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#the only way to get through to D10's head is to be mean to him and be very blunt
hkpika07 · 1 year
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I have a doodle request!
Could you show us Diesel and Diesel 10 bonding over hating Thomas. Also any shenanigans they would get into together. Thanks!
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After Day of the Diesels D10 and Diesel have a talk. Diesel basically saying to get over himself and stop mourning the loss of his power and actually try to get to know the people on Sodor. He'd be happier that way.
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tigerkirby215 · 4 years
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5e Sett the Boss build (League of Legends)
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(Artwork by Riot Games)
Moshi moshi, bossu?
Sett is the latest “Opee Opee” on the Rift (mostly because Rito won’t fucking nerf his damage yet like Jesus Christ how is a reduction to his armor by 3 going to stop him?) but after the complete OMGWTFBBQ that was Aphelios a simple champion was a nice change of pace. With a Q that punches people, a W that punches people, an E that punches people, and an R that pile-drives people it’s nice to have a new, fun, easy difficulty champion to vary the top lane a little.
Helps that he’s a furry anime boy who’s voiced by DIO.
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GOALS
ORA ORA ORA ORA - We need to punch hard and punch... not as fast as Star Platinum, but still fast enough.
He’s immortal! Unkillable! Unmatched! - Sett can survive in a fight with high durability and Grit for days.
RODA ROLLA-DA - Sett’s only ability that isn’t a punch is his ultimate, which lets him grab someone and throw them around.
RACE
Sett is a half-Vastaya and Shifter is perfect for a half-beast who wants to get their wild side on. You get 60 feet of Darkvision and your Shifting feature which gives you temporary health equal to your level and your constitution modifier and an additional effect tied to your subrace. While most of the subraces could work Beasthide is perfect for a pit-fighting boss: you get proficiency with Athletics and an increase to both your Constitution (+2) and Strength (+1). In addition you gain an extra d6 hitpoints when you shift, and your AC increases by 1 during that time.
ON OTHER SHIFTERS:
Longtooth gives you a bite attack to use with your bonus action while shifted. The bite is useful to get more damage output but sadly isn’t in character.
Swiftstride lets you float like a butterfly, but Sett is much more the “sting like a bee” type.
Wildhunt makes it impossible for your enemies to get a cheap-shot in while you’re shifted, but we don’t need the stats and virtually every other Shifter is more useful to us.
ABILITY SCORES
15; CONSTITUTION - To be the boss you’ve gotta be able to take a punch. Remember that it's not about how hard you hit; it's about how hard you can get hit and keep moving forward.
14; DEXTERITY - To survive in the fight pits you’ve gotta float like a butterfly. Also our race will bump our Strength to a 14 and I don’t like odd numbers. Wait then why is our Constitution going to be a 17...?
13; STRENGTH - Sett certainly stings a lot harder than a bee, packing a whopping left hook that can send a blind monk flying.
12; CHARISMA - You don’t get to call yourself “the boss” without having people like you... just be sure not to sell any drugs.
10; WISDOM - Sett’s mama taught him some wise words but he’s still a hot head at times.
8; INTELLIGENCE - You’ve been hit by as many Facebreakers as you’ve received; I doubt you even know how many anymore.
BACKGROUND
While you keep away from the Noxian gladiatorial pits the underground fight ring makes you a Gladiator in your own right. You get proficiency with Acrobatics and Performance to let you style as you slam dunk your foes. You also gain proficiency with a Disguise Kit and a musical instrument of your choice, both of which aren’t too in-character but are still great to have.
But most importantly you get the By Popular Demand feature. This lets you find the local fight ring and get in a brawl for the entertainment of the people. You get paid with food and a place to stay, and the people will treat you like a proper celebrity!
But most importantly you get a costume in your starting equipment, meaning that you can dress fancy with pressed pants and a fur coat on your bare chest.
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(YOU WERE EXPECTING OFFICIAL ARTWORK BUT IT WAS ME; SETT! Artwork by @victorli_ran on Twitter.)
LEVEL 1 - FIGHTER 1
Starting out as a Fighter you get proficiency in two skills from their list: take Intimidation and Survival to be the lion in the pit of wolves. You also get Second Wind for some pit grit to restore hit points equal to a d10 plus your level in Fighter once per rest.
But most importantly we get a Fighting Style, and we’re starting with Fighter so that we can get our punching on. Unarmed Fighting lets you use your fists to fight and do a d6 of damage. If both fists are free you can increase that damage to a d8 - grab a chair or something similar to use as a shield but you do your real damage with your left hook. Additionally if you grapple someone you do a d4 damage to them, and can do an extra d4 whenever you hit them while they’re grappled. Pin them to the ground and beat the stuffing out of them until the ref rings the bell. Then beat them some more!
