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#polymorphic skills
yoga-onion · 11 months
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Legends and myths about trees
Legendary tree deities (20)
Leshy – ‘Forest guardian’, the lord of the forests
The Leshy is a tutelary deity of the forests in pagan Slavic mythology. He is the spirit who rules the forest and the hunt, and the master of the forest animals.
Leshy had well developed polymorphic skills. Mostly, he was appearing as an anthropoid creature, old  man with a beard, sometimes a one eyed cyclops. He could change his sizes due to the height of the forest. Moreover, he could take the form of animals such as wolf, bear, eagle-owl, or even transform into wind. Leshy’s helpers were  various small demons, ghosts and forest imps, such as auk (the ghost of echo), puszczewik, Mochowiks, (guardians of mosses) Lugowoj and Polewoj. There were also caring creatures, for example grybicz (mushrooms), jagodynicz (blueberries), pczelicz (bees), whose names clearly show what kinds of forest “inhabitants” they were taking care of.
Towards people, his behaviour was changing, from neutral to hostile. It depended mostly on how people treated the forest and its creatures. Leshy was especially unfriendly to hunters and lumberjacks, who were clearly violating his inhabited lands. Depending on his attitude, he could either misguide people, or help them to find a way out from the forest, play pranks by, such as scattering forest undergrowth from the basket, or protect them from wild animals attacks. Formerly, the place, where Leshy’s presence, or signs of his activity, were observed, was considered as a sanctuary. It was forbidden to come in to that part of the forest, but more importantly, to cause damage such as cutting down trees, hunt, or collect fruits of the undergrowth like nature reserves.
If you are walking through a deep, overgrown forest and feel someone looking at you or following you, it could be a Lshey. If you turn around to look at him, you cannot see him as he’s much quicker than you.
He may try to misorientates travellers entering the forest and lure them deeper into the forest, but if they wear their shoes backwards and their clothes backwards and forwards, the Laceys will be confused and their magic will be easily broken.
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木にまつわる伝説・神話
伝説の樹木の神々 (20)
レーシー 〜「森の番人」、森の主
レーシーは、異教徒のスラブ神話の森の守護神である。彼は森と狩りを支配する精霊であり、森の動物たちの主でもある。
真っ白な頭髪と長い髭を持ち、足まで届く頭髪と髭で体が隠れている。 森の中では樹木と同じように大きくなり、森の外では木の葉に隠れられるほど小さくなるともいわれる。
レーシーはよく発達した多形能力を持っていた。最も一般的なのは、人間型生物、髭を生やした老人、時には一つ目のサイクロプス、不自然なほど白い顔の人間として現れることである。また、森の高さによって大きさを変えることができる。さらに、狼や熊、鷲のような動物の姿になったり、風に変身したりすることもある。レーシーの助っ人は、アウク (木霊)、プシュチェヴィク、モホヴィク、ルゴウォジュ(苔の守護者)、ポレウォジュなど、さまざまな小悪魔や幽霊、森の妖怪たちである。また、グリビッチ (キノコ)、ヤゴディニッチ (ブルーベリー)、プツェリッチ (ミツバチ)など、世話好きな生き物もいた。その名前は、彼がどんな森の「住人」の世話をしていたかを明確に示している。
人間に対しては、人々が森とその生き物をどのように扱うかに大きく左右された。特に、ハンターや木こりなど、明らかに自分の生態系を侵害するものに対しては、レーシーは非友好的であった。彼の出方次第で、人を迷わせたり、森からの脱出を手助けしたり、バスケットから森の下草を撒くなどのイタズラをしたり、野生動物の攻撃から守ったりすることができる。以前は、レーシーの存在や活動の痕跡が確認された場所は、聖域とされていた。自然保護区のように、その場所に立ち入ることはもちろん、木を切り倒すなどの被害を与えること、狩りをすること、下草の実を採取することも禁じられていた。
深く生い茂った森の中を歩いているとき、誰かの視線を感じたり後をつけられている感じがすれば、それがレーシーである可能性がある。 姿を見ようとして振り向いても彼の方が素早いので姿を見ることはできない。
森に入る旅人の方向感覚を狂わせ、森の奥に誘い込もうとすることもあるが、靴を逆に履いたり、服を前後逆に着たりすると、レーシーは混乱し、魔法は簡単に解けてしまう。
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sparring-spirals · 1 year
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T-135 minutes check in for the mighty nein reunited: I'm almost certainly not going to be able to watch live, (much less liveblog live), and yes I Am Devastated By It. but I'm going to try to catch at least the first 30 min/hour because I HAVE MISSED THESE FOOLS SO MUCH, and I will probably continue to like and reblog things throughout the evening even as I don't watch. Because I've missed them. And because I have very poor self control about spoilers.
You fucking bet I'll probably do a delayed liveblog soon though. Maybe even "catch a rerun" soon. Either way, CHAOS REIIIIGNS *battle airhorn noises*
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tinta--branca--art · 2 years
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Clapping n cheering this is Ru’en for art fight - they are @starlightcopse‘s !!
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spacebarbarianweird · 5 months
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Batstarion Headcanons
Non-Ascended version
Masterlist
Headcanons
He enjoys his new abilities to the highest extent.
Being able to fly is the ultimate freedom, and being able to transform into a flying thing is the skill he never knew he wanted.
The problem is he is the most adorable little white bat the world has seen and also the size of a cat.
And you don't let him forget about it.
When he is in the bat form, you try to squeeze and rub him like a cat.
Also speaking to him with the stupid voice people use to talk to babies and pets.
He pretends it annoys him, but it doesn't.
Though Astarion gets annoyed when you wrap him in a piece of cloth, making him fold his wing around his body.
"Oh, we both know if you really didn't like it, you would transform back!"
When you travel, he sometimes sits on your shoulder, and you mock him for being a lazy vampire.
But he does it to transform back in the most unexpected moment and push you onto the ground with all his weight.
Traveling in the daylight is so much easier - he hides under your shirt like a cat, looking with his small red eyes on the world in the sun.
Time to time you give him your finger to drink blood - in the bat form, he doesn't need a lot, and you can both relax.
"Is it a cat you are carrying there?" "No, it's my ... pet bat!" "Aww, it's so adorable!"
And you keep rubbing the bat's head with your finger.
The moment he transforms back, he looks at you accusingly.
"Adorable? Really?"
"Not so much as in your regular form."
Sometimes you are so tired and stressed he can't console you - neither sweet words nor hugs help. Then, he transforms into the bat and just sits on your shoulder purring into your ear.
He also transforms when it's too much for him.
When he feels disgusted about his body and the cold grip of horror squeezes his undead heart, he turns into the bat mindlessly and tries to hide or fly away.
You often manage to let him hide in your clothes, hiding him from the world by your body and thin fabric.
Bonus (you and Astarion have a dhampir daughter):
She can polymorph into the bat from a very young age.
