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#Adventurer's Guide
dailycharacteroption · 5 months
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Halcyon Druid (Druid Archetype)
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(art by Zummeng on DeviantArt)
Easily one of my favorite goodly organizations in the Lost Omens setting is the Magaambya school of magic. Founded by the man who singlehandedly saved arcane magic for humanity, Oldmage Jatembe’s school of magic is the very picture of a place where the mystic arts are paired together with a righteous code of ethics and goodness.
But that isn’t the only thing that is combined there in that sacred institute, for the school is also famous for blending the arcane and divine, with many of it’s mages being able to cast druidic primal magics in addition to their arcane arts.
However, Magaambya does not merely teach the arcane arts with a smattering of the divine, they actually teach all manner of disciplines, so it only makes sense that there would also be druids that learn a bit of the arcane.
These so-called halcyon druids not only learn a few arcane spells, but they also do something very atypical for primal mages: they seek out contact with outsiders of the outer sphere, particularly celestials, and especially the animal-like agathions!
The only other druid archetype I can think of that deals with non-elemental outsiders regularly is the planar extremist, and that’s the ex-druid archetype representing those that have gone too far away from their roots and become servants of the planes rather than nature, so in order to truck with such beings while still being true druids, these mystics must be doing something very right compared to others.
As we will soon see, these mystics gain a mixture of powerful abilities from their primal, arcane, and divine sources.
Rather than form a bond to an aspect of nature or a companion, these druids instead bond with their mask, which then functions similar to a wizard’s bonded item, and can be similarly enchanted.
They are also trained diplomats, all the better to go between villages and nations to forge new bonds of cooperation and kinship.
In keeping with the blending of magical traditions, these mages can spontaneously cast spells associated with the cleric domain of Good instead of summoning allies.
They also learn a handful of spells exclusive to the arcane arts, diversifying their magecraft further.
As agents of good, these mages are especially resistant to the depredations of fiendish foes.
Finally, these mystics gain the ability to shapeshift into a form of celestial outsider based on their mask. While this is not a true outsider polymorph effect, it has the limited ability to mimic some of the iconic abilities of the major celestial types, such as the aura of menace seen in archons.
This archetype is interesting. It gets rid of wild shape and the nature bond, but replaces them with surprising spell versatility and their very own bonded item, as well as making them experts in social areas. These changes mean that you’re pretty much limited to being a back line spellcaster unless you utilize lots of buffs or use the celestial transformation from your mid-levels, but it still can be rewarding to play.
Interestingly, this archetype mentions that some members of this order wear masks resembling fiends rather than celestials, though those that do are probably more akin to gargoyles, acting as representatives of what evil looks like rather than being evil themselves. However, there is always the possibility of perhaps some disgruntled ex-student actually making pacts with fiends.
Ogwe the Crocodile is especially daring among his kin, but that boldness has led to surprising alliances in the past. Now the druid seeks perhaps his most shocking diplomatic endeavor yet: delving into the earth beneath the region to meet with a mighty vault builder, one of the legendary xiomorns, to secure peaceful relations.
Though sometimes mistaken for a rakshasa, Veldikas is every bit a mystical dilletante and social navigator. However, his true loyalties always lie with the natural world, and the fanglord beastkin wears the face of the tiger both in and out of his sacred mask, especially when the time comes to act.
For generations, the angelic mask of her ancestor has watched over Kifi’s home, protecting it. Turns out this was more than superstition, for the day the mask was stolen, her village was attacked. Though she managed to get the mask back, she discovered a divine spirit dwelling within, one that urges her to seek out the mentor that trained their ancestor so long ago.
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laikabu · 3 months
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my translation of that laios & kabru comic from the new adventurer’s bible (sorry for the awkward localization i‘ve only done this once before)
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8-0mph · 4 months
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Forbidden Dream
This is all of my Adventure Time AU in chronological story order. Thanks to my friend for proof-read.
Act I: Prismo and Betty
This takes some time after the events of F&C. Prismo and Scrabby inhabit the TR(TimeRoom) and Golbetty has gotten restless with her time in space. She decides to reach out to other multiversal beings, but no one wants to associate with Golb. She finally finds someone that puts up with her ..that being the Wishmaster.