LEVEL 2 - BARBARIAN 1
Quickly jumping to Barbarian for Unarmored Defense equal to your Dexterity plus your Constitution. Currently your unarmored AC is 1 less than you would have if you had chain mail but you can’t wear Heavy Armor if you want to Rage. While raging you have advantage on Strength checks and saving throws (including grapples.) You can also do extra damage with strength weapons (such as your fists) and have resistance to bludgeoning, piercing, and slashing damage. Your rage lasts for 1 minute but ends early if you spend a turn where you don’t hit someone or get hit, or if you’re knocked down. You can rage twice before needing to long rest.
LEVEL 3 - FIGHTER 2
Going back to Fighter you get Action Surge, letting you take one additional action on your turn before needing to rest. Sneak a good right hook in after hitting them with the left.
LEVEL 4 - FIGHTER 3
3rd level Fighters can choose their martial archetype and Champions are masters of the ring. They get Improved Critical which lets them crit on a 19 or a 20, effectively doubling your crit chance. Who says you can’t build an Infinity Edge?
Why Champion? - The main reason for the Champion subclass for the level 18 subclass feature. Champion is a perfectly viable subclass but it’s not exactly an interesting one. Battle Master is a lot more exciting and if you’re not going to reach level 20 I’d honestly recommend it over Champion. After posting this build I’ll make an errata for this build with Battle Master over Champion.
LEVEL 5 - FIGHTER 4
Grabbing the 4th level in Fighter for an Ability Score Improvement, or rather a Feat. Since Shifter is from Eberron I expect you to have access to the Aberrant Dragonmark feat. 
You increase your Constitution by 1 to make it a nice, even 18. You also learn one cantrip and one level 1 spell from the Sorcerer spell list. Your spellcasting modifier for these spells is Constitution (not Charisma!) and you can cast the leveled spell once before taking a short or long rest. Your cantrip doesn’t really matter (if you want to be efficient I’d recommend taking a ranged attacking cantrip) but for the spell take False Life for more Pit Grit. You gain 1d4 + 4 temporary hit points for 1 hour which go away when the hour is up or if they get hit out of you.
In addition when you cast False Life you can roll one of your hit die - I’d recommend rolling your Barbarian die for higher potential rolls. If you roll an even number you gain temporary hit points equal to the number rolled, and I’d argue that this health stacks with False Life. If you roll an odd number a random creature within 30 feet other than you takes force damage equal to the number rolled, but if no other creatures are in range you take the damage instead. Your rage can sometimes be dangerous but if you keep your cool you can grit down and take more hits.
On Greater Aberrant Powers: Getting this feat early is always useful but if your DM is using this rule it’s extremely helpful. After level 10 you have a 10% chance to get an Epic Boon, which can give you the upper hand in a fight that no one else can. When it happens your hitpoint maximum is reduced by a roll on your hit die plus your constitution, so I’d recommend rolling your Fighter hit die so you lose less health. You also lose that hit die permanently, and it can’t be restored through any means. The trade of a hit die for an Epic Boon is more than worth it though, so get excited if some greater powers manifest!
LEVEL 6 - BARBARIAN 2
Grabbing a second level in Barbarian for Reckless Attack. When you punch you can choose to give yourself Advantage on all attacks on the turn but all enemies will have Advantage when attacking you. With Improved Critical you have about a 20% chance to crit if you have Advantage, so you can knock your opponent out before they hit you.
Speaking of Advantage, Danger Sense gives you Advantage to Dexterity saving throws against effects you can see. You’re not magic but if you see a punch headed your way you know to duck.
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(Artwork by @victorli_ran on Twitter.)
LEVEL 7 - FIGHTER 5
Guess what boys it’s a straight track through Champion Fighter now. Level 5 Champions get an Extra Attack, so you can hit them with a left hook and a right punch.
LEVEL 8 - FIGHTER 6
6th level Fighters get another Ability Score Improvement and we’ll cap off our Constitution for maximum pit grit. 
LEVEL 9 - FIGHTER 7
7th level Champions get Remarkable Athlete, letting them add half their proficiency bonus to any Strength, Dexterity, or Constitution check they don’t have proficiency with. You already have proficiency with STR and CON saves as well as Acrobatics, but this will let you add half your proficiency to Stealth and Slight of Hand checks.
LEVEL 10 - FIGHTER 8
8th level Fighters get another Ability Score Improvement and it’s time to increase our Strength for harder punches.
LEVEL 11 - FIGHTER 9
9th level Fighters get Indomitable, letting them reroll a saving throw once before taking a long rest. If you fail a Strength or Constitution check this should be enough to save it, and if you need it for a Dexterity check you effectively get three total rolls for the save.
LEVEL 12 - FIGHTER 10
10th level Champions get an Additional Fighting Style but unfortunately most of these rely on us using weapons and armor. Since you’re using your fists your best option would be a way to grab your opponents: the Superior Technique fighting style from the Class Feature Variants UA gives you a d6 Superiority Dice to use on a Battle Master Maneuver which comes back on a short or long rest.
