 Wealth, fame, power. I, living room renowned rules guy, could have attained that and everything else the world has to offer. If I wanted self-improvement, I could have had it. I had every bit of spare time that exists, gathered in one place. I just had to find the motivation to do it. That possibility lured me to the television in pursuit of distractions greater than I had ever imagined. This was a time known as the Great Pirate Anime Benjwatch. Want to know when I got out of it? Well then. Climb aboard and bring along all your hopes and dreams together we'll find. There's rules for that. After weeks of getting away with the excuse that I simply didn't have the time, a global superflu that you may have heard of once or twice, and its associated interminable quarantine, finally persuaded me to acquiesce to Ricky's cheerfully forceful suggestion that I sit down and watch one piece. So over the last three days, or years, or however long it's been since March, we did and we caught up and it's great. So to celebrate, today Terrific will be looking at not just one incredibly specific and questionably useful concept, but a whole bunch of them. Welcome to part one of our 996 part series in which we... Our budget is what? Oh we do not have a budget. At all. Okay. Welcome to part one of our two part series, in which we recreate the notorious straw hat pirate crew. These ten builds have been evenly split not only between Fifth Edition and Pathfinder, but also between this week's video and the next. So be sure to join us after the time skip for the rest. And we'll get started with the future Kaisaku-known self, Monkey D. Luffy in Pathfinder. To call this build a success, we need a PC that can A, stretch like rubber, B, rev their way through gears 2nd, 3rd, and 4th, and C, have some semblance of something that reminds us of Conqueror's Hockey. And remarkably enough, we can accomplish all of that with just one class, Bloodrager. A somewhat bizarre match between a barbarian and sorcerer, the Bloodrager is a full BAB class that gains special bloodline benefits and four level spellcasting when they start raging. Luffy isn't particularly a wrathful guy exactly, but Oda help any poor villain in his way when he decides to buckle down and get serious, so I'm counting it. We'll be taking the abhorrent bloodline, and while our real payoff is in a couple levels, the introductory ability Staggering Strike does a pretty mean impression of a gum gum pistol already. But yes, at level 5, we do pick up Abnormal Reach, which stretches our arms out 5 more feet when we Bloodrage. How about that? We'll also be taking the Bloody Knuckled Rowdy archetype, which trades DR and some spells known for both improved unarmed strike and the scaling monk damage to go with it. Plus, it lets us grab a few style feats down the road. They're a little challenging to qualify for, but it's worth checking out Pummeling Style for a Gum Gum Gatling type attack and, as it happens, Monkey Style for the kind of mobility and bouncy resilience you'd expect from a rubberman. Last up, even though the Bloodrager has a pretty modest spell list, it is weirdly packed with on theme options. If you aren't satisfied with our rubber action so far, you can also pick up Long Arm, Extreme Flexibility, and yes, a spell called Bouncy Body. On the topic of emulating Luffy's various gears, we have the Everclassic Haste for Gear 2nd, Force Punch to stand in for Gear 3rd, and way up in the lofty heights of fourth level spells, Monstrous Physique 2 for Gear 4th. For our last checkbox, we're looking for some kind of forceful, aura-spread projection of will that leaves weaker foes trembling and incapacitated. We're looking for Conqueror's Hockey. And with just a smidgen of reflavoring, the third level spell, Vision of Hell, should do a fine job. And we could do more, but there's no time to linger. So on to the next straw hat, we go! Let's make Roro Noah Zoro, Pirate Hunter Emeritus in 5th Edition. And what do we need in a fundamentally recognizable Zoro? Admittedly, our checklist is a little easier this time. He absolutely, positively, must have... sword. And I mean, that's really... Oh no wait, no no! Not sword, swords. He must have swords, plural. Swords is his even, because he's got to have three for his signature Centaurio style. So we're looking for someone who can A, make three sword attacks per turn, B, withstand some serious, serious punishment from flamboyant Catholics and evil soap scum alike, and C, fire off a couple of particularly distinctive sword techniques. The good news is that for the second time in as many characters, we'll be keeping this build to only a single class. In this case, Fighter. We'll prioritize strength over all else. I mean, have you seen this guy's gym routine? With as much con as we can afford to invest in after that. As usual, we will be a variant