And you are in awe of how tiny little bats are (she can easily be put in a pocket of your shirt).
She also uses it as her stress-response.
The second she sees something scary, she transforms into a tiny vampire pup (also white in color) and hides in her father's sleeve or under his jacket.
"What scared you, princess?" he asks, touching the delicate wings.
*angry and scared squeaking*
Tag list @tragedybunny @caitlincat-95 @tallymonster @astarionsbeloved @lumienyx @fayeriess @elora-the-slutty-songstress @veillsar @astarion-imagine-archive @micropoe10 @starlight-ipomoea @herstxrgirl @theearthsfinalconfession @ashrio20 @not-so-lost-after-all @vixstarria @wintersire @marcynomercy
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villadiodatis · 25 days
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Welcome to level 13, Bad Kids!
The stress of escaping Baron and the nightmare briefcase Mordred Manor has boosted the Bad Kids up to level 13! Let's take a look at what's new. (And if you're curious about what they did for levels 11 and 12, I've got you covered!)
Adaine: Wizard 13. She learns two new spells, which can now be 1st-7th level, and gets a 7th-level spell slot (in addition to the new spells she got in her downtime). We know one of these spells is Plane Shift! She has a bunch of options, and some of them are nasty, so I'm very excited to see what's in store. She can also now prepare 18 spells a day (previously 17).
Fabian: Fighter 6/Bard 7 (was Fighter 6/Bard 6). He learns a new spell, which can now be 1st-4th level, and gets a 4th-level spell slot. Options for him include Freedom of Movement, Dimension Door, Greater Invisibility, and Polymorph, among others.
Fig: Bard 10/Paladin 2/Warlock 1 (was Bard 9/Paladin 2/Warlock 1). She learns a new bard cantrip, gets a 6th-level spell slot, gains expertise (double proficiency bonus) in two skills, her Bardic Inspiration goes from a d8 to a d10, and she gains Magical Secrets--she can learn two spells (1st-6th level) from any class list!
Gorgug: Barbarian 6/Artificer 7 (was Barbarian 6/Artificer 6). He gets a third 2nd-level spell slot, as well as Flash of Genius, which lets him use a reaction to add his intelligence modifier (+3) to any ability check or saving throw made by him or by a creature within 30 feet of him. He can do this 3 times a day (equal to his intelligence modifier). We already saw him offer to use it this episode!
Kristen: Cleric 13. She gets a 7th-level spell slot and access to 7th level spells! These include Plane Shift (which we've already seen both her and Adaine use), Fire Storm, Resurrection, and Conjure Celestial, plus a few more. She can also now prepare 18 spells a day (previously 17).
Riz: Rogue 13. His sneak attack damage increases from 6d6 to 7d6, he gets two 3rd-level spell slots, and he can learn a new 1st-3rd level Enchantment or Illusion wizard spell. He also gains Versatile Trickster, which allows him to use a bonus action to distract a creature with his Mage Hand cantrip and gain advantage on attacks against them until the end of his turn.
Everyone's HP goes up and they get another hit die, but biggest at level 13 (total class level, not individual, so our multiclass kids aren't left out) is an increase to their proficiency bonus! Everyone's proficient skills, attack rolls, saving throws, and save DCs go up by one. For those of you enjoying Reliable Talent, this means Riz's minimum stealth roll is now a 25. My god.
Hope you enjoyed, see you next time, and as always please let me know if I’ve missed anything!
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vahanians · 2 years
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btw this is callux aka scorch tongue
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paarthursass · 7 months
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Reversing Ceremorphosis
There is an interesting debate to be had about whether mind flayers experiencing extreme partialism (the Emperor, Tav/Orpheus/Karlach depending on the ending) are truly the same person they were before ceremorphosis. According to 5e's lore, when a person undergoes full ceremorphosis they die and the tadpole takes full control. They normally experience none of the host's memories except in rare cases, where a phenomena known as "partialism" occurs.
Even in a non-magical setting "is something that experiences all your memories the same person as you" would be a tricky question, and in a setting where there are indisputably souls that depart the body upon death...that question becomes even stickier.
And that all brings me to my main point, which is: what is the best way to reverse ceremorphosis?
So we have two options in front of us:
Option 1) Though the tadpole may retain all the memories of its host, it is not them. The host (Balduran, Tav, Karlach, etc.) dies during ceremorphosis and what is left is a mind flayer tadpole experiencing their memories as their own. But their soul is gone, they are dead.
Option 2) The tadpole is experiencing the host's memories indistinguishably from its own. For all intents and purposes, it is the same person.
The game itself does not give us clear answers to this. Ansur speaks to the Emperor as if he were Balduran. Gale wishes to still marry you after ceremorphosis, indicating he at least still views you as the same person. The other characters don't seem to be of this viewpoint. The look Lae'zel gives you before she flies away with Orpheus is such a sad look that it reads, to me, like she views you as dead. Everyone talks at length about your "sacrifice," and it is clear they mean more than just your appearance. A romanced Wyll speaks about your future together like it is a lost dream, like you are already dead even though you're right there. There is no clear answer.
Which brings me to my second question...
What is the best way to reverse ceremorphosis?
Because the way I see it, there are two main options (not including Wish, which I will get to in a bit)
Option 1) True Polymorph. An illithid (or someone else of appropriate skill level) could cast this on them and polymorph them back to their original form. After an hour the effects are permanent, and they're not a mind flayer anymore! However, how "valid" this cure is depends on whether or not you consider the tadpole with the host's memories to basically be the host. Their soul has gone from their body, but they are not a mind flayer anymore and they have all their memories so...what are they? Are they Them, or are they something new?
Option 2) True Resurrection. This requires no body, nor any fragment of the body, and can be used so long as the target hasn't been dead for longer than 200 years. Especially considering Gale was able to get his hands on one scroll of True Resurrection, it doesn't seem all that unlikely (if perhaps a little difficult) that he and the others could get their hands on another.
But an illithid restored via True Resurrection would only have their memories right up until ceremorphosis killed them. They would have no recollection of defeating the Netherbrain and everything that came after (such as traversing Avernus, if they decided to go with Wyll and Karlach.)
And, more importantly (and horrifically) the mind flayer with their memories is still there, too.
Think about that for a moment. You remember dying, you remember the agony of your body becoming something else but then your friends brought you back from that, they saved you. But that thing is still there; walking around in what used to be your body, with your memories rattling around in its head.
And how does that feel for the mind flayer left behind?
You still think you are you, but then...there you are. Your friends wanted you back so badly but not you, no the other you, the you were before, the you they clearly think is the real one. You are not yourself, in spite of everything you have shared, everything you have done...
And as for the Wish spell, that is a notoriously finicky option. The spell description itself states "wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive" and "wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner."
So...who is to say that using Wish to restore someone from ceremorphosis would not simply bring the person back, the second before they transformed, with the mind flayer still there as well? Who is to say Wish would not simply do what a True Polymorph spell would do, and transform the mind flayer into their previous form without restoring the soul of the original owner?