You also learn one Battle Master Maneuver and Restraining Strike from the same Class Features UA will let you grab someone for the Ultimate Show Stopper! After hitting a creature with a weapon attack you can use your bonus action to attempt to grapple them. You roll your Superiority Dice and add the number rolled to the grapple check, further increasing the chance that you make the grab. "GOIN' FOR A RIDE!"
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(Artwork by @victorli_ran on Twitter.)
LEVEL 13 - FIGHTER 11
11th level Fighters get a third Extra Attack, so you can sneak another left after your right. Or alternatively you can Action Surge for 6 attacks in a turn!
LEVEL 14 - FIGHTER 12
12th level Fighters get another Ability Score Improvement and we’ll continue increasing Strength to punch harder, better, faster, and stronger.
LEVEL 15 - FIGHTER 13
13th level Fighters get another use of Indomitable. Man that’s a hard word to spell... that’s all I’ve got.
LEVEL 16 - FIGHTER 14
14th level Fighters get another Ability Score Improvement, so max out your Strength for maximum punching action.
LEVEL 17 - FIGHTER 15
15th level Champions crit on an 18, 19, or 20 thanks to Superior Critical. If you give yourself Advantage with Reckless Attack you have a little less than a 30% chance to crit, and over the span of 3 attacks you have a 37.7% chance of not at least getting one crit if they all have Advantage. With that many attacks you’ve gotta hit something vital!
LEVEL 18 - FIGHTER 16
16th level Fighters get the last Ability Score Improvement of this build and now that we have maxed out Strength it’s time to improve our grapples. The Grappler feat gives you Advantage on attack rolls against a target that you are grappling and also allows you to use your action to pin your grapple target, restraining them until the grapple ends. Unfortunately you can’t pick them up and drop them on the enemy ADC but you can certainly drop them to the ground and wail on them.
NOTE ABOUT GRAPPLES: Grappling is in-flavor for Sett but isn’t very practical in 5e. If you want something more useful the Tough feat will give you an additional 36 health at this level, and a total of 40 extra health once you reach level 20.
LEVEL 19 - FIGHTER 17
At level 17 Fighters get another use of Action Surge and a third use of Indomitable. This means more attacks and less chance to fail when being attacked which overall means more time as the boss of the ring.
LEVEL 20 - FIGHTER 18
18th level Champions finally get some Pit Grit thanks to Survivor. At the start of every turn you regenerate health equal to 5 plus your Constitution modifier, which is +5 so you regenerate 10 health per turn total. This health regen only works if you’re below half health but not if you’re at 0; regardless you have the endurance to tough-out a fight no matter the odds.
FINAL BUILD
PROS
DORA RA RA RA RA - You can throw many hard-hitting punches: 3 per turn and up to 6 if you use Action Surge. Not only that but with Superior Critical and Reckless Attack there is a very high likelihood that you’ll crit with your attacks for double damage.
I CAN beat the shit out of you - Even if you’re unarmed you can still fight, requiring nothing but your two fists and your raw muscle. This means that even if your allies are stripped bare you can still defend them on your own.
Diamond is Unbreakable - You are insanely tanky. A maxed out Constitution with Fighter levels leads to easily over 200 health, and you can reduce incoming weapon damage with Rage and keep yourself in the fight with both Shifting and False Life giving you Temporary Hitpoints.
CONS
10 Meter Range - Unless you took a ranged damage cantrip with your Dragonmark you have no options to fight outside of melee range. It’s fair enough since Sett is a melee fighter, but like most Juggernauts the way to counter him is to just keep away from him. Considering that you have a 30 foot movement speed that’s incredibly easy to do.
Magician’s Red - All your damage is physical bludgeoning with your fists, so unless your DM gives you some magic knuckledusters you won’t be bypassing magic resistance anytime soon. What’s more is that our saving throws for everything other than Strength and Constitution are awful and while Danger Sense can help with DEX saves Indomitable can only help so much when you have at best a +1 or at worst a -1 to a saving throw.
MUDA MUDA MUDA MUDA - A lot of the options taken in this build are done entirely for flavor. Even if Rages are nice so are 4 attacks, and the Unarmored Defense is more of a cosmetic feature since plate mail would get the job done just as well. Probably the biggest issue is that Grappling as a whole in 5e is USELESS USELESS USELESS USELESS, meaning that our secondary Fighting style and pick up of the Grappler feat end up going to waste. But with that being said I know most campaigns don’t go to level 20 anyways and at earlier levels this build is more than serviceable; it’s only at later levels that the weird choices start to come into play.
But that only matters if you’re fighting a war and you’re fighting in the pits. The rules are different in the pits: no weapons, fox-men only - it’s the final destination. You’re the boss of the ring and you can strike down all who oppose you. But if you hear someone playing the piano as some blond Japanese-Italian kid approaches you; run.
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(Meme made by u/smakuliak on Reddit)
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