Prismo is scared of Golbetty at first, especially Scrabby since he has a little bit of history with her. He scurries off or hides behind Prismo when she is in the TR. To Scrabbys surprise, Pris and Betty hit it off and become good friends. They find they have something in common, which is their “human” past. Theyre both mortals turned to immortals.
The duo start off by drinking and making fanfics together, but then Betty proposes the idea of making these fics “real”. Prismo is hesitant at first but lately he doesn’t mind breaking the rules.
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At first they visit universes that Prismo considers safe. They treat them like vacations, and a lot of these worlds do not have the typical AT characters. Theyre peaceful docile places. Prismo gets daring, telling Betty that he wants to feel alive again. The two of them agree to visit a dangerous world, the Vampire Kingdom.
Notes:
- Betty chose her physical form to look like magic Betty because she felt it would be strange to appear as she normally did in the past.
- Prismos physical form is what he looked like as a younger human. He thought it would be more fitting for the “adventure”. Also.. He hates how clothing feels on him, so the see-through garments suffice.
- Scrabby is not happy about their friendship. He feels that Prismo has gotten even lazier, foregoing his Wishmaster responsibilities and even worse, ignoring him. The scarab thought he found someone that was happy to spend time with him for the first time, But feels like he has gone back to being the “forgotten” one.
EP II: Vampire Kingdom
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Once Pris and Betty teleport here, theyre immediately caught off guard by a group of vampires that whisk Prismo away and the two are separated. Betty gets surprised by a starved vampire!Simon, who at first doesnt recognize her until he gets a good look at her face.
He refuses to believe its actually Betty and rather a wizard attempting to play tricks on him. Marcy calls his name and he flys away, leaving Betty stunned.
The vampire world is an AU where Vampires take over, but Simon never died and was able to stay with Marcy. Marcy isnt evil here. Simons crown was stolen before he could make a complete transformation into IceKing, and his sanity was kept in part to Marcy turning him to save him from a group of hungry vampires. One curse was replaced with another.
Marcy was turned at a younger age by the VK, but Simon saved her by scratching at the VKs eye (his face scar). Even though the King is furious at Simon for this, he thinks it is more amusing to keep Simon alive and suffering from vampirism. Vampires are starved in this world just like “The Star” episode, but Simon proposes the idea to wrangle human (and animal) survivors and keep them on a reserve to supply the Vampires with a food source. He inevitably becomes the person in charge of the Blood farms. Keep in mind, Simon did this to save humans, otherwise they would have been hunted to extinction.
Unlike the safe worlds PrisBetty visited, this world has most of the original cast in them. Finn is a survivor of the Blood Farms, swearing to kill Simon who he believes imprisoned him in there (which.. is true). The farm is surrounded by booby traps all around the perimeter, no one can get in or out without some level of flying.
Finn always managed to get close to escaping But eventually gets caught in one of the traps. The last attempt caused him to cut his own arm off to be freed and helped by Huntress Wizard. She is one of the few wizards to help the freedom fighters, a band of humans and candy people led by Commander PB. Wizards are hated by Vampires since theyre the few beings that can overpower them. They try to stay out of each others business But huntress is an exception as she feels that the vampires are disrupting the balance of nature.
The Candy Kingdom is fortress walled with wooden spikes and garlic (I thought it would be silly Lol). PBs armor consists of wooden stakes and reminiscent of Golb who she is a follower of. She has access to the Enchiridion and sees Golb as a being that she should harness the power of if the vampires happen to overwhelm her people someday.
The end of the story would involve PrisBetty helping Simon overthrow the VK after Marcy discovers the vampires ability to “drink red” instead of blood. They team up with the help of PB and Huntress. Simon never truly reconciles with Betty as his defense mechanism is to push any feelings of his past away. But he does have a newfound respect for her and tells her to visit him again. Simon will assume the role of Vampire King and free the humans afterward.
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Notes:
- Simon is the only vampire dressing in traditionally “Dracula” clothes. Because hes a nerd and thinks its fitting.