human for an extra feat. For this first one, we should take a dual wielder, so that it is actually legal to attack with all of our swords. That seems like a good start. Similarly, we should also take the two-weapon fighting style to keep our damage up and even. So that's one normal attack and one two-weapon fighting attack. That means that once we get our extra attack at level five, we've got our three sword attacks per turn in the bag. Now technically, of course, that's two hits with one sword and one with the other, instead of properly hitting one time with each of three swords. But I bet if you ask real nicely, your team will let you get that last hit in with your weird mouth sword. First box, check. For our subclass, we are obviously taking guns. No, we're taking samurai, baby. Right out of the gate, fighting spirit keeps us always hitting and always healthy, as any respectable greatest swordsman in the world in training should be. Moreover, far enough down the line, 15 levels down the line to be exact, we'll be able to sacrifice those advantage rolls to hit, get this a fourth time with rapid strength. Even a little more down the line at level 18, we pick up strength before death, which gives us an extra turn of actions before hitting zero HP before we pass out. And if you're playing Zoro the way that Zoro would, that should be plenty of time to stoically stabilize enough to convince everyone around that nothing happened. And hey, between that and the 10 HP from fighting spirit earlier, not to mention our huge confocus, we can call item B in our checklist fulfilled. Now, how about some of those signature sword techniques? For our first feat after dual wielder, let's pick up martial adept, a feat that lets us poach a couple maneuvers from the battle master subclass. Personally, I feel like lunging attack is our best candidate to act as Zoro's bread and butter onigiri slash and sweeping attack reminds us that Zoro does particularly well when surrounded and pressed on all sides. This is getting pretty close to recognizably Mr. Bushido, but the thing that'll really cement our invitation is some kind of way to participate in the time honored samurai tradition of launching laser beams out of our blade. That is, how do we 108 caliber phoenix? The truth is there's nothing quite like that just sitting around for us. But since we are a master swordsman, surely that means we deserve a masterfully made sword. Yes? To hit our third of three checklist goals, let's dive deep into the DMG's rules for magic item creation and forge Zoro's prized katana, Wadawichi Manji. This is a legendary plus three magic longsword that requires attunement and has stored within it two charges of the ability 108 caliber phoenix. After using an action to activate all creatures in a 100 foot line are subject to 10 d6 of slashing damage that can be halved on a DC 15 deck save. To regain those charges, you must perform a three hour morning workout intense enough to prevent you from preparing any other spells or such for that day. Now that's a sword. Just uh, be careful with it around stairs. You don't want to put an eye on. Now going right along our merry way, next up we have the bravest warrior the sea has ever produced and I know that's true because he told me himself. Usopp, long of shots and even longer of nose in a fifth edition build. And what are our stand up traits for this stand up guy? We need someone who's both A, a ranged shot extraordinaire with not only the distance of a sniper but the utility of a Batman. And B, so daringly bold but deceitful that he is both wanted and admired under multiple false identities. Our first checkbox is relatively straightforward to fill. The entirety of the arcane archer fighter subclass is designed pretty much for exactly this. By the time we're level seven, we have access to bursting arrow, aka gunpowder star. Shadow arrow, which will incapacitate our enemy's sense of sight not unlike say a Tabasco star. And grasping arrow, which erupts into catching thorns and brambles in exactly the same way that Usopp's post time skip pop greens do. To fine tune in on the observation hockey that makes Usopp's sniping arsenal so effective, we can take the sharpshooter feet. If we keep going a few more levels into arcane archer, we can pay homage to Usopp's legendary distance work in dress Rosa with seeking arrow as well. But of course, sniping is only half of what makes an Usopp an Usopp. You see, there's no need to stay far far away from combat if there's simply no combat to begin with. And how do we convince people not to violence us when let's face it, we probably deserve to be violence. Why by lying, of course, let's take the everybody's friend feet to give us proficiency and deception and persuasion. Now, of course, the real value in this feet comes from using it to double the proficiency bonus that you already