#dhampir icons
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honeyhauntart · 5 months ago
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magical university/d&d oc icons!
✨ oc icon dump 2/3 ✨
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moopermoment · 1 year ago
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art fight fandom how we feeling?
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thcdoomed · 7 months ago
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The sad thing is, Demasc was never more than one step away from her mind, at moments like this he's as far from living in her head as can be, but there's still an essence of him there, haunting and taunting her with all he's done. But at the moment none of that matters. Karlach is back from Avernus for good, and she won't leave Dronia's side. They're in this together, until the end. And that's love and hope.
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Sex is the only time Dronia feels safe to let down her guard and not focus on control so damn much. To let someone else take the lead and guide her over the edge. There's ecstasy in release that strong. Already her mind is racing with all the ways this night could end, a slow session of lovemaking or wild passion without abandon? She's not sure which her body craves, but she knows she'll figure it out when they get there. Until then, she sighs, feeling the tiefling's heated hand palming her breast, sheer pleasure. She wants so much to feel everything. Everything the tiefling is willing to give her.
Karlach moves to pump the strap into her as far as she can, slow at first, the action drawing out low pleasurable moans. The way she feels moving deeper inside her, pressing against her walls, she can feel a warmth in her chest already. Dronia pulls her pillows closer to her, lowering her head towards them for support as Karlach picks up speed. "Gods..." She could get addicted to a feeling like this.
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after everything , this was life. this was life. it's not something that can be repeated enough. they still have one more obstacle -- an ugly vampire that thinks he's a lord or something , but otherwise karlach has returned from avernus yet again with a fixed engine for THIS . all of this.
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sex itself can have this carnal desire. the ability to just let go and feel , sometimes it's a controlled animalistic desire. karlach certainly doesn't hate the one part of her brain that randomly whispers : pound your girlfriend. send her into a fury. until she's shaking , thoughtless , with only the stars. she doesn't hate it a bit. she just can't quite do that yet. karlach's hand stays squeezing dronia's breast. not hard and if she's to be quite honest , that's less for dronia's pleasure , and more for her own. she'll never be able to explain why the softness of a breast cradled right in her hand is something comforting.
karlach starts up a pumping motion , hips moving forward until they simply cannot , then backwards slightly so the strap doesn't fall out and she finds the rythm after a few seconds and picks it up more steadily.
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beevean · 4 months ago
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Similarities between Symphony of the Night and Harmony of Dissonance
The protagonist is a pretty boy with long, fair hair and flowing clothes. (while Juste is far from being the only "Alucard 2.0", he was the first one: Nathan's design was more unique)
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The plot revolves around a good person mysteriously turning evil and the Lord of a Castle resurrected too early.
An important plot twist is that there are two castles, a normal one and a twisted, demonic one.
You get the good ending if you fight the rival while wearing a specific item.
You reach the true final boss if you collect all of Dracula's Relics, scattered through the castle(s). As a bonus, they each give you stats boosts or immunity to ailments.
The save rooms have the same ichosaedron.
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The warp rooms have the same keyhole design...
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... actually, there are only two of these portals in HoD. The real warp rooms in HoD are designed after the portal from which Doppelganger 10 arrives, and it even has the same long animation (to switch between castles: thankfully it's much shorter to warp within the castle).
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The Entrances look the same, complete with a forest outside and an alcove of treasures at the very beginning. Future games will make sure to design different Entrances every time.
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There is a Marble Gallery/Corridor that splits the castle in two horizontally.
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There are long vertical shafts, complete with similarly-designed elevators, to connect top and bottom areas.
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The very lower portion of the castle is associated with skulls and bones. It's also where Legion is fought, in a room made of skulls.
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There are watery, blueish caves, half man-made and half-natural.
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The protagonist can't cross water. (makes sense for Alucard, being a dhampir, but not so much for Juste. Also, Alucard finds a relic to allow him to cross water, but Juste has to drain it.)
You fight Death in those caves, the second version you explore. After AoS, he will be associated with clock towers.
There is a blueish chapel, whose most iconic features are the sky with scrolling clouds and the long staircases, that leads to the Castle Keep: plot-relevant elements are given here (Silver Ring, Maxim's Bracelet). Also, while recycled enemies are common in this series, SoTN and HoD are the only games with Balloon Pods specifically in the chapel.