- Marcy is raised by Simon here instead of VK, so she is a lot kinder and sympathetic to the humans and candy kingdom (even if she doesnt show it for a while).
EP III: Winter Kingdom
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After the Vampire world, Prismo and Betty decide their adventuring is “complete” and attempt to teleport back to the Time Room with Prismos magic. This doesnt work out. Turns out, their human forms have been draining their magic slowly, making it so that they need to find a magical item to recharge. This being the Enchiridion.
This is a totally different world than (Canon) Winter Kings as obviously he is alive here.
Ooo has been mysteriously frozen over and put into an eternal Ice Age. There is hardly any life (apart from immortal beings and those resistant to the temperatures) so hardly anyone lives on the surface. Prismo automatically assumes WK is responsible, but Betty refuses to believe Simon would be the cause of this destruction. WK has a much larger kingdom with a variety of ice people, a lot of them more human-like in appearance. It seems like he is trying to mirror a human society.
Here WK has Bettys skeleton and attempting to use the cloning machine he has in F&C to clone a “real” Betty (which is why he doesnt have an ice clone of her).
The backstory of this WK mirrors my au version of him.
Prismo and Betty are briefly separated and I wont go into too much detail on the story. Betty gets the “safe” tour of the kingdom by WK and Prismo is left to wander in search for the Enchiridion. He starts to see things that point to a darker scene (fire people fighting ice soldiers, lack of any plant life, and ice clones of people who no longer exist). At the same time, Betty is off-put by WKs controlling nature. He reveals to her that he has been in a 100-year war with the Fire Kingdom “who destroy everything” with their flames, while ice “preserves it”. Betty is shocked to see the extent of destruction the Ice Kingdom has caused to Ooo and manages to slip away to do her own investigating. She eventually ends up in the room Bettys corpse is kept, which is the only place that WK allows plant life to grow. The Enchiridion was sitting on skeleton Bettys lap.
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The two of them engage in a fight where he details his plan for her and Ooo.
Prismo manages to save her at the end of it. Up until this point hes been a pacifist in the story. They use the Enchiridion to teleport home and they end up.. not there.
Notes:
- I had a bonus page where Scrabby is reacting to PrisBetty not arriving back in the Time Room. He thinks they didnt teleport back on purpose.
- This page also has WK grabbing Bettys ankle right as she teleports. I was going to have WK teleport with them so there was some kind of threat. I am not sure yet.
- The fight scene was supposed to be a lot longer with Betty having the upperhand at first, But I didnt want to draw all of it.
- Winters appearance slowly turns back into Simon when separated from the magic crown.
EP IV: Back Home
They end up in Ooo where the magic teleported them into the sky, making them fall a great distance. They are a little injured, but Betty is mostly shaken by her experience in the Winter world. She redirects this into frustration at Prismo for not teleporting them to the correct place and that they would need to search another “sucky universe”.
Prismo is frustrated and goes off on his own to find another magical object. Betty stays put in the forest. When looking up, Prismo realizes the universe they teleported to was actually the main Ooo upon seeing the floating human city. He rushes back to where Betty was sitting, telling her to go find her Simon here in Ooo, that he knew that he had the Enchiridion in his closet. Betty refuses, knowing that she already said goodbye to Simon years ago and him seeing her again will only hurt him.
Prismo is annoyed at this but walks off, and Betty wanders around the forest until she encounters one of the transport boats that take people up to the city. In her reluctance, she hitches a ride. Meanwhile Prismo reaches a graveyard on the outskirts of the woods, he hides in the bushes and sees a familiar person, Finn, walking up and leaving a bouquet of flowers at the grave.
When Betty makes it up to the city, she explores for a bit before approaching Simon (who is signing a childs book). Before she could say anything, she covers her face with her hat and speeds off. He is at first confused by this but is immediately distracted by the kid again.