I don't have any good answers for this, but I am fascinated by the implications of it all.
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theoutcastrogue · 3 months
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This is petty but that's never stopped me.
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In the Vox Machina campaign, Scanlan Shorthalt's resounding success in matters of tactics [this post isn't about roleplaying] was partly due to Sam Riegel's skill, and mostly due to the fact that 5e Bards are just that good. However! The "gnome bard" combo was famously chosen by Liam, after Sam, who'd never played d&d before, asked what's the silliest, least powerful and least badass thing he could play. That was his character concept. And at the time, Liam was not wrong to answer "bard". In 3rd Edition/Pathfinder, Bards DID suck, at least out of the box. You could build a strong Bard in Pathfinder, but you had to optimise to high heavens with carefully selected feats and spells and items from various sources. It didn't just happen spontaneously, and it was still nowhere near the raw power and versatility of a Wizard or Druid. Bards played support.
So at lvl 9, they started streaming and switched from Pathfinder to D&D 5e. Scanlan got an ENORMOUS power boost at that point, but Sam was still harbouring under the impression that his chosen class is not powerful or badass at all. And as they kept playing and he kept killing it (he was brilliant at it, no doubt about that!), he presumed that he was killing it with one hand tied behind his back, because he was just a silly little gnome bard. And, he emphatically wasn't silly. He was a whole-ass full caster, top tier class right there.
Pathfinder Bards are half-casters. If they hadn't switched to 5e, Scanlan wouldn't have access to 7th and higher level spells: no Mordenkeinen's Magnificent Mansion (a signature spell), no Dominate Monster (this is how he made the goristro fight Vorugal), no Reverse Gravity (big moment in the first Ripley fight), and no Wish (kind of a big deal!). Other spells aren't in the Bard list, and there's no Magical Secrets in Pathfinder: he wouldn't have access to Bigby's Hand (another signature spell), Otiluke's Resilient Sphere (how he got rid of the efrit, and Ripley), Lightning Bolt and Stinking Cloud (his standard damage spells), Polymorph (that's several giant eagles including the "now smarter" Grog (this will never stop being funny), and of course the legendary triceratops), or Counterspell (kind of an enormous deal). And all the other spells would have come later: no Seeming at lvl 11 = no cows. (What a loss! No cows!)
And it's not just access to spells, it's also "likelihood of spells to work", which depends on the DC, which in Pathfinder depended on spell level. Lower level spells had a lower chance of doing anything, by virtue of being easier to resist. And half-casters got a slower spell progression, and ended up with significantly less power overall. Whereas in 5e spell level is irrelevant, spell DCs depend on your character level, and that's that. Even (Bardic) Inspiration got a boost from the switch. All in all, we're talking about a spectacular upgrade.
So a tragic misconception happened: Sam got it into his head that he's so good at d&d that he can gimp himself and still kick ass. Well, he can't.
When he played a Rogue (no big spells, huh? no cheat sheet!) he sucked at it and he hated it. And now that he plays a Cleric and actually, actively gimps himself (he said in a 4-Sided Dive that he deliberately avoids cleric spells that others have used before in CR, which by now is most of them, and certainly the best of them), he very predictably sucks at it too (I mean relatively speaking; it's still a full caster), and he doesn't love it. The one time he was BRILLIANT was when he had a top tier class to work with, and used it to its full potential. But he thought he was gimping himself, because he was thinking of a different game/edition than the one he was playing!
I wanna grab him by the shoulders and shake him up and say my good man, you gotta stop this "I gimp myself" -> "I fail to kick ass" -> *surprised pikachu face*. CHOOSE. Either gimp yourself and accept you won't be kicking any ass, but it's okay because you enjoy roleplaying someone like that more than you enjoy kicking ass, OR stop gimping yourself and kick ass, because you do enjoy kicking ass, don't you?
Both are great! I approve either way! But choose.
I also wanna grab Liam by the shoulders and tell him "Wizard or Sorcerer! For the love of all that's green and good in this world, next time Sam asks you what class to play in D&D, tell 'im Wizard or Sorcerer!". But then I remember that next time they'll probably play Daggerheart and not D&D unless WotC makes them an offer they can't refuse, so the whole thing is moot.
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soylent-crocodile · 1 month
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Red Hag (Monster)
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(art by @soylent-crocodile)
(Behold! A hag! The red hag exists because nearly every hag outside of core are, like, Leader Only types, someone who always takes control of their coven and makes it follow THEIR rules. That's all fine and dandy, but it means that filling out a coven can be hard, and filling out a high-level coven without the annis hag (CR6), the green hag (CR5), or the sea hag (CR4) is harder. The red hag is designed as a follower-type hag and more martially inclined than her sisters- in particular, she's designed to be paired with the CR9 night hag. I personally would round the coven out with an ame-onna from @thecreaturecodex, whose temperment and spellcast-y nature provide a nice balance.
Also, the trend of hag being supernaturally "ugly" runs into difficulties when you're critical of conflating disability with evil, so i gave this one the high cheekbones, sharp chin, and wiry eyelashes that are intentionally cultivated by certain fitness communities, as that's more a choice someone makes than just the state of their body.)
CR8 NE Large Monstrous Humanoid
Red hags are the towering physical apex of hagkind; great cunning brutes who use their physical might and tactical skills to live out their brutal destructive fantasies. A red hag relishes the sensation of overpowering her opponents, particularly enjoying the experience of bludgeoning them to death. In battle, this is achieved using her deadly tools, but a red hag may execute a captured victim by dropping heavy objects on them, pelting them with stones, or simply slamming their head against a wall or floor. Red hags in particular enjoy brutalizing men in this way, taking immense joy in the reversal of gender roles.
Indeed, red hags often grow up among farmland and secluded, rural areas where misogyny is rampant and a woman’s work is simultaneously demanded and devalued. Such a place can justifiably produce incredible rage in a changeling, and it’s that rage that often leads these daughters back into the clutches of hagkind. 
Red hags frequently join covens; they find value in the company of other hags and have naturally weak spellcasting themselves. Red hags rarely lead covens, as they lack the charisma to assemble a coven or maneuver their way to the top. This doesn’t mean that a red hag is without ambition; the typical specimen dreams of leading her own coven, and intends to achieve this through treachery and force. One trick passed between red hags- who are usually used as frontline vanguards for the rest of their coven- is to let a single enemy combatant through, in hopes that that combatant will kill the hag’s leader for her, only for the red hag to corner and kill that very assassin. Covens led by red hags tend to self-destruct quickly, however; red hags have little interest in subtlety or sustainability once they gain power.
Covens with a red hag lose Baleful Polymorph and gain Telekinesis, Greater Heroism, and Flesh to Stone (DC19)
This woman towers over the tallest human, her skin pulsing with glowing blood vessels just under the surface.