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The Castle Keep is a fake climax, but still plot-relevant. While Castle Keeps all have a similar design, ever since the first game (SoTN added a clock tower that was kept in all subsequent games), it has a secret treasure room on top in both SoTN and HoD.
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The Castle has a center where the ending takes place. It opens only after plot-relevant objects have been collected, you use an elevator to reach it, it has a cube-ish design with hieroglyphs, and the true final boss is only fought in the second castle.
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Some sections of the castle are completely optional. While future games will have optional bosses or unlockable harder sections, SoTN and HoD allow you to simply not explore the entirety of the castles unless you're going for completion. There is no need to even step foot into zones like the Reverse Colusseum or the Aqueduct of Dragons B, for example.
The protagonist has his own fairy, although she has very different functions in the two games. (Hector, who is Alucard 3.0, will join them later on)
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The protagonist learns to high jump with a similar command: Up, Down, Jump.
More than any other game in the series (with perhaps the inclusion of LoI), the soundtracks for SoTN and HoD have an uniquely creepy direction. Compare the likes of Doorway to Heaven, Departed Way, or Cursed Sanctuary, to Luminous Caverns, Maxim's theme, or Epilogue 1.
SoTN was meant to give Alucard his personal room. This concept was finalized in HoD.
Both games reward your exploration skills by giving the protagonist a gf lol.
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bardic-inspo · 7 months ago
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Snippet Sunday
Tagged last week by the iconic @persephotea 💜💜💜
Tagging forward: @blackjackkent, @prudent-nerd, @four-leaf-loco, @astarionancuntnin, @roguishcat, @ollysoxisfree, and @bloodinwine if you have something you'd like to share! No worries if you'd rather not! 💜
If you'd like me to tag you to participate in future WIP writing posts, you can give this post over here a like. I try to rotate who I tag!
A little bit from the angsty-turned-horny post-game Spawn Astarion introspective I'm working on, titled 'Dhampir Dreams':
Absently, his fingers follow the path of an old scar on her stomach. At its end, he finds the start of softness. Astarion loves that, too. She didn’t used to be soft there, when they were just surviving. They’re not just surviving anymore. Perhaps he’s changed her, after all. It’s not so scary anymore, to admit she’s turned him, too. Not to the light, or anything so nauseatingly righteous. But she shifted his view so Astarion could see himself in it. Even if his days of standing in the sun are done. Be my mirror, he bade her, what feels like another lifetime ago. She smiled in that soft, fond way of hers that, at the time, hurt to look at too long. Like staring straight at the sun itself. He scoffed at her poetic ruminations on his hair curling near his ears. The creases when he laughs.  Tav saw beauty in him he couldn’t have seen himself, even if he had a reflection to stare at. She made love with a man who never thought he could have anything near it. Made all his red dreams come true, and then said ‘go on, make new ones, in whatever color you like’. Astarion’s never thought about being a father. Not before her.