had because you were already proficient in deception or persuasion. But alas, as a mere fighter, we are not. You know who is though? Sniper King! By taking the Demir operative background from the Guilds of Gravenica sourcebook, we can assume a false identity that will keep the Marines scrambling to find just where it is we're hiding when we've already slipped back into the world and run away to lie another day. Oh, and right, that does set us up to have an existing deception proficiency. So double it up. Next up on our Mugiwara no menu is that stone cold lady killer of a cook, Sanji. Except actually, now that I say that, he's not either of those things, is he? I mean, quite to the contrary, he's so very much the opposite of stone cold or a killer of ladies that those are the two things that make up our checklist. We need a Pathfinder PC that, A, can kick fast enough to set the air itself on fire and B, wouldn't hurt a woman if his or anyone else's life depended on it. Now, to that first point, if you've ever thought about making a character like Sanji who is 100% dedicated to kicking, kicking, and only kicking, I would punk hazard a guess that you, like I, probably thought about using the monk or the brawler. But I have dismissed such easy and probably correct solutions for a far less necessary and far more fun one, an elemental aesthetic pyrokineticist. I won't dive too deep on how exactly the kineticist works here and now because hey, I already made that video. Check it out. Suffice to say, choosing fire as your element is a good start here. The archetype I mentioned, the elemental aesthetic, locks us into using close range form infusions with our kinetic blast in exchange for free access to the kinetic fist infusion with a reduced burn of zero, improved unarmed strike, and the monk's flurry of blows ability. Pretty good deal, I'd say. Now, for a sticking point, the archetype ability calls out super, super specifically that you can only use it to flurry with your fists no matter what else you got going on from any other ability anywhere. That's obviously a problem since Sanji is even more reluctant to use his hands for fighting than he is to respect the personal space and boundaries of the women around him. Like seriously, man. Chill it. For real. But hopefully your GM will allow you to rule zero that into the word feet and then you're all good. Kinetic fist or foot, kinetic foot means that every attack gets to be a diable jam and that is super neat. Also super neat, by taking the stylish infusion wild talent you can pick up various style strikes from the unchained monk to throw into your fire flurries. I'd suggest looking at knockback kick, spin kick, and light sweep. And to eke one last little bit of utility out of these kineticist levels the utility talents flame jet and greater flame jet actually end up working exactly like Sanji's post timescape mood walking. And of course we wouldn't really be Sanji without a healthy maybe even unhealthy dollop of chivalry, right? To represent that I'll point to one of my favorite one-to-two level dips in all of the Pathfinder rule system. A somewhat obscure prestige class called Chevalier. Side note it is obscure because technically speaking it's actually content from way back in Paizo's early days when they made adventure paths for 3.5. So make sure to clear with your GM first. To class into Chevalier all you need is a BAB of six, one rank in both diplomacy and knowledge local and who have at some point performed a true act of heroism which is probably to say something that was in equal parts very brave, very admirable and very stupid. But just in the first level alone you pick up an aura of courage that makes you completely immune to fear effects a la paladin and an ability called recklessness that gives a boost for dynamically powering your way into combat without ever looking back. It's a good fit I think. The other two levels of the class aren't bad either so check them out. That checks both of our checklist goals but here's one last thing deep in the furthest recesses of the cavernous index of ultimate equipment there exists a mithril waffle iron. Sure it may cost 2500 times more than a common waffle iron but it's twice as light and non-stick so worth it. Has any character ever deserved it more? And hey speaking of mind-bogglingly valuable and easily thievable items our last draw hat today also on a Pathfinder build is the less than semi-retired cat burglar and more than semi-professional accountant Nami. Once again we've got three fundamental characteristics to hit. A we've got to pay homage to the decade of her life that she spent plundering and thieving treasure to try and buy her village back from Arlong. B we've got to incorporate her skill at weather manipulation and people bonking via the climate tax. And C we've got to acknowledge her professional