Misc- CR8 NE Large Monstrous Humanoid HD11 Init:+3 Senses: Perception:+19 Darkvision 60ft 
Stats- Str:27(+8) Dex:16(+3) Con:20(+5) Int:17(+3) Wis:20(+5) Cha:12(+1) BAB:+11/+6/+1 Space:10ft Reach:10ft
Defense- HP:116(11d10+55) AC:20(+3 Dex, +4 Armor, +4 Natural, -1 Size) Fort:+9 Ref:+6 Will:+12 (-4 vs Emotion) CMD:33
Offense- Deadly Tools +19/+14/+9(1d10+13 19-20/x2 plus trip or disarm) or 2 Claws +16(1d8+8) CMB:+20 Speed:40ft, Climb 40ft Special Attacks: Deadly Tools
Feats- Combat Reflexes, Standstill, Combat Expertise (-3/+6), Improved Trip, Greater Trip, Power Attack (-3/+6), Feral Grapple
Skills- Climb +30, Escape Artist +14, Knowledge (Local) +14, Perception +19, Sense Motive +16, Survival +19, Swim +22
Spell-like Abilities- (CL11, Concentration +12) Break (DC12), Magic Weapon, Remove Paralysis /at-will Fog Cloud 3/day
Special Qualities- Martial Flexibility (6/day), Shapechange (A single humanoid form, Alter Self)
Ecology- Environment- Grasslands, Urban (Any) Languages- Common, Giant, Goblin, Abyssal Organization- Coven (Three Hags) Treasure- Standard
Special Abilities-Deadly Tools (Su)- Any sufficiently large item used for housekeeping or farm labor- such as a broom, a rake, or a farming scythe sized for a medium creature- is deals damage as a medium sized +1 Heavy Flail in the hands of a red hag. The red hag does not receive any penalties for wielding an undersized weapon. Martial Flexibility (Ex)- A red hag has martial flexibility as a 6th level brawler. The stat block provided has not used any of her uses of this ability and thus does not have any bonus feats listed.
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randomtable · 1 year
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I've got a request for a random table - d20 fantasy body modifications (tattoos, piercings, etc.) for a character / NPC to have. I'm talking things like elf-ear piercings, horn caps, living tattoos... stuff like that!
1d20 Fantasy Body Modifications
“Fairy Ladder” Piercings - a set of three or more industrial piercings for Elves and other long-eared folks
Claw Enhancements - popular among folks without natural claws, and those who want to strengthen or emphasize their natural claws. Minor transmutations can be used to add claws, and to harden, sharpen, and even re-color or re-shape existing claws.
Tattoo Pets - living tattoos of animals that run and play around the bearer’s skin.
Tooth Alteration - folks with sharp teeth want blunt teeth, folks with blunt teeth want sharp teeth. The decision to have one’s teeth magically altered can be influenced by dietary choices, sexual preferences, medical needs, and aesthetics.
Horn Caps and Cuffs - made of precious metals, sometimes set with stones or connected by lengths of chain.
Portal Gauges - jewelry for stretched earlobe piercings which form a pair of teleportation portals. Passing tiny objects from one side of your head to the other is rarely more than a party trick, but is pretty cool.
Almanac Tattoos - calendars, moon phases, weather, etc, these magical tracking tattoos are popular among mages, farmers, and more.
Tail Tip Piercings, which are all the rage among folks with tails these days.
Horn/Tusk/Antler carvings - tattoo-like carvings on the horns, tusks, or antlers of those who have them. Patterns and images are usually carved in rings.
Gills of Amphibious Breathing - having a pair of gills on one’s neck is both visually striking and incredibly useful for long swims. The transmutation ritual for permanent gills is quite costly, so temporary gills are popular for beach days and pool parties.
Tattoo Gardens - the growth and blooming of these plant images can be attuned to anything from the bearer’s mood, to actual weather and natural surroundings.
Illuminated Hair - why stop at regular hair dye when you could have hair that literally glows in the dark? Illuminated hair potions are applied in a similar manner to regular hair dyes, with similar longevity and similar risks of staining the bathtub if you aren’t careful.
Mithril Earrings - Mithril jewelry doesn’t come cheap, but it is prized for its striking blue-silver appearance and for being lighter weight than most other metals but still extremely durable. It is especially popular for creating large dangly earrings that would otherwise be excessively heavy.
Warding Tattoos - protective sigils can be tattooed in magical inks to ward against just about anything, from general protection to shielding against highly specific curses. Their effectiveness depends both on the potency of the ink and the skill of the tattoo mage who applies them.
Tongue Ring of Tongues - a tongue piercing which grants the wearer the ability to speak any language.
Third Eye - generally cosmetic, although a cunning seer might be able to leverage their third eye for more credibility among less magically-inclined folks.
Warlock’s Brand - sometimes called a “mark of eternal servitude”, their appearance varies depending upon to whom the bearer has sold their soul. Anything goes, really, from always-smoldering singe marks to patches of skin replaced by iridescent crystal.
Hair Snakes - usually all of a person’s hair is polymorphed into snakes, though some might choose to keep most of their hair and only have one to three snakes.
Feather/Scale Patterning - a magical alternative to tattoos for birdfolk, half-dragons, and other feathered or scaled people. Each scale/feather in a chosen area is dyed to create an image or pattern.
Tattoos of Warning - any individual bearing one of these magical tattoos can send a signal to the others who bear an identical mark. The signal is typically a feeling such as warmth or tingling on the location of the tattoo. More complex versions are available that allow the bearers to establish multiple signals represented by different sensations.
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fangswbenefits · 5 months
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So, unpopular kink (opinion?) -
I love breeding kink....without the pregnancy. I know! It seems counterintuitive. I just love the thought of him breeding you and telling you about how he could and the fantasy of it. However, the rarity of a dhampir kinda rides that line of both. So, I get it.
Also, Dad!Astarion...but not with bio kids. I would want nothing more than this man loving his found family and bonding/loving/protecting a charge that he is not biologically connected too.
That being said.
Bonus Horny Astarion Thought (C) -
The crew finds a baby (say in the underdark, so not many mammals around). After trying to find its parents without luck, Tav figures out a way to lactate to feed the baby. Spell? True polymorph? Hormones go crazy, who cares its dnd, this game is goofy and vague. Anyway, Astarion is annoyed at the risk of having a baby in the camp, he doesn't see the point in risking their lives to save a random loud baby. She makes some comment about feeding him and yet they keep him around, which passes him off, until he sees her nursing and that breaks something in him. The fact that she's willing to take in and save someone helpless and selflessly give her body to nourish them. It mirrors their current situation and his past where no saved him, no one cared enough to see he was in trouble. Stuff happens and they find the baby's parents, but now Astarion has conflicting thoughts/emotions, especially when feeding on Tav. The lactation hangs around, he's hopelessly intrigued and has no idea what to do or how to tell her about it. Until Tav leaks all over him while he's feeding....