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nightingale2004 · 6 months ago
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The Originals next generation: Elijah's version
Nicolette Ragna Mikaelson
Faceclaim: Alexa Demie
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First daughter of Elijah Mikaelson
Mother unknown (Elijah has an idea but is a bit unsure)
Nicolette and her cousin Adreena are besties
Her father calls her Nicole for short while her cousins call her Nick or Nicky
Nicky liked to think she keeps a cool head like her father, but in truth, her father's aggressive side is more dominant
She is a ✨️fashion icon ✨️ and always manages to look good in any situation
Hates when blood gets on her clothes
She is a Dhampir (half human half vampire)
She knows how to play piano and even makes up her own songs when inspiration strikes
She plays her original pieces ONLY for her family
She helps Adreena take care of the family
She is a ride or die for her family
Like her father, she would give everything she has so her family would be safe and happy
Will not hesitate to snap a neck for her cousins
She scares her younger cousins a lot
She is a "bit" of a diva (when I say a bit, I mean........SHE IS A DIVA)
She throws a mean punch and God-fearing slap
Throws the legendary balls and parties
÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×÷×
Aleksandra Faith Mikaelson
Faceclaim: Camila Mendes
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Aleksandra is the second daughter of Elijah and the younger sister of Nicolette
Unlike her older sister, Aleksandra is calm one and has inherited more of Elijah's calm and calculative side
Everyone calls her Aleks or Sandra for short
Aleks, Nicky, and Audrey prefer themselves as the leaders and matriarchs of the family
Aleksandra is a heretic
Like her older sister, she too is a ✨️fashion icon ✨️
Has a great respect for Hailey
She and her sister Nicky are very overprotective of their dad, and they make sure to keep tabs on the women he sees
When she gets angry, then nowhere is safe
Elijah made sure that both his daughters never lost sight of their self-worth or value in the world (with his sisters help, of course)
She and Adreena feel like the mothers out of their cousins
Loves hearing her sister play piano
Aleks plays the violin
She and Nicky often do duets together
Believe it or not, but she and a few of her cousins get a headache from trying to make sense of their family tree
Loves going on walks and doing street violin performances in the streets of New Orleans
Loves traveling
She, Nicky, and Clara meet up a lot for tea and gossip
Aleks helps out at the Salvatore boarding school
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spiritsession-arch · 2 months ago
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Independent DnD oc
Google Doc Spotify Pinterest
Bio and Rules under cut
Sideblog, follows back from @murderreign!
**Icon border by sibylsource
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Name: Alasdair Greives
Age: 30
Height: 6'4"
Gender: Nonbinary (They/He) (AFAB, but please don’t have your muse know this by default)
Personality: A very animated person with a macabre sense of humor. Can be rather quick to anger and highly defensive when certain nerves are pressed. Doesn’t react well to flirting.
Class: College of Spirits Bard
Species: Dhampir/Satyr
Alignment: Chaotic Neutral
Strength: 8
Dexterity: 18
Constitution: 13
Intelligence: 12
Wisdom: 11
Charisma: 19
**This character has the Dark Gift from the Ravenloft expansion called Gathering Whispers
You are haunted by spiritual beings, whether the souls of the departed or entities from another plane. Their voices endlessly whisper, taunt, or cajole, sometimes rising to unearthly howls. Only you can perceive the spirits, unless you allow them to speak through you. The spirits are intangible and invisible; anyone who can see invisible creatures sees only fleeting glimpses of these spirits as they haunt you.
Spirit Whispers. You learn the Message cantrip if you don’t already know it, and require no components to cast it. When you cast the spell, the messages are delivered by one of your whispering spirits rather than you or the target’s voice. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift).Sudden Cacophony. When you are hit by an attack roll, you can use your reaction to channel your haunting spirits, letting their voices howl through you. If the attacker isn’t deafened, add your proficiency bonus to your AC against that attack, potentially causing it to miss. Once this trait causes an attack to miss, you can’t use the trait again until you finish a long rest.Voices from Beyond. Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, the haunting voices grow too loud to ignore. Roll on the Voices from Beyond table to determine the effect of these voices. Once one of these effects occurs, none of these haunting voices manifest again until you finish a short or long rest.
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This character will involve themes of child neglect, transphobia, sexual assault mentions, fantasy racism (toward dhampirs), references to mental illness in a derogatory manner (only mentioned due to backstory reasons)
The scorned child of a small forest village, their early years were plagued with heartache and emotional neglect. After disappearing into the woods under mysterious circumstances, only to return completely unharmed two weeks later… with claims of being able to speak with the dead the child was promptly outcasted by the rest of the village.
For the remainder of their youth, they were the subject of isolation, bullying and worse from local villagers young and old.
No matter how many times they pleaded with their mother for protection, help, advice, anything, all she would tell them is that ‘if they wanted it to stop then they just needed to shut up and act normal for once’.
During the years since their disappearance, they’d made no attempt to hide their newfound ‘gift’, finding the idea of being able to gain wisdom or even help those who have passed fascinating. The other villagers… clearly didn’t feel the same.
As time moved on Alasdair grew resentful of the villagers, as well as their mother. They began to cling onto their gift, doubling down and convincing themself that they’d been given this gift for a reason. They were chosen for a specific duty, to record and preserve the stories of the dead.
They left the village, and began a journey as a traveling poet, writing down the stories that spirits would tell them and turning them into poetry to share with the world.