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Betty is in shock and retreats onto the boat leading her back down to land. She eventually catches up to Prismo, who is kneeling over Jakes grave. She attempts to comfort him, but the words fall short. He asks her if she visited Simon, but Betty says she couldnt do it. At this point Prismo feels like he wasted his time in the Time Room when he could have been spending it in his human form visiting Jake. He remained trapped in the TR unable to spend time with the mortals he built connections with. He feels that Betty is going to suffer the same regret he feels after Simon inevitably dies.
In a turn of events, Prismo places his hand on the grave and it teleports them back into the Time Room. They are amazed by this, Jakes grave acted like a magical object would have. They temporarily celebrate before Betty is impaled by an angry Scrabby.
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Bettys human form is heavily injured as Prismo and the Scarab fight in several rooms. Scrabby tells him that he alerted the auditors about their misdeeds. That they will both be locked away for thousands of years or perhaps forever just like he was trapped in the Time Room.
Prismo temporarily subdues Scrabby and goes back to the main room where Betty is. This is where he turns her into a fox to keep her hidden, and promises that her memories are all stored in her body dormant in Golb (Like how Prismos form is dormant in the Time Room).
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Fox!Betty wakes up in Ooo, no memories, a feeling of disconnect from her body, and hungry.
End of Act 1
Act II is all about Bettys life as a fox in Ooo. Its a lot calmer and slow burn in comparison to Act I. Upon landing in Ooo, fox!Betty encounters posters advertising Simons* sci-fi series Casper and Nova. She is convinced he is knowledgeable about space because a talking dog told her he was.
*EDIT: Someone pointed out that C&N was written by Astrid (it is implied heavily). Pretend the posters are the two of them working together, maybe Simon helping Astrid write them since she is just a kid.
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She starts pestering Simon at one of his book signings and he already dislikes foxes because earlier in the week, a band of them stole his draft for an upcoming book. Betty proposes that she will find the notes and return them to him if she can have a place to stay (Even though he says no, she crashes at his place anyway).
I thought about Simon giving Betty a nickname so that she isnt just referred to as “fox”, so she is “Sunny” since she really likes when he makes sunny-side up eggs. She really likes eggs as a fox that is her quirk.
Update 1/21/24: Sunny encounters Simon after breaking into his home and snooping around for clues. Simon ambushes her in the Golb ritual room, assuming she has come to steal the Enchiridion. Sunny explains herself and claims that she can get Simons draft back from the fox thieves. They go on an “adventure”. It is revealed that fox!Betty can transform into Betty only when unconscious/sleeping. Simon wakes up next to her but assumes he is hallucinating..
Post about Simon and fox!Bettys dynamic.
I couldnt fit all images into this post as there is a 10 photo limit. I decided to link additional photos to underlined text. If you want further context, check those out. I love reading others AUs and was inspired to do my own. Any questions can be left in comment. Thanks for read..!
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onionowt · 1 day
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I didn’t come up with any description, sorry, I just wanted to remind you that I love assembly guys
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16-jarrah · 8 months
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anybody else remember the hall of egress
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phantomier · 21 days
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little thistle is so cute i could squeeze him
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Just some things I think deserve a super accurate movie/show adaption in a beautiful 2D animation style:
The How to Train Your Dragon series
Gregor the Overlander
Artemis Fowl
The Adventure Zone
The Hitchhiker's Guide to the Galaxy
Frankenstein or the Modern Prometheus
The Wonderful Wizard of Oz (fr so much was left out of the 1939 film!)
Alice's Adventures in Wonderland and Through the Looking-Glass
The actual Little Mermaid story (there are a ton of adaptations I haven't seen yet so maybe it exists somewhere but we all know Disney’s didn’t even come close)
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little-pondhead · 3 months
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Oops.
While learning to control his powers under the guidance of Clockwork, Danny accidentally curses his own bloodline with the Curse of Sentient Food several centuries in the past. Originally, a witch was supposed to curse his family. Oops. Well, the Fentons were always adapting, and technically, either way, he'd end up battling dino nuggets at three am in his underwear, no matter who the curse came from. So he shrugged and continued on.
Unfortunately, this also means that out of nowhere, the timeline shifted, and some of his very distant relatives are now battling their food into submission at every meal because Danny is ultimately way more powerful than some mortal witch from the 1600s. His version of the curse reached literally everyone he could ever be related to for the last few centuries. Even if they were adopted into the family!