Idk where I was going with this, it just sort of happened?
Astarion brain rot. It's so bad. When does it end? Does it end? Will I ever be normal again?
Sorry for yet another rambling ask!
Someone on discord mentioned that there is nothing in D&D lore that suggests dhampirs are rare because they are difficult to conceive (and I searched around and it is true). I think they are not that common because I assume not many vampires are interested in mixing themselves with humans to produce an offspring that could potentially kill them and their kind. Cause yeah... in lore, dhampirs are very skilled monster hunters since they know first-hand how a vampire behaves and how to exploit their weaknesses 😅
I tend to have that premise in my breeding kink fics cause I just love the idea of Astarion having to keep trying and trying again 🤭
But I do love your ideas tbh! I can see why the breeding with no consequences is hot 👀
And that cute scenario with Tav breastfeeding the baby and Astarion just falling in love because of how selfless she is.... 🥹
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lorei-writes · 3 months
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Character Thoughts: Clavis & Chevalier #2
Brothers: Care is Polymorphic
Given how complicated their relationship is, it may be argued that Chevalier and Clavis do not hold any warm feelings for each other. After all, what good brothers beat each other to a pulp (may be one-sided), say they'd execute each other (may be mostly another type of one-sided), scheme (one-sided), and... I shall stop there.
Nevertheless, despite Clavis' competitive attitude and Chevalier's coldness, I believe they do value and support each other... in their own peculiar ways.
[Contains game spoilers.] // ~1k words
Chevalier: Acknowledging the Fool
Clavis: Aiding the Annoyance
Servant & Master
Chevalier: Acknowledging the Fool
Clavis is a fool -- he's taken with the bizarre, lives by ideals, cares about appearances, and most importantly: undervalues himself. However, at the same time, he's the sole brother Chevalier refers to by name. It may seem as something of a cruel mockery -- the beast will not assign you a monicker, yet it will never approve of you... But is that indeed the case?
Between all their brothers, Clavis is the one closest to Chevalier. Whatever fear he has felt, whatever barriers Chevalier put between them, Clavis has always persistently moved onward to close those gaps, be it in terms of status, skills or social interactions. (By the last one I mean that Mr Lelouch is a person who does not yield to his older brother simply because.) That is how Clavis forced Chevalier to actually see him.
Then the question becomes what does Chevalier truly -- truly -- perceive Clavis as. I believe that to gauge as much, we should focus on Chevalier's actions rather than words.
What does Chevalier do?
He does not accuse Clavis of being a traitor. (He understands that Clavis does not pose danger to Rhodolite -- that he doesn't mean to pose it, even if his actions may result in it; Clavis' route)
He personally faces Clavis when that returns from Obsidian. (Thinking about it, if Clavis was truly worthless, wouldn't it be easier to purge him together with the refugees? Wouldn't it be easier to force him into obedience? To prevent the plan before it even took off?; Clavis' route)
He wants for Clavis to prove himself. And he does not go easy on him. (Would winning satisfy Clavis if Chevalier was holding back? No. It'd likely be another wound to his already dreadfully low confidence; the duel - Clavis' Romantic End)
He does nothing about the fact that Clavis "stole" one of his territories to govern. (Is it really a proper theft is the victim of it is fine with it and makes no effort to retrieve his property?)
He travels to Lelouch to be a witness for Clavis' engagement, to give it due importance. (Forever with You Story Event)
He trusts Clavis enough to delegate some of his duties to him. (Would he do that if he believed Clavis would do a poor job?; Book of Memories: Clavis & Chevalier Collection Event)
He actually is affected by Clavis' teasing and, at least occasionally, criticism. (His Ambition Come True Story Event; Forever with You Story Event)
He wants for Clavis to remain human instead of attempting to make only the "right" choices. (Clavis Route - Both Ends Bonus)
Chevalier could trample over Clavis if he wanted to. He could obtain enough evidence to arm the court against him, he could give him only the most meaningless tasks. He could disregard anything his younger brother has to say on principle.
But he doesn't. And when push comes to shove? Chevalier is not going to simply forsake Clavis, even though his words may be harsh. After all, Clavis is the person who has enabled him to remain human.
Clavis: Aiding the Annoyance
As insufferable as Chevalier may be, Clavis still forces himself to remain somewhere in his general vicinity. He may argue it is done out of duty or simply due to his ambition (he couldn't exactly prove himself against Chevalier if he avoided him), but... his actions do not always match that attitude.
When they were younger, Clavis would force Chevalier to spend Christmas with him. (Christmas parties; Beauty and Her Beast's Christmas Story Event)
Clavis offers advice to Emma when she is unsure about something regarding Chevalier. (Does his duty compel him to tell Belle details about his brother's past? Better yet -- since when is Clavis bound by laws and superficial obligations?; Chevalier's route, chapter 16; Beauty and Her Beast's Christmas Story Event)
To add to the previous point: Clavis meddles in Chevalier and Emma's relationship. For his personal amusement, he may say! Yet this amusement never results in anything but positive change (Beauty and Her Beast's Christmas Story Event -- what present to give Chevalier; Bite Me Hard Story Event -- information on why Chevalier pushes Emma away; Forever With You Story Event -- scolds Chevalier on importance of vocalising his feelings; His Ambition Come True Story Event -- teases Chevalier into learning how to be more affectionate; His Loyal Maid Story Event -- shows just how overprotective Chevalier is and forces him to trust Emma more; Insatiable Desire Story Event -- teases Chevalier about him missing Emma, makes his feelings known; arguably, even Aphrodite's Kiss Story Event, through forcing Chevalier to be more open).
The moment Clavis realises Chevalier may be interested in Emma, he works to push them towards each other. (Chevalier's route; Chevalier's Romantic End -- Clavis saves the day!; Chevalier's Dramatic End -- Clavis literally saves Chevalier!)
Clavis may feel inferior to Chevalier, but at the same time, he appreciates his approval ( he may say being given more work upsets him, but he also seems oddly proud about it; Book of Memories: Clavis & Chevalier Collection Event). Despite his irritation, he nags Chevalier to be kinder, he tries to involve him in social events (especially as children; Clavis went to a Tea Party together with Chevalier, tried to lighten the atmosphere and to then prevent Chevalier from leaving; Because of You Story Event).
Clavis often says his aim is to kill Chevalier. Whenever Chevalier's birthday comes, he duels him, not to mention his deal with Gilbert... And yet he never causes any lasting harm.
Servant & Master
As a closing note: it is often pointed out that Chevalier is Clavis' master, simply due to their heritage. Sometimes, however, it begs to ask... Is he simply not an older brother who pushes some of his work on his younger sibling, just because he can?
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aeor-is-for-reccing · 5 months
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Spanking: A Shadowgast Rec List
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This week, we have spanking!  Check under the cut for 7 fics that feature spanking with a hand or toy for sexy reasons, and don't forget to comment and kudos if you like them!