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▍ ❝   RULE ONE. Crossover friendly; I prefer rping with fandoms i’m familiar with, but i’m open to those i’m not as well. You’ll just have to excuse me for any mistakes since I won’t be too familiar with your muse or their world.
▍ ❝   RULE TWO. Multiverse/Multiship; All relationships will take place in different verses.
▍ ❝   RULE THREE. Do not force ship; Do not try to force your muse on mine and do not get upset if I happen to say no to your ship. Not every ship is going to work, that’s just how it is.
▍ ❝   RULE FOUR. Mun is 25+; Due to the nature of this character, I will ONLY interact with those that are also 18+.
▍ ❝   RULE FIVE. No godmodding; I control my character, you control yours. Do not have your muse auto-hit mine, or narrate anything happening to my character without discussing it with me first. It’s really quite infuriating and can leading to a lot of things happening to my character that my character should have reasonably been able to get out of or would be generally ooc.
▍ ❝   RULE SIX. I am generally pretty quick with replies. I usually respond within 3 days, a week at most. If I take longer then that it means i’m probably busy with other blogs and haven’t checked in. Feel free to send in message if i’ve gone a week without replying and you see me still being active. I might have missed your reply or ask somehow.
▍ ❝   RULE SEVEN. Triggers; Due to the nature of Alasdair's backstory there will be prominent themes of Death, Ghosts, Violence, mentions of SA, PTSD, Mentions of Transphobia, Suicidal Ideology, and more.
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retiredficwriter · 1 year ago
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listen, the canon ships in va/bloodlines are cool and all that. but the fanon ships? the potential in each of them?? unmatched.
sydney x rose - a great "enemies to friends to lovers" story. first half of blood promise is sydney falling in love with rose while on a road trip (and starting to question her alchemist beliefs) and rose uses sydney as a rebound for lissa. many iconic lines from rose, how she couldn't stop worrying over sydney in last sacrifice, and sydney describing rose as beautiful.
rose x lissa - the true endgame of the series. you can't have rose describe lissa as an angel and compare feeding her blood as better than sex and not have them be together at the end. their break-up in shadow kiss and getting back together in blood promise carry so much emotion and angst, you can't help but root for them.
rose x lissa x christian - the secret true endgame and love triangle in the series. lissa gets to have the two people she love the most at her side. everyone is happy in the end and they balance each other off.
eddie x mason - you can't look me in the eye and say eddie didn't feel anything for mason, which is why mason's death hit him so hard.
eddie x adrian - eddie has the same responsible/straight-to-business attitude that adrian admires in sydney, and despite giving adrian a hard time because of his bad habits, eddie has a soft spot for him. plus you can have eddie have the same doubts as he had in bloodlines with jill (thinking adrian deserves someone of royal status instead of a dhampir)
adrian x christian - what's better than one edgy, sarcastic man? two edgy, sarcastic men. yet they have distinct personalities that could balance each other to make it work. bonus point of the irony of one's aunt killing the other's great-aunt but the two nephews still falling in love.
zoe x jill - this is basically a wlw of sydrian where sydney is more hung up on the alchemist rhetoric and adrian is more shy/socially awkward. what more can you ask?
jill x angeline - this is lissa x rose 2.0 except if rose was more unhinged and lived away from society until she was assigned to guard the most important royal in the moroi world. again, what more can you ask?
jill x mia - they can be water-user girlfriends. mia can train jill to use her magic for self-defense. again, what more can you ask?
trey x sydney - trey has the same flirty manner/womanizer fame and lazy but heart-of-gold personality of adrian (except he doesn't have spirit and is in a cult). this can create tension as both are on the "same side" but on different extremes (warriors and alchemists) and how they can each leave the groups that traps them.
trey x eddie - good "friends to enemies to back to friends to lovers" when we learn trey is with the warriors. they barely have scenes together but the scene (and tension) when eddie shoved trey against the wall to confront him in golden lily is enough to make up for it.
marcus x adrian - this is basically a mlm of sydrian where sydney is the leader of an underground alchemist resistance group but still somewhat unfriendly/unwilling to date moroi. what more can you ask?
