Tumgik
#duskwalker
pechirojo4 · 7 hours
Text
Tumblr media Tumblr media
I have wanted to draw Orpheus since I read the book but until now I had time, I love him he's my fav! I will try to draw the rest 🫶🏻💙
18 notes · View notes
exophilia-interest757 · 4 months
Text
Tumblr media Tumblr media
I love these. They look so awesome. I can't find a link to the artist. If anyone knows it please add it. I tried looking for it but the account doesn't exist. I want to make sure they get all the credit.
294 notes · View notes
evkami · 1 year
Text
Cryptids I made last year! Kickstarter in progress 🥳
Tumblr media Tumblr media Tumblr media
Plush Kickstarter here!
From left to right they are Squonk from Pennsylvania, Nightcrawler from California and Deerman from Oklahoma.
950 notes · View notes
otakunowplz · 1 year
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
(I take no credit for any of these images) simply in love with the duskwalker bride series by Opal Reyne ❤️❤️❤️
383 notes · View notes
twiggiesketches · 1 year
Text
Tumblr media
Orpheus is a top tier lvl book boyfriend in my opinion. 🤷‍♀️ I’ve been wanting to do some Duskwalker Brides fan art for a while because I’m a cinnamon roll monster fucker and it scratches all my itches. Orpheus and Reia. ❤️
182 notes · View notes
orionlodubyal · 1 year
Photo
Tumblr media Tumblr media Tumblr media
Two more awesome Author’s Notes from Opal Reyne. Yes, please give me monster-fuckery where they stay monsters all the way through the story. No turning into some ripped blond dude at the end. Antlers? skull head? Ribs on the outside of the fur? Sure, I’m down with that. Her page on Amazon is here: https://www.amazon.com/stores/Opal-Reyne/author/B09DBJJ7VB
109 notes · View notes
little-miss-romance · 2 months
Text
Tumblr media
Things can be broken, Mayumi… You can’t apologise to a cup and have it fix itself, but you can work hard and pour value into it, making it better, stronger. It depends on what you’ve broken is worth to you.
11 notes · View notes
dailycharacteroption · 2 months
Text
Roleplaying Races 15: Duskwalker
Tumblr media
(art by JoshBurns on DeviantArt)
And so we continue this special with the very last of the planar scion ancestries that Pathfinder 1st edition has to offer: the Duskwalker, the neutral-aligned planetouched.
Much like Aphorites, duskwalkers do not come into being in the same way as most. No mingling of bloodlines occurs in their case. Instead, they are born the way they are by the divine mandate of the forces they represent, but we’ll get into that.
According to legend, two powerful psychopomps, a yamaraj and an olethros mother, entered into a discussion about the interplay between fate and fortune, and how many souls lose their chance at destiny when their lives are cut short, and whether that is fair.
This discussion led to an agreement, approved by Pharasma, in which some souls whose fates were severed too soon and whose lives led to them being distinguished among the psychopomps and other guardians of the cycle to get a second chance.
These souls are sent back to the material plane along the secret planar paths known as the dead roads, taking the form of young children with a basket of supplies in hand, and are often found by locals wandering the graveyards where they exit the Dead Roads. These are duskwalkers.
Now, as you might imagine, off-putting children found roaming graveyards are likely to be viewed with apprehension by most simple folk, so while the psychopomps do their best to send them places where they will be accepted, some are not, and are forced to mature physically and mentally very rapidly in order to survive.
Having not experienced infancy, duskwalkers are born into this world knowing their duty to help protect the cycle of life and death as mortal beings, however, they can still shape their own fate, and a few reject it, even going as far as to ally with the sahkils, the terrible enemies of the psychopomps.
While many duskwalkers resemble humans, it is possible for them to be born resembling any sapient ancestry, though they typically sport gray skin, and sometimes sport odd features that resemble one of the various forms of psychopomps, such as feathers, animal-like features on the face, hands, and feet, and so on.
Like many other planar scions, duskwalkers don’t have much in the way of a society of their own. Most go their entire second lives never meeting another of their kind, and what few communities do exist are almost universally founded as part of or after some great unified goal to protect the cycle and/or destroy some great undead threat. Due to the sporatic nature of duskwalker creation, such communities may cease to even be duskwalker communites after a generation, populated by their mortal descendants and those of their mortal allies. Perhaps the only other peoples they feel common ground with are planar scions and other hybrid folk, though naturally they share a mutual distrust with most dhampir.
Duskwalkers are agile and cunning, but their connections to death makes their bodies somewhat fragile.
Their nature as native outsiders also gives them incredible night vision, the better for seeing the undead that hide from the light.
Many are also created with innate understanding of living bodies and also they mysteries of faith and the undead, making them more skilled in areas of medicine, religion, and undead-hunting.
Perhaps their most iconic ability, however, is their ability to channel their undead-slaying power into any weapon they touch, making even mundane blades at least partially effective against the spectral dead, though they can focus further once a day to improve this to strike true against such lost souls for a short while.