So, returning to the present time after training, Danny is a little startled to see some news clips of people's dinners coming to life and beginning revolutions. Wow, John Fentonightingale really got around, didn't he? He felt a little uncomfortable that now all these random people had to deal with their share of Fenton luck, but from some of the interviews, everyone seemed to be handling it pretty well!
Especially his so-distant-they're-on-another-tree cousins, the Kents, who contacted his family directly, asking how best to prepare a zombie turkey. Their son was coming for Thanksgiving with his new wife and some coworkers, and they just refused to make the guests fight for their lives on a holiday!
They invited the Fentons to join them, of course.
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n7punk · 16 days
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i feel like i had a very different reaction to the izutsumi lore comic re: her beastkin being constructed from an eastern big cat with a human soul put in (vs starting out human and having a bit of monster soul introduced to transform her) than what i'm seeing in the tags. to me, that doesn't mean "oh she's literally a cat with increased sentience", it means she was once a person who has taken from her own body and put into this artificial construct. the translation of her timeline i've seen ("taken from her family" at age 6 i believe) supports this, implying she once had a normal human life.
this has so much potential. she was a human girl once, but something happened to her body and she was forced into a new one. you can come up with a lot of headcanons and stories behind this reverse-beastkin experiment. maybe she was kidnapped randomly (the wording kind of implies this, but again - its a translation), but i'm an angst lord so i already have a headcanon about her family willingly giving their young daughter up when she was dying hoping it would be a way for her to live with her own body failing. maybe they were tricked into it and she was taken away after it was a success, but hey, if i want to be really angsty, maybe they were horrified by the result and willingly gave her up to the freakshow once they saw her new form
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mybeautifulpoland · 19 days
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Mikołajki, Poland by artemis.studio
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atomic-chronoscaph · 6 months
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George Reeves as Superman - TV Guide (1953)
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Prestige Class Spotlight 13: Aspis Agent
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(art by LoranDeSore on DeviantArt)
Ah, the Aspis Consortium, an organization in the Lost Omens setting as insidious as they are greedy. With a mission statement that can be boiled down to “Make a Profit no Matter the Cost”, this organization is every bit of every bad thing about a worldview centered around money. Exploitation, theft, smuggling, slavery… If it can make them money, the Consortium will take advantage of it, all while maintaining the veil of goodwill through charitable works that are in the end infinitesimally tiny compared to the profit the organization makes exploiting the very people they’re supposedly caring for.
Remind you of anything in real life?
While the villainous and underhanded side of the Aspis Consortium can make them suitable antagonists for nearly any campaign, the most likely branch of the Consortium that members of the Pathfinder Society are likely to run into would be their agents. These explorers and plunderers seek out the same sort of ancient sites that the Society is interested in, but purely for the purpose of acquiring the relics within to either keep for personal power or sell to buyers without a thought or care about the impact they cause by doing so, be it disrupting sites held sacred by the locals or outright curses and magical traps on the relics they seek.
Which isn’t to say that the Aspis won’t have their field agents also participate in more domestic crimes as well, of course, but their training focuses on tomb robbing first and foremost.
Which is where this archetype comes into play. While primarily meant for villains, it can also be used for villainous protagonists in evil games, or even by former Aspis members who became (or are becoming), more heroic.
And outside the Lost Omens setting, this archetype could be quite useful for representing a character that is a professional temple delver, particularly one that often has to fight off other expeditions as well.
Delving into this training requires a whole suite of skills revolving around deceit and dungeon delving, as well as basic training with a whip and either keen senses honed around noticing traps or the ability to cast magic that reveals secret doors. The whip training in particular is due to the weapon being a signature combat style of the Aspis Consortium for it’s ability to cause nonlethal pain and control the battlefield.
True to their roguish talents, these agents learn the art of recognizing and avoiding traps if they don’t already have it, and improving upon their skills if they do.
Periodically as they grow in mastery, these agents pick up little tricks or improvements as they grow, drawing upon a short list.