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dinolich · 1 year ago
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I finished one of my dnd notebooks over the weekend. It’s great looking back through all the notes I scrambled to write and the doodles I kept of characters I’ve loved playing. Featuring: Moss, my beloved crustpunk rogue/druid and his dog, Dirt. Hackette, the most challenging character I've had to play because I had to be nice and helpful to people, my bugbear fighter. Whiskey, my catfolk pirate seeker, from my current ICON game Nyx, my dhampir rogue, from my current DnD game who I love because I get to be creepy and gross on purpose.
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dailycharacteroption · 8 months ago
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Roleplaying Races 15: Duskwalker
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(art by JoshBurns on DeviantArt)
And so we continue this special with the very last of the planar scion ancestries that Pathfinder 1st edition has to offer: the Duskwalker, the neutral-aligned planetouched.
Much like Aphorites, duskwalkers do not come into being in the same way as most. No mingling of bloodlines occurs in their case. Instead, they are born the way they are by the divine mandate of the forces they represent, but we’ll get into that.
According to legend, two powerful psychopomps, a yamaraj and an olethros mother, entered into a discussion about the interplay between fate and fortune, and how many souls lose their chance at destiny when their lives are cut short, and whether that is fair.
This discussion led to an agreement, approved by Pharasma, in which some souls whose fates were severed too soon and whose lives led to them being distinguished among the psychopomps and other guardians of the cycle to get a second chance.
These souls are sent back to the material plane along the secret planar paths known as the dead roads, taking the form of young children with a basket of supplies in hand, and are often found by locals wandering the graveyards where they exit the Dead Roads. These are duskwalkers.
Now, as you might imagine, off-putting children found roaming graveyards are likely to be viewed with apprehension by most simple folk, so while the psychopomps do their best to send them places where they will be accepted, some are not, and are forced to mature physically and mentally very rapidly in order to survive.
Having not experienced infancy, duskwalkers are born into this world knowing their duty to help protect the cycle of life and death as mortal beings, however, they can still shape their own fate, and a few reject it, even going as far as to ally with the sahkils, the terrible enemies of the psychopomps.
While many duskwalkers resemble humans, it is possible for them to be born resembling any sapient ancestry, though they typically sport gray skin, and sometimes sport odd features that resemble one of the various forms of psychopomps, such as feathers, animal-like features on the face, hands, and feet, and so on.
Like many other planar scions, duskwalkers don’t have much in the way of a society of their own. Most go their entire second lives never meeting another of their kind, and what few communities do exist are almost universally founded as part of or after some great unified goal to protect the cycle and/or destroy some great undead threat. Due to the sporatic nature of duskwalker creation, such communities may cease to even be duskwalker communites after a generation, populated by their mortal descendants and those of their mortal allies. Perhaps the only other peoples they feel common ground with are planar scions and other hybrid folk, though naturally they share a mutual distrust with most dhampir.
Duskwalkers are agile and cunning, but their connections to death makes their bodies somewhat fragile.
Their nature as native outsiders also gives them incredible night vision, the better for seeing the undead that hide from the light.
Many are also created with innate understanding of living bodies and also they mysteries of faith and the undead, making them more skilled in areas of medicine, religion, and undead-hunting.
Perhaps their most iconic ability, however, is their ability to channel their undead-slaying power into any weapon they touch, making even mundane blades at least partially effective against the spectral dead, though they can focus further once a day to improve this to strike true against such lost souls for a short while.
Naturally, being a duskwalker gives them natural resistance to negative energy and harmful necromancy. What’s more, they are totally immune to magic and supernatural power that would cause them to rise as the undead. (though rumor has it that duskwalkers that forsake their duty and ally with the sahkils lose that protection, making for truly terrible undead indeed)
Of course, not all duskwalkers are built the same, so there are some alternate traits for them as well. For example, some were utterly shunned by the locals and forced to steal and scavenge to survive, affecting what they were skilled in. Others were taken in by big families that showered them with love, making them more social with both people and animals. Meanwhile, some were favored by the olethros associated with the origins of their kind, and trade their resistances for a knack for finding the perfect chink in a foe’s armor at the right time. Those that were favored by the yamaraj side trade the same protections for a measure of their wisdom, navigating social situations with their sagacity rather than charm.