Break Me, Mend Me by kaiannae (21835, Explicit) Reccer's Content Notes: Dubcon/Consensual Non Consent
Caleb's finds himself in a pit of self loathing, Essek offers a nice long session of punishment and debasement to help him get past it
Reccer says: This fic is so wonderfully cathartic to read, and the character writing is incredibly on point. Caleb is a self-loathing mess, but Essek cares for him so well here (even if that caring involves spanking him until he cries)
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Are you hurting the one you love? by TheatricArcana (2341, Explicit) Reccer's Content Notes: Choose Not to Warn
Caleb and Essek both get really into a scene, only for Caleb to unexpectedly slip into the wrong headspace. Essek takes notice and uses their safeword on Caleb's behalf and does his best to comfort Caleb.
Reccer says: I liked it!
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Discipline (Catharsis) by RoseArcaneum (4168, Explicit) Reccer's Content Notes: No Content Notes
Essek is experiencing a lot of self-loathing guilt feelings during the aeor arc, and Caleb spanks Essek over his knee.
Reccer says: One thing I really liked about this fic was the inclusion of both the negotiation and the aftercare of the scene, its like the cherry on top of some good emotional smut!
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If nobody knows, tell me, what’s the crime? by MarsBar2019 (53612, Explicit) Reccer's Content Notes: Graphic Depictions of Violence
From author's summary: "For a master of subterfuge, Essek hasn't been so great at hiding that he might have some specific interests in the bedroom. Caleb is more than happy to oblige."
Reccer says: It's glorious! I love how Essek starts out constantly telling himself to keep it together, keep it cool, only to slip up and panic. And, of course, it's delicious that Caleb is into the very things that Essek was nervous about. And the wizards love each other very much!
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Coping skills by Eldritchmochi (251061, Explicit) Reccer's Content Notes: None
Disabled Essek meets Caleb at a munch and ends up entering a dynamic with him. aleb shies away from impact play but it's what Essek craves.
Reccer says: I myself have EDS and have wanted to engage with the BDSM community. Until reading this fic I really wasn't sure what would be possible! It is a fantastic and accurate depiction of EDS and how disabled people want to be treated.
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the golden thread around your neck whispered visions of my undoing by MarsBar2019 (177218, Explicit) Reccer's Content Notes: No Content Notes, Drug Addiction
Caleb becomes secretary to the wealthy CEO Essek Thelyss, an accidental kinky relationship forms
Reccer says: The tension is just amazing, in both buildup and payoff. The way they tease each other is so fantastic and theres a lovely wide range of kinks featured
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There were two recs for the following fic:
Harnessing Gravity by TiliaC0rdata (12338, Explicit) Reccer's Content Notes: Dubcon/Consensual Non Consent
Caleb and Essek decide to do a little sexy roleplay- Caleb as the helpless exchange student, Essek as the arrogant bully who's decided to take advantage of him.
Reccer 1 says: Features a lot of really hot CNC roleplay between the wizards, mixed with some very tender and sweet boundary negotiation
Reccer 2 says: A+ roleplay with Essek domming empire student Caleb. I love that Caleb does safeword, they discuss what went wrong and are able to continue the scene
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Aeor is for Lovers is an 18+ Shadowgast Discord server. The above fanfic recommendations were pulled from our community for this weekly event. All fics, unless otherwise specified, will primarily feature Shadowgast. Have any questions about what this is? Check out the FAQ! Next week, we’ll be back with polymorph shenanigans!
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prototypelq · 5 months
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Divinity Original Sin 2 has spoiled me
I’ve played my fair share of this wonderful game before, but this year’s BG3 hype had my interest pique again, so I’ve given it another go (this time with mods, which I’ve definitely spent too much time learning how to install and make work together). And boy, oh boy, this game might just have spoiled the RPG’s for me forever.
First of all, this game has no class system. While the character creator offers you some options to choose from, those are just pretty suggestions for the beginning of the game, and even those beginner’s setups are very creative. For example, the Inquisitor preset offers you options from the Necromancy and Warfrare skilltrees (Warfare is focused on dealing physical damage, and the Necromancer has an array of ranged magic and skills to stay alive in battle longer), or a Shadowblade preset, which offers you skills from Scoundrel and Polymorph trees (Scoundrel is your rogue build skills focused on backstabbing, and Polymorph offers you abilities to morph your body into different animal-themed parts, like Chamelon Skin spell which will, predictably, make you invisible). You also, obviously, have more typical options like Enchanter (lightning abilities from Aerotheurge tree and water spells from Hydrosophist) or a Fighter (Warfrare plus armour buffs from Geomancer tree), and they are no less effective than the previously mentioned more exotic combinations.
The character-building, combined with clever enemy AI in this game makes the build-creation process extremely robust. For example, the standard Tank-Healer-DamageDealer holy triad is completely useless in this game, as the AI is clever enough to ignore the characters with the most HP and go for the low-health targets first. This simple change completely breaks the standard mould, and now the best strategy you can have is either outdamage your enemies, or dictate your own rules over the battlefield to control them.
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The diversity in building is only intensified by the skills inside different trees, because almost every skilltree in this game will have its own abilities for healing, crowd control and movement. Huntsman (the ranged bow skilltree) tree has Tactical Retreat, Warfrare has Phoenix Dive, Aerotheurge has Teleport, Polymorph has Wings – all of these abilities serve the same function of assuming a better position for your character on the battlefield (which is critical in this game). This means that specializing into any skilltree will also grant you access to a lot of self-sustaining abilities and options. Plus, levelling up any skilltree will grant you additional perks, like levelling up Necromancer will give you bonus % of healing from all the damage you deal (which is an awesome trait for ANY character build really), levelling Hydrosophist will give you a bonus to all the healing and magic armour restoration you receive, or the Huntsman levels give you a damage bonus if you're on the high ground, which is great for ranged units of any kind, so there is incentive to spend some levels on those skilltrees even if you aren’t really using any skills from them. Which destroyes the rpg-triad even further.
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(my mage gets shamed by the party, because she is the only one without points in Polymorph for the Wings ability, she makes do with the Huntsman's Tactical Retreat instead, because she needs the high ground damage boost)
For example, the Warfrare tree, which is crucial for any close-range build, has a lot of abilities to control your enemies, because they can Knock Down enemies with their first-level skills from the get-go, and this means the enemy loses their turn on that round of combat. Now your typical damage-warrior is actually your second-best source of crowd control abilities, and not just a monkey with a club. While your ranged-mage builds will be controlling one, two at best character from their range, your properly positioned melee fighter can make an entire crowd of enemies lose their turn. And getting your enemies to lose a turn is the only thing better than doing massive damage to them, in time you will learn how to do both and it’s great fun.