roles as the cruise combination navigator and accountant. And I gotta admit with such a varied and wide-ranging set of goals to aim for I did not expect this concept to fall together as incredibly elegantly as it did but check this out. We'll make an unchained rogue who uses feats and the bonuses provided by a special arcane compass to bump her used magic device skill high enough to activate various magical staffs that will let her manipulate lightning, illusions, and the weather itself. Neat right? I think it's neat. The rundown is really pretty straightforward. For feats we'll take magical aptitude and skill focus UMD which puts us at plus five adding a modest estimate of a plus three cha and our trained class skill bonus of another plus three we've got a UMD of plus 11 before we even start counting skill ranks. Not bad but we can bump it up just a tad more. There's a class of wondrous items called wayfinders magical compasses that are the signature symbol of one pathfinder society. Yep, they're basically just log poses. How convenient is that? Moreover they have spaces inside to slot special floating crystals called Ioon stones. There's a whole another video right there but for now it's enough to just note that with both a cracked pink and green sphere and a mossy disc slotted in we can get another plus one to both UMD and appraise. The actual wayfinder itself is pretty neat too. A smugglers wayfinder specifically opens a small extra dimensional space sized perfectly for storing say a magical staff. Speaking of our Nami will tote around three magical staffs. A staff of illusion for mirage tempo a staff of electricity for thunder tempo and a staff of weather for weather stuff. There is a small issue of not having any way to recharge these staffs. But you know what? We're in charge of the checkbook for an entire crew of pirates. When we run out of charges we'll just buy ourselves a new one. With one staff in the wayfinder and one staff on her back as normal she'll still need a way to carry the third. Taking inspiration from her absolutely kick and post time skip berry belt we can pick up a security belt that lets us shrink and store it on command. That's the last of our east blue crewmates but worry not as is literally always the case with one piece there is more yet to come. In fact there is so much more to just these builds that didn't all fit. Check out a few more custom made magic items that didn't make the cut in the PDF below. Next video we'll be going over straw hats from the grand line and beyond. So stay adventuring and see ya in the new world. Hey guys thanks for watching the video. We'd like to give a quick shout out to our sponsor dice dungeons.com. They've got some super cool stuff so go check it out. My personal favorite thing are these dice chests. They hold dice just like this. It's super secure. They fasten on with magnets. They are super slick looking. I love them. Go check them out. Use the code DORMONSTER at checkout to get 10% off your order and tell them we sent you because we did. Howdy folks this is the part at the end of the video where I comment on not just the end of the last video but also all of the last video and what you told me about the whole last video which in this case was spooky scary Scalleroad which first off many of you suggested better puns before and you're right like Skull Duggery or Scallowag or literally anything but Scalleroad. There are a lot of really great suggestions for other things and feats to increase this Intimidate build. The first thing that people say a lot is Shattered Defenses. Yes absolutely pick up Shattered Defenses. That's that's definitely a great one to add. I totally forgot about Anti Paladin. I just never actually look at Anti Paladin for everything but there's apparently just a bunch of fear based abilities as part of the class and if you're running an evil campaign absolutely. I had a character who played a Hell Knight very effectively which is like sort of a Dark Paladin but they don't necessarily have to be evil because they just really have to like like there's a certain kind of Hell Knight that just really loves killing devils and they're not bad people they just hate devils. I mean that's also a really great Intimidate build. We got the Anti Paladin and the Shattered Defenses adding to the Rogue is really great. There's a couple of great Necromancer builds. I'm really excited to review those a little bit better because I've never done a Necromancer build. I think that's a pretty good spooky thing to do. To the person who said I have asked why my glasses are moist I wish you hadn't asked that because now I'm also wondering why my glasses were moist. I don't have an answer and I or I refuse to answer somebody asked how exactly the hell I know about Fargo and I know about it the same way everybody does. I went to a Latin convention there.