
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Shes....shes good. Shes real good
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43sol · 1 year
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glad they implemented the ‘skipping the scenes you already got’ option. don’t have to speed run hahaha
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bimbosupreme · 7 months
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2 sketches
“Release me and I’ll make it worth your while”
“is that an extra set of hands”
“….only the more to hold you with, of course.”
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dingostrash · 1 year
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Caren has blessed me with her presence!
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vgyume · 1 year
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This little devil keeps fucking evading me and during the suffering process Vrita spooked me
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lamouratorrrrry · 1 year
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am♡r
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djnightmar3 · 1 year
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FGO Valentine's 2023 Opening Scene with Amor roasting the shit out of Cu
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innovatorbunny · 1 year
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honestly my only issues with amor caren is that i think she's a waste of Eros, who's mythology is very complex and there's a lot of things you could work with. she's cute tho so i guess she's god that going for her.
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kryquy · 1 year
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amor
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300iqprower · 9 months
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In honor of FGO's oh so generous "Start Dash" GSSR, I just wanna take a moment to quote part of this not at all ghoulish article or this not at all horrific video presentation, specifically this bit on the concept of "Icebreaker Purchases"
In short, the Hook is what draws you in. Great production values, a unique game, etc.. After that the game has to develop into a Habit that you do several times per day. Last, is the Hobby phase where the players spend more time thinking about the game and it’s different layers. Early on, in the Hook phase, the game should offer some great value “ice breakers”. Something quite cheap that feels very valuable - designed to convert players into paying customers. Converting people early has a several virtues. First off, it’s the biggest step for a customer to take. If they do buy the ice breaker, they are way more likely to buy other things later. It’s also great for retention. Someone spending early on is mentally committing to the game and will play it more often.
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grailfinders · 1 year
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Fate and Phantasms #305: Amor (Caren)
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Today on Fate and Phantasms we have built the god of love, Amor! Just be careful you bring up Eros, she can be a real Caren about that. She is an Arcane Archer to charm anyone she shoots an arrow at, and she is also an Archfey Warlock to control love so thoroughly she can Uno Reverse any attempts at charming her. We would have loved to make her a love cleric like Kama, but frustratingly they cannot turn into demigods, which would drastically cut into her Noble Phantasm.
Make sure to check out her build breakdown below the cut, or her character sheet over here!
Next up: Don’t blink.
Race and Background
Caren is a human, while Amor is a god. Combine them together, and their pseudoservant must be an Aasimar! This gives her +2 Charisma and +1 Dexterity, as well as Celestial Resistance to necrotic and radiant damage, some Darkvision, the Light cantrip to help others without darkvision, and Healing Hands to patch up anyone who bumped into something before you cast Light.
Caren was certainly an Acolyte before becoming a god, but she was also most likely a mage, so we’re tweaking her background to gain the Religion and Arcana proficiencies she so desperately craves.
Ability Scores
Caren’s highest ability should be her Charisma- you’ve convinced a god to hang out with you, that is probably a high check to clear at level 3. Second is Dexterity. Amor doesn’t wear armor, and they use a bow and arrow. Third is Strength. You can tie up giant monsters pretty easily. We won’t use strength to replicate that in-game, but it’s still impressive enough to warrant a boost. Your Constitution isn’t high, but it is relatively okay. You actually enjoy getting poisoned and frozen, so we can’t make your constitution saves too powerful. This does make Intelligence lower than I would like- we just don’t really have much of a reason to invest in it right away. Finally, we are dumping Wisdom. As previously mentioned, you enjoy being debuffed, and you clearly ignore parts of scripture when they don’t suit you.
Class Levels
1. Fighter 1: Starting off as a fighter grants you access to all weapons and armor, as well as proficiency in Strength and Constitution saving rolls, as well as Perception and Insight ability checks. You can also gain a Second Wind once per short rest as a bonus action, healing yourself 1d10 plus your fighter level.
There is no point pretending we’re not going with a cupid theme here, so we’ll grab the Archery fighting style right away for an extra +2 to all your ranged weapon attack rolls.
2. Fighter 2: At second level, you can perform an Action Surge once per short rest to add an extra action to one of your turns. Being able to set up your own combo is always a nice way to start a fight. Or end it, for that matter.
Now I would love to continue onto her fighter subclass, but before we can gain a magical bow we first have to meet God. One of them, anyway.
3. Warlock 1: Amor is obviously a celestial, but Caren is… arguably… Christian, so we’ll relegate him to the title of Archfey for the duration of this build. On top of not pigeonholing us into a healer role, being the ward of an archfey gives you a Fey Presence once per short rest. As an action, you can make yourself more feylike, causing every creature in a 10’ cube originating from you to make a Wisdom save against your spell DC, and the ones who fail are either charmed or frightened by you for a round. The former is more in character and prevents the affected creature from attacking you, while the latter prevents them from moving closer to you, and while you are within their field of view they make attacks and checks with disadvantage.