Speaking of what works wonderfully in this game, it’s time to mention the elemental system! I don’t think I’ve played Big RPG Game with an elemental system as robust as the one DOS2 has. I believe someone on the Noclip Podcast mentioned how, each battle in this game feels like it’s not just a battle against different enemies and their damage numbers, but it is also a battle for the terrain that you control. So I guess, this makes DOS2 a Splatoon predecessor?...Moving on.
For example, in the first act of the game you will stumble upon an ambush from a bunch of skeletons, problem is – there are Poison puddles all over the place. And DOS2 skeletons have ‘reverse’ healing mechanic, which means they will get damaged by normal healing spells, but they do receive healing from poison. It means that fighting skeletons with a party of not-undead/living characters can be much fun, as you can constantly cast chain healing, or Bless a big water surface to heal your party, and if the spell jumps to the undead they will be damaged constantly. The Rain spell is, arguably, the most important spell in the entire game, and it is crucial to keeping control of the elemental battlefield.
Rain will create a big water surface, and which you can use to your advantage – freeze it with Global Cooling and isolate your enemies, because walking on Icy surface can and will make them (and you) slip and fall if they try to move, and they will lose their turn.
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You’re playing Lone Wolf (=solo buffed character, without companions) and YOU’RE the undead? Cast Rain and Contamination and convert the entire battlefield into a poisonous swamp that will heal you.
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You’re not undead? Well, blow that poison basin with any Pyrokinetic skill and watch everything standing in it get converted into ash by the resulting explosion! The battlefield is already on fire? Add some more by creating an Oily surface with Geomancer skills to have it instantly blow up in your enemy’s face. Having trouble with your battlefield Constantly Being On Fire and losing heath fast? Reset the battlefield with Rain and create a cover for everyone, as the resulting Smoke will make it impossible to target anything farther than touch-range skills.
Blood is also a surface in this game, and extremely powerful at that. Every attack that damages the character’s health directly (meaning it bypasses their physical and/or magic armor or they have none left) creates a blood puddle under them, which you can also use.
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This surface-elemental madness can also be improved upon with mods made by the community, the most noticeable example here would be Odinblade’s skilltree reworks, which rebalance the original skills a lot and add a lot of very fun additional ones. For example, the Aerotheurge tree gets an additional Conductive debuff to place on your enemies, which will increase all the lightning damage they get and will spread any electric damage to enemies around them, or the Necromancy tree gets a Hex bonus damage dealt to any enemy if their magic armour is gone. Etc, etc, please install Odinblade’s mods they level up the gameplay to new hights.
I’ll also admit here that, while I’ve spent a lot of hours in this game, and was quite invested in the story of my companions and the main quest, it’s…not the best way to play the game. Don’t play this game for story. The story is very good when it gets going, but it will be spread like extremely uneven butter of maybe 2-3 final hours over a 20+ hours of each Act as your bread. Play this game for the extremely versatile gameplay and the amazing systemic nature of it, then exploit the game to hell and back.
Sneak into an arena of magic golems and pickpocket their energy cores, so they die immediately. Use Surface transmutation to move a bunch of lava to a boss arena and place it under his feet to kill it instantly. Talk to a turtle in a dungeon, to learn that she is in love with her neighbor – a rat, and find a way to bring them together. Equip a new ring, only to find out it’s cursed, it sets debuffs on you, you cannot unequip it as it became smaller around the finger and search for a solution.
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This game is about finding clever and funny ways to solve problems/quests, and that is super fun to do in DOS2. Also, really, the elemental and class-less rpg system of this game spoiled me so hard, I think I might have some trouble in the future adapting to another class-based rpg game after this xD. Anyway, talk to animals, upgrade your persuasion and take Beast into your party, he is hilarious.
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thestalwartheart · 7 months
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this mess we're in
As 007 walked into his dimly lit garage on an otherwise uneventful Thursday evening, Q knew he must have looked a picture. He felt all the blood leave his face at once, and it must have made him look horrified and sallow, for that’s how he felt looking at Bond: utterly despairing. Whumptober fill for the prompt, 'working to exhaustion.'
[Read below or on AO3.]
Q was a man so ignorant of his own face that, on a busy day, someone could have asked him the colour of his eyes, and he wouldn’t have been able to give them an answer. Occasionally, however — though it was very, very rare — he could sense what his face was doing and knew exactly what reaction he wore.
As 007 walked into his dimly lit garage on an otherwise uneventful Thursday evening, Q knew he must have looked a picture. He felt all the blood leave his face at once, and it must have made him look horrified and sallow, for that’s how he felt looking at Bond: utterly despairing.
“Quartermaster,” greeted Bond.
Even that one word seemed dragged out of him. He was certainly as well-pressed as ever, but for the first time since Q had met him, it was the fine suit that was wearing him, not the other way around. It seemed about the only thing holding him together because between the sling over his left arm, the bloody carvings of shrapnel from his brow to his chin, and the ferocious black eye he was sporting, little else was in order the way it usually was.
“Goodness,” said Q. “You look awful.”
“Lovely to see you too.”
Q’s brow furrowed. “Are you not supposed to be in Medical?”
“I’ve been discharged.”
“Have you.”
Once upon a time, Bond never would have lied to Q. With a cheeky smile at his lips, he would have admitted to blagging his way out of there, softening the rules somehow (usually by softening one of the nurse’s hearts).
But that was the thing, wasn’t it, when everything was all akimbo with someone? When you were no longer sure where you stood.
For god’s sake, Q chastised himself. He should never have slept with the man. But Q’s tender heart was always getting him in trouble, and when Bond had smiled — really smiled — for the first time after M died, the sky was a bright pink, the weather was warm, and the booze was, honestly, excellent, so Q had given into the foolish thought that they all deserved a moment of happiness.
It was a story as old as time.
“I need a gun,” said Bond without fanfare. It was another evasion.
“You can have one when you’re next in the field. I’m certain Mallory isn’t letting you go anywhere looking like that.”
“It was Mallory who sent me down here.”
“I have half a mind to call him.”
“He’s busy.”
“Is he.”
With an annoyed tilt of his head, Bond growled. “Do you have something to say, Q?”
“Yes,” Q snapped, even as he felt the futility of everything. “You should be resting. Not…I can’t just assign you a gun when you can hardly shoot it.”
It was the wrong thing to say. Bond’s shoulders tightened. It must have caused him pain, but he was a man highly tolerant of pain, and it didn’t show on his face.
“I’ll rest when the job’s done.”
For a moment, he could have been the old M. Q didn’t have to wonder who had instilled in Bond this attitude, this belief that he himself must do all the work that needed to be done, no matter the cost to his body or soul. No matter the cost to anyone else.
“I can shoot,” said Bond more calmly, perhaps realising they were getting nowhere. “It’s my right that’s the gun arm, remember?”
Q put his face in his hands and rubbed at his eyes. It was seven pm. He ought to be home with the cats.