With their agility and wisdom, duskwalkers make excellent ranged combatants, (particularly gunslingers, rangers, and hunters), as well as rogues, slayers, ninjas, and of course various wisdom casters like clerics and druids. However, their knack for fighting the undead with mundane weapons also means that combat classes both mundane and magical are also a good choice. Naturally, any build or archetype that focuses on hunting the undead is a good choice as well, though those built around using the undead are anathema to all but the most corrupted of their kind. Their con penalty does mean that fighting in a straight-up fight is a bit risky for them, but not impossible to get around.
That will do for today, but I hope you enjoyed this final look at a planar scion option in first edition!
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audreyeatspencilgraphite · 9 months ago
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Dnd character icon and token :)
We love an edgy dhampir in this house
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bean-cookies · 4 months ago
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My special wizard boy ❤
Frexennosin Arriastis, chosen virtue name: Studious (Stu) - 24 years old, School of Divination wizard, tiefling, scholar, poet, the sweetest cinnamon roll, precious baby brother, bashful bookworm, personification of a feminist counterpoint to Strahd's bullshit, big softie, incredibly horny but always a respectful gentleman, bully magnet, sugar addict, devoted husband, huge fucking nerd, patron saint of hopeless romantics and anxious burnt-out gifted kids, who is very gradually becoming an icon of male body positivity.
This outfit is what Stu is currently wearing while trudging through the wretched bowels of Castle Ravenloft - including his new (*sigh* …cursed) wedding ring.
Not pictured: his wretched little undead tressym familiar, and his tough badass monster-slaying dhampir wife.
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radcessible · 11 months ago
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[BANNER ID: A gif of Fu Xuan from Honkai Star Rail. She is using her skill. End]
[ICON ID: An emote of Fu Xuan from Honkai Star Rail. She is smiling. End]
Hello! Welcome to radcessible, a radqueer and transid focused post ID blog. If you (the reader) have trouble with IDing your posts, or just straight up can't, that's what I'm here for. Keeping the community accessible is a big motive of mine as a radqueer.
There is currently 1 admin, me. My main is @mutosician and my coining blog is @trans-dhampir. I am currently fine on my own.
Feel free to ping me in, or send in, posts that you need IDs for! I will make IDs for *any* term made by someone who's pro-transid and/or pro-radqueer. Simply put, don't send me posts made by antis unless they explicitly ping me. I'm not here to break DNIs.
my tags are: #image ids, #text ids, #answered asks, #reblogs, and #textposts. cws are tagged as (thing) or (thing) mention
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bite-the-bloody-hand · 2 months ago
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10, 12, 13 for Zell!
@dujour13 thank you so much for your patience! These were VERY fun to noodle on <3
For the Pathfinder Knight Commander Game Mechanics and Story Ask game
10. How does their ancestry (race) play into their class and mythic path - do they overlap, or what dynamic is created from that combination?
Listen I'm gonna be real with you here. I was going for the most Early 2000s Hot Topic Goth on Deviantart OC I could get with him. Initially I was going to go Aasimar (Musetouched) because up til recently I've always played him as an Aasimar. Primarily because I'm a sucker for wings and exploring the dichotomy between atheism and holy ancestry. But then I saw that Vampire King ancestry and was like. What if I could make his life so much worse? And friends, it was revelatory. (And I'd just shown my fiancé Vampire Hunter D Bloodlust for the first time. I think it was a sign.)
The dynamic that comes from him being a Dhampir and a Celestial/Arcane bloodrager is one of desperately trying to find equilibrium. His celestial and undead heritage are at war inside him both physically (SO much chronic pain) and psychologically (SO much emotional damage from warring expectations) and barely held together by the arcane magic he persues (SO many dysfunctional coping mechanisms) that eschewing them all to walk the Azata path was all he could do to - in his mind - truly have a grasp on his own life.
Personally I like to read the Act 4 into Act 5 Mythic Path decision as a literal death and rebirth for Zell, thus resolving his strongest ambition.
12. How does their mythic path synergize with their personality - does it augment it, or is it in contrast? Something in-between?
Zell didn't truly realize he could walk the Azata path until he met Arueshalae. Before that moment in Drezen he was sure that he'd be caught between his rage and the pull of heaven… but Arue saw something else in him he'd secretly been afraid to consider, because he was so sure the path would be barred from him.