You also get one last benefit from your race, a Celestial Revelation. Once per day, you can use your Radiant Soul for a minute as a bonus action. With this, you gain the ability to fly, and once per turn an attack you make deals extra radiant damage equal to your proficiency bonus.
Finally, you gain Pact Magic, spells that you cast using your Charisma. You get significantly fewer spell slots than most casters, but in return they will recharge every short rest.
you start out with one fucking spell slot. the whole reason we started as a fighter is just so you have something to do between short rests.
Anyways, for your cantrips grab Eldritch Blast for another sort of arrow until we get your magic bow properly up and running. Cantrips scale with your total level, so you will be getting an extra attack from this much sooner than your real weaponry. You can also use Friends to force a bit of Storge onto another creature, though they likely will not be happy afterwards.
For your spells, Charm Person does almost the same thing but better. Distort Value will influence the love creatures have for a specific item, either doubling or halving the value of an item for 8 hours. That being said, this spell can be seen through with a successful investigation check.
4. Warlock 2: at level two warlocks get some Eldritch Invocations, which are basically your love language. Beguiling Influence will give you proficiency in Deception and Persuasion, two key components of any relationship. Armor of Shadows gives you Mage Armor. Technically it gives you the ability to cast it on yourself for free, but you might as well permanently boost your AC, since why would you ever not have it on?
for your spell, grab Amor of Agathys to… what do you mean it’s armor? ugh, it’s too late to grab something else, just take the extra temporary HP and reactive ice damage.
5. Warlock 3: third level warlocks get their Pact Boon, and Pact of the Blade lets you summon a weapon as an action. it can be any weapon you want, or you can pick a specific magical weapon to bond with. either way, it’s a fun party trick. also it has to be a melee weapon for the moment, but honestly I’d stick with the Eldritch Blast for now, especially since it just got a second beam per casting.
for your spell, you can now Enthrall enemies, making it harder for them to spot anything other than you for a little bit. this is probably more of a stealth spell, but that’s the fun part about these sorts of things, you get to be creative about it.
6. Warlock 4: use your first Ability Score Improvement to round up both your Dexterity and Charisma for stronger Everything You Care About! better bows, stronger spells, and less chance of dying from getting stabbed! win/win/win!
You are now able to stick a Mind Sliver in someone’s head, so potent is your charisma. You can also tie them up with Hold Person, making a creature paralyzed if they fail their Wisdom saving throw. They can attempt the save again each turn, but while they’re paralyzed they can’t take actions or reactions, automatically fail strength and dexterity saves, all attacks have advantage, and all melee attacks are instantly considered critical hits if they hit at all. It is very powerful. For other people.
7. Warlock 5: Your mastery of the amorous has gotten strong enough that you can Incite Greed in others, charming large crowds of creatures to follow you around while you hold a gem. You also gain another Eldritch Invocation, allowing you to create an Improved Pact Weapon. This weapon is magical in terms of overcoming resistance, and it gains a +1 bonus to attacks and damage rolls unless it already gains a similar bonus due to already being a magical weapon. You can also turn your weapon into a short- or longbow now, finally allowing us to properly kick off this build!
I would consider Caren��s bow to be a shortbow personally, but there is no reason not to take the longbow- it has a better range and damage.
8. Fighter 3: Now that you’ve properly blended together your magic and weaponry, you can truly become an Arcane Archer. With this, you learn some Arcane Archer Lore, giving you proficiency in Nature, as well as teaching you the Prestidigitation cantrip. This allows you to perform several minor magical effects at will.
You can also create an Arcane Shot twice per short rest and once per turn, currently in two variants of your choice. A Beguiling Arrow deals extra psychic damage and if they fail a wisdom save the target will be charmed by a nearby ally.
Alternatively, you can create a Grasping Arrow, dealing extra poison damage upon being hit, reducing their speed, and dealing slashing damage the first time they move each turn. They can spend an action to remove the sash with an Athletics check, or it will last for one minute.
9. Fighter 4: Use this Ability Score Improvement to improve your Intelligence. That is the ability score your arcane shots use, so having it at +0 is painful.
10. Fighter 5: Fifth level fighters can make an Extra Attack with each attack action, bringing your bow up to speed with your Eldritch Blast. At least until next level.
11. Fighter 6: With our final level of fighter, your cantrips grow in power yet again while at the same time gaining another Ability Score Improvement. Use this one to improve your Dexterity for higher Armor Class and a more accurate bow.
12. Warlock 6: At sixth level, your patron teaches you how to make a Misty Escape as a reaction to taking damage. With this, you can turn invisible and teleport up to 60’ away, remaining so until you start your next turn. You can do this once per short rest.
You can also create a Spirit Shroud for yourself, allowing you to deal radiant damage to nearby creatures, reducing their speed and preventing them from healing themselves. A small taste of power that is truly coming later.