“Q…” Bond’s unmarred hand reached out to stroke at Q’s shirtsleeve, which was rucked up around his elbow. When Q looked up, Bond’s demeanour had changed. His eyes blazed in a familiar way, and suddenly, Q could see a pattern unfolding before him. A polymorphic engine unspooling.
Oh, he’d been lax for a man who prized himself on his pattern recognition skills.
It was the same look Bond levelled at him whenever he wanted something. A gun, a favour. Q’s mouth around his cock.
Q drew his arm back quickly. Sharp disgust niggled at him. He supposed it was his own fault, though possibly his late parents had something to do with it. His whole life, people had been telling Q he was special, one of a kind. The best in his class. The best European hacker in a generation. The best Quartermaster they’d seen this side of the new millennium. So it stood to reason he was something special to Bond, too, except when it didn’t. Except when Q believed himself so exceptional as to have turned — really turned — the straightest man in the Service, unlocked the key to his vaulted heart and coaxed out at least a unique friendship, if not more.
Now, however, Q was getting a sense of what it was like to be one of many.
“You’ll get yourself killed,” he sighed helplessly.
“I always come back,” replied Bond. It was the kindest he’d sounded since he’d stepped through the door. Q suspected it was also the closest thing he would get to an apology.
“What will you do if I don’t give you the gun?”
Bond shrugged. “Find another, I suppose. One not as good.”
Q didn’t have the energy to parse whether Bond was bluffing or not. Instead, he went and retrieved a palm-print encoded gun, and he added a radio for good measure. He suspected Bond wouldn’t use the latter; they’d been working together long enough now for Q to catch onto the things that were sanctioned and those that were not. Only the former required a radio.
Still, better to offer and not be needed than needed and not there.
“That’s the last favour you’ll get from me,” said Q, handing over the kit. “If one can even consider it a favour, in your condition.”
Bond smiled. “Thank you, Q. Enjoy your evening.”
Q watched him leave, limping as he went, a gargantuan example of ego and self-sacrifice in one fallible body, and Q knew as well as Bond did that his threat wasn’t true in the slightest. Whatever Bond wanted from him, that’s what he’d get. Except, perhaps, the judicious use of Q’s mouth in pleasant places.
There were weapons, and there were weapons. Q wasn’t about to hand Bond the thing that could hurt him most.
Not again.
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dailycharacteroption · 2 months
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Immortal Tutor Technomancer (Technomancer Alternate Class Feature)
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(art by BootsDotEXE on DeviantArt)
Science-fantasy spellcasting may change a lot from the ancient days. Unified theories of magical sources, more robust understanding of the mystic arts, but even in such halcyon future days, there are some things that do not change, and one of those things is that sometimes mages will seek out otherworldly tutors to learn magic.
One part Ars Goetia and/or Lesser Key of Solomon “summon this specific demon or angel to learn about a topic” and another part homage to the witch patrons of Pathfinder, some technomancers seek out cosmic beings to help learn the arts of fusing magic and technology. After all, just as mortals have developed, so too do the cosmos.
However, while it is possible to entreat with fiends for such tutelage, remember that this path is open to all alignments, though the exact nature of the being you call upon will influence what benefits you gain.
I can’t help but imagine technomancers with immortal tutors contacting their patrons for more learning through various hybrid tech methods. Some may set up a rune-etched holoprojector to “summon” their patron. Or perhaps they literally have their patron on speed dial with an eldritch communicator.
While the method varies, their powers are undeniable, as we’ll soon see.
Rather than having a spell cache that lets them cast any one spell they know for free once a day, these mystics can instead cast a specific variable-level spell based on the nature of their tutor once per day, even if it’s not on in their repertoire otherwise. Aeons grant levitation and flight, celestials, elementals, and fiends grant appropriate summons, inevitables enhance projectiles into deadly splitting adamantine-like shots, and proteans grant self-polymorphing.
As they grow in mastery, each tutor provides their first, second, third lessons. The first comes into effect after the caster uses a spell, the second with an expenditure of resolve, and the third grants an additional benefit when the first lesson is triggered.
For aeons, this includes bolstering attacks when you switch damage types regularly, being able to learn a new language for a brief while, and finally gaining a bit of an aeon’s formlessness to avoid critical blows.
Celestials, meanwhile grant a brief defensive ward that only evil can pierce, a sudden burst of insight with a skill, and finally a ward that bolsters the defenses of nearby allies.
Elementals start by granting bolstered movement based on the nature of the elemental patron, flight for air, burrowing for earth, faster land speed for fire, and swimming for water. Next they learn to intensify the damage of their elemental spells, gaining greater than average results. Finally, they can gain resistance to the element in question, electricity or fire for air and fire, and physical resistance for earth and water.
Fiends provide protection only bypassed by good, as well as a magical trick to grow spikes on one’s armor, and finally fiery protection as well as a flash of fiendish malice that leaves foes shaken.
Inevitables teach the caster how to bolster their vitality after casting a spell, take on a mechanical mien to resist harmful effects, and rapidly restore stamina for a short time.
And finally protean tutors teach their casters how to infuse their attacks with chaos, changing the damage type randomly but having slightly better average damage. For their second lesson, They gain some of the ever-changing anatomy of proteans for a short while to reduce the effect of critical blows. Finally, their form becomes fluid after casting, letting them slip through obstacles and avoid attacks and grappling.
As you can see, each tutor type offers different benefits, from the protections offered by celestials to the mobility and damage of elemental tutors. With that in mind, there are a lot of ways to build these technomancers no matter what route you go with. Just know that you have to cast spells or spend resolve to use them, and remember to manage those resources effectively.
Much like the witch patrons of Pathfinder’s yesteryear, coming up with the exact nature of your character’s tutor, as well as the relationship they have with the mage, can be very interesting indeed. Is your tutor a helpful source of advice? Do they require some sort of service for their tutelage? Is their instruction purely transactional?
Additionally, this character option could be a good launching point for homebrew for other outsider types or more specific ones, such as psychopomps or say, demons instead of fiends.
A computer whiz in addition to being a technomancer, Koski has been eager to innovate encryption for the past year. However, the young vlaka has grown increasingly frustrated, as the advice given by his protean tutor, (chosen for their understanding of chaos) results in encrypted files that can no longer be unlocked.
Not all immortal tutors are willing, as is the case with the “diabolus ex machina” method used by technomancers that wish for the insights of devils without the contracts. However, the method has risks, such as when a young mage plugged his binding device into Tageo Station’s main computer and the fiend within utilized a loophole to possess the organic computing components (derived from cerebric fungus buds), resulting in a takeover of the whole station.
Having finished their millenia-long duty guarding the cosmic city of order, an inevitable known as “Pilgrim-Follows the Unending Road” has chosen an active retirement of serving as the tutor for aspiring technomancers. However, technology has evolved considerably in that time, and while they do sometimes offer archaic advice, Pilgrim is trying their best, and is an insightful instructor regardless.
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