Some stand fearlessly against larger beings and prove shockingly imposing against them, while others learn various advanced combat techniques ranging from setting up traps, using combat maneuvers, and even turning a whip into a deadly weapon. Others learn to ward their thoughts against intrusion so that foes only learn the thoughts they want them to know, while others with bardic training continue that to gain new and better performances. Some learn the art of concealing small objects and can even suppress their magic, which others still learn how to continue their bardic, inquisitor, or mesmerist training into spellcasting. Others learn techniques associated with rogues, while others learn enough magic to shrink an item down for easy carrying and concealment. Some who are also vigilantes can learn an additional technique for their social or vigilante identities.
They also learn how to conceal their aura so that magic that senses particular moralities fail to reveal anything. Later on, they can sense such attempts and even later provide a false aura in case their detection is sophisticated enough to sense all moral alignments.
Not content to merely bypass the traps they find, these tomb breakers learn how to rig both traps they’ve disabled or set up personally so that they can trigger them with a touch. After all, such ingenious mechanisms shouldn’t go to waste, whether they be used against rival delvers or particularly dull denizens. Later on, they can even trigger these traps from a distance with a deftly thrown rock or a nearly-invisible pullcord.
These agents also learn the art of striking for vulnerable points as a rogue would, or improving upon that skill.
Aspis agents know how to throw off the game of others, letting them demoralize or feint foes with clever words. Better yet, they can set such things up days in advance, calling back to a throwaway statement made days ago that sheds it in a new light and leaves a foe infuriated or reeling.
This prestige class certainly points the character in the direction of being the snarky rival archaeologist or treasure hunter, but the fact you can customize it to better suit several different base classes is a real boon. Not having true spellcasting increases is disappointing, forcing you to rely on the more roguish aspects of the class, and as such, your spellcasting choices will likely be built with that in mind, focusing more on buffs and utility than damage or debuffs. Still, this class can be a veritable bag of tricks, ranging from better casting to weaponizing and building portable traps, to performing all sorts of combat and utility tricks with a whip.
In the hands of an antagonist, this archetype can be quite effective for giving an adventure a villain or even recurring villain that isn’t inherent to the dungeon itself, which has the dual benefit of expanding the world and also give your villains and bosses somewhere to be that isn’t behind the final door. In the hands of a protagonist, however, it can a great way to have a morally dubious character in your game, or even a penitent one using their talents for good. Heck, aside from the lore there’s no reason this can’t be used with a swashbuckling hero that isn’t afraid to fight dirty to defeat evil.
Though most shabti, those beings created as surrogate souls to take the burden the souls of the wealthy after death, have a healthy respect for the dead and the world beyond due to how they are rescued form their fate by the psychopomps, not all feel this way. Some are bitter indeed for the cultures that invented the process of creating them to suffer in place of wicked rulers. Such is the case with Nayobi, who has become a professional tomb robber, not just for the riches  therein, but to rob the dead she blames for her creation and suffering of their dignity.
For a month, the party has been racing against their rivals from tomb and ruin site trying to find the clues to the temple of the Horizon Eye, and they’ve both finally made it. However, the fight that erupts threatens to activate the Eye itself, a complex and powerful portal mechanism, and it’s guardian, a Lhaksharut inevitable!
The greedy often say that everyone has a price, that anyone will do anything if the reward is great enough. However, the counterargument is that there are lines that some people will not cross. Such was the case when the relic hunter Miriam Albrax learned what her employers planned to do with a dark relic she had procured, going into hiding as a hermit in one of the oldest forests in the world, watching over the relic with trap and forest ally alike.
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mylifeingotham · 3 months
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izaacs-notdeadyet · 1 year
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Rapunzel’s tangled adventure’s guide to sofas!
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acetrek · 3 months
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I actually can't believe that Laios had a fiancée at one point in his life
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taakosleftshoe · 2 months
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As of the current episode, The Adventure Zone has 312 episodes. The show in total is 402 hours and 5 minutes long. (That's 16.75 days) The average episode length is 1 hour and 17 minutes.
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