13. Warlock 7: Seventh level warlocks learn fourth level spells like Charm Monster. It’s essentially charm person, but for any creature in existence. You can also use Bewitching Whispers to cast Compulsion using a warlock spell slot once per day. Any creatures of your choice who can hear you need to make a Wisdom save, automatically succeeding if they cannot be charmed. If they fail, you can force them to move in a direction of your choosing by spending your bonus action. It can make another wisdom save after each movement forced upon it.  You can’t use this to move them into hazards- it’s hard to fall in love with a fire, after all.
14. Warlock 8: Use this ASI to maximize your Charisma for the most powerful spells possible, spells like Sickening Radiance. You create a pinpoint hole into the realm of Amor, creating a 30’ radius sphere of light for up to 10 minutes. When a creature moves into the sphere or starts its turn within it, that creature needs to make a Constitution save. On a failure, they take 4d10 radiant damage and suffer one level of exhaustion. they also begin to glow themselves, and cannot become invisible. Both the exhaustion and glowing end when the spell does.
15. Warlock 9: at ninth level you can use fifth level spells like Hold Monster. it’s hold person but for not-people! is it worth a fifth level spell slot? probably not! but you’d have to use one for hold person at this point too so fuck it.
if you’d rather cast a spell without using a spell slot, Ascendant Step lets you cast Levitate on yourself at will. You can’t control your horizontal movement while floating so it’s not quite flight, but if you’re trying to get out of reach of most creatures you probably won’t care too much.
16. Warlock 10: at level 10 we finally get that immunity to charm we were looking for with some Beguiling Defenses. you’re now immune to being charmed, and if something tries to charm you, you can use your reaction to turn the charm back on its caster. they then have to make a wisdom save based on your spell save DC, or they become charmed by you for up to a minute. you also get true strike. it’s bad, but I’d hope you’re aiming that bow before you’re shooting people.
17. Warlock 11: at eleventh level you get your first Mystic Arcanum, letting you cast one sixth level spell once per day just like the usual casters. your spell is, of course, Tasha’s Otherworldly Guise, finally letting you become God Caren (or Demon Caren, your choice). if you choose the upper plane version you’re immune to radiant and necrotic damage as well as… charmed. again. the lower planes version gets immunity to fire and poison as well as the poisoned condition. no matter which you choose, you’ll always get flight, a boost in AC, and magical weapon attacks that can use your charisma instead of dexterity to attack and deal damage. it’s nice.
18. Warlock 12: use this last ASI to boost your Intelligence once again. we spent 6 levels on those arcane shots, they should at least be okay to use.
also you have an Eldritch Mind now for advantage on concentration saves. dropping concentration while flying sucks.
19. Warlock 13: thirteenth level warlocks get a seventh level Mystic Arcanum, like Power Word Stun. if a creature you target has 150 HP or less, it’s stunned. then it can make a constitution save at the end of each turn to break out. stun isn’t quite as powerful as paralysis since it lacks the instant crit, but it’s still pretty good.
20. Warlock 14: your capstone level of the build also coincides with the capstone of archfey power, Dark Delirium. with this you can spend an action to plunge a target into an illusion, forcing them to make a Wisdom save. if they fail, they’re frightened or charmed by you for 1 minute, until they take damage, or until concentration is broken. until the spell ends, they can only see themselves, you, and the illusion surrounding them. you can do this once per short rest.
Pros and Cons
Pros:
almost all of your charm-based abilities can be swapped to fear for extra utility and flavor. if you’re by yourself? charm. if you need to protect the whole party? Fear! they’ll be angry at you no matter what you choose, so go with whatever’s most advantageous.
if you’re facing a charm-resistant or charm-proof enemy, you’ll always have your archery skills to fall back on. very few creatures are immune to magical arrows.
speaking of archery, having a consistent ranged attack and the ability to Fly puts you literal miles above most of the creatures you’ll face in D&D. maybe don’t actually go that high, but still, it puts you in a place you can hurt them with 0 chance of getting hurt yourself.
Cons:
speaking of consistency, your magic… isnt’. you get two arrows and three spells per short rest, with an extra two spells per long rest to tide you over. even if you’re in a game that only has one fight per short rest, that can still stretch your resources tight.
you do have a something to fall back on, but that doesn’t change the fact that the vast majority of your build is debuff based, and most creatures immune to charming are immune to getting frightened as well. turns out the guys over at WotC don’t want people in control of their stuff! how unexpected.
if you weren’t an archer, your ability to Hold Person would work a little better for you. it’s still great, don’t get me wrong, but you’ll have to have someone else nearby to get everything out of it.
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fysey · 1 year
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amor sketch from yesterday
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cynthiaandsamus · 1 year
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Well I think we've all learned the true meaning of Valentine's Day... stabbing a baby
Cu Chulainn
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neospacewaffles · 1 year
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Happy Caren rolls!! Wishing everyone luck. Hope I can get her too 💕💕
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dingostrash · 10 months
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I need to draw Caren more
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doujinshi · 6 months
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twitch_live
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