Embracing the path and becoming an Azata is enormously healing for him. He finds community among other outsiders and rebels, A DRAGON BESTIE, connection to the land he's come to live in, and overal just renewed vigor. The more he embraces the Azata path the more like his real self he becomes: vivacious, kind, silly, and genuinely joyful. His sharp edges soften; he becomes a little less ruthless and a little more understanding, both towards himself and others. It doesn't cure his depression, but it does make it easier to live with.
13. Which mythic abilities/spells would be iconic to them, and was it their preference or did they prefer something less iconic?
The Haste/Arcane rage Blur is his favorite martial spell combo. Especially once he gets his wings? It's giving anime protagonist in a big way (if anime existed in Golarion he would be completely insufferable about this). He's not naturally very quick without magical (and mythical) enhancement - much more of a persistence predator type - so leaning in to the coolness factor of having Azata superpowers, superspeed, and magical dodging prowess is very fun for him.
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thedragonagelesbian · 2 months ago
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For the PWOTR Mechanics and Story asks: 10 for Kyr and 6 for Cyrus?
wahoo!
WOTR Mechanics & Story Asks
10. How does their ancestry (race) play into their class and mythic path - do they overlap, or what dynamic is created from that combination?
Oh yeah, a major inspiration for Kyr's character was the description of vetala-born dhampir as "more often the result of curiosity or experimentation than mating." It gave me the idea for his leyline abilities being tied to his body & his sire's experiments. I also knew early that I wanted to go winter witch, since I could scaffold from Ember's autobuild for cold rather than fire spells. But vetalas being energy vampires hungry for creativity and passion helped solidify what drew Kyr to winter magic in the first place: quenching the flames of his desires, subduing himself and his appetite as much as possible.
6. What about their skills and feats - what story is told by their skill selection, or was it pure gameplay?
Oh boy... the thing about the Legend path is you get So Many Feats, at a certain point it stopped meaning anything either story- or gameplay-wise. At the end, I was just picking things because I had to aewpfojf and before that, I was picking solely for mechanics.
That said, I do like the story told by the demoralizing feats. He already had all of them (intimidating prowess, dazzling display, cornugon smash, dreadful carnage, and shatter defenses) before becoming a Legend, but the one level thug dip for frightening and his final +80 intimidate score elevated these feats to, well, mythic levels.
Any enemy without frightened immunity was summarily fucked, including but not limited to our resident demon lord Deskari and his Echo. The journey from a mortal gnat snapping its jaws at the lord of locusts to mortal who rejected otherworldly powers to fight as himself for himself and has, through this self-reliance and self-knowledge, attained such power as to strike fear into the hearts of gods is. Fucking delicious. Especially given the Echo's role in the Angel mythic path-- his kidnapping of Eliandra during Cyrus' crisis of faith and tumultuous transition from paladin to bloodrager, his antagonizing of the Hand of the Inheritor (leading to Baphomet imprisoning him)... to be able to stand before the Echo again, reforged by his own hand since they first met at Pulura's Fall, and to strike him down with such singular, terrifying brutality............ agh I love it!!!
As for skills, for most of the game, Cyrus invested in athletics, lore (religion), and persuasion, all skills befitting a (former) paladin. Strongest most beautiful man in Mendev etc etc etc. Of course, after becoming a legend, his athletics skill was so ridiculous (+45) he'd auto-pass just about any check in the game. I started putting that skill point into nature instead, reflecting a burgeoning interest in gardening!
Also because I had to open his save file to remember all his damn feats again, I was reminded of one of my other favorite parts of his end-game build, so I'm going to answer this too...
20. Is there an item in-game that you felt became iconic to the Knight-Commander?
Assertion of Dominance babyyyyyyyyyyyyyyy. You know what we love. The guy who starts combat with 177 temporary HP having immunity to piercing and slashing damage while he's at max health. Because of the shield gifted to him by his angel boyfriend he saved from the brink of ruination by returning his literal heart.
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chilewithcarnage · 5 months ago
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wait whats ambroses new url i have his old ones blocked but i dont think theyre active anymore
right here
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