Naturally, being a duskwalker gives them natural resistance to negative energy and harmful necromancy. What’s more, they are totally immune to magic and supernatural power that would cause them to rise as the undead. (though rumor has it that duskwalkers that forsake their duty and ally with the sahkils lose that protection, making for truly terrible undead indeed)
Of course, not all duskwalkers are built the same, so there are some alternate traits for them as well. For example, some were utterly shunned by the locals and forced to steal and scavenge to survive, affecting what they were skilled in. Others were taken in by big families that showered them with love, making them more social with both people and animals. Meanwhile, some were favored by the olethros associated with the origins of their kind, and trade their resistances for a knack for finding the perfect chink in a foe’s armor at the right time. Those that were favored by the yamaraj side trade the same protections for a measure of their wisdom, navigating social situations with their sagacity rather than charm.
With their agility and wisdom, duskwalkers make excellent ranged combatants, (particularly gunslingers, rangers, and hunters), as well as rogues, slayers, ninjas, and of course various wisdom casters like clerics and druids. However, their knack for fighting the undead with mundane weapons also means that combat classes both mundane and magical are also a good choice. Naturally, any build or archetype that focuses on hunting the undead is a good choice as well, though those built around using the undead are anathema to all but the most corrupted of their kind. Their con penalty does mean that fighting in a straight-up fight is a bit risky for them, but not impossible to get around.
That will do for today, but I hope you enjoyed this final look at a planar scion option in first edition!
13 notes · View notes
canarydraws · 9 months
Text
Tumblr media
Wip of something I’m working on!
52 notes · View notes
spoczkoty · 6 days
Text
Tumblr media Tumblr media
He's shy 🤭
9 notes · View notes
enigmamuse · 1 year
Photo
Tumblr media
I’m certain there is a reason fate has brought us together. Is there such a thing as bad serendipity?
A man of uncannily pallid complexion, garbed in all black with silver accents - embroidery, aiguillettes, a raven skull brooch, and a brocade of pomegranate fruits and leaves decorating the collar. Looking closely, one could approximate that he is roughly in his mid-thirties, but his early salt and peppering hair and conservative posture is more indicative of a man who is perpetually in the early autumn of his life. Dark, sunken eyes occasionally glint behind a pair of simple circle glasses, and he wears a solemn frown, as if anticipating the reception of bad news.
61 notes · View notes
remember-me-to-all · 4 months
Text
Tumblr media
Sayako; 05-01-23
11 notes · View notes
feyspeaker · 2 years
Text
Tumblr media
recent commission!!
183 notes · View notes
ratjay-art · 4 months
Text
Tumblr media
I cannot be stopped from making more pathfinder OCs :)
This is Rhett Stryker, a Duskwalker Gunslinger (with an Ash Oracle Dedication). He is very confused about the fact he is a Duskwalker because he is from Geb. He should Not Be Like This and he is trying to keep all of this under wraps.
9 notes · View notes
vagelio · 2 years
Photo
Tumblr media
Izzix, a Duskwalker follower of Pharasma. His scales were once blue and his eyes used to have a stunning Chartreuse hue. Find me on Artstation: https://www.artstation.com/vagelio Instagram: https://www.instagram.com/vageliokal/ Reddit: https://www.reddit.com/user/Vagelio Twitter: https://twitter.com/vageliokal Facebook: https://www.facebook.com/vageliokali Deviantart: http://vagelio.deviantart.com/ Tumblr: http://vagelio.tumblr.com/
97 notes · View notes
dailycharacteroption · 8 months
Text
Ghost (Pathfinder Second Edition Archetype)
Tumblr media
(art by Denny Ibnu on Artstation)
I’ve had mixed feelings about the universal archetype system of Starfinder and Pathfinder Second Edition since it’s inception. On the one hand, having archetypes be available to usually all classes makes for some interesting creativity when it comes to characters. On the other hand, it does mean the death of archetypes that are integrated with the class they are attached to. No more blood elementalist, no more mad scientist alchemist, et cetera. Sure, Starfinder gave us alternate class feature options which preserved some of the old archetype feel, but it’s definitely an end of an era.
Today’s subject, however, I have no mixed feelings about at all. I LOVE this idea, and it makes perfect sense for it to be available to all classes because every character runs the risk of becoming this in the right circumstances. I present to you, the ghost archetype!
The ghost name is not metaphorical here. This archetype is meant specifically for playing a bona fide undead ghost, an unquiet spirit, a tormented soul bound by their desires and unfinished business.
This archetype is one of a series from Second Edition’s Book of the Dead supplement, which in addition to the skeleton ancestry, provide ways to play a balanced undead character by having various abilities associated with that particular type of undead replace class feats as you level up!
Having the powers of a monstrous transformation be part of your class power set is such a good idea, and honestly reminds me a bit of the old savage species book (and also the playable undead monster classes that followed in libris mortis) from 3.5, and it’s kinda shocking that it hasn’t been implemented in more modern games before then. Certainly First Edition had the corruptions, which were fine for portraying a character struggling with their transformation, but this is a whole other beast.
Having the monstrous abilities be tied to level progression also thematically makes sense as the character grows and learns to better understand what they have become and reliably implement those powers.
Additionally, like certain spellcasting archetypes, it is possible to start at level 1 with this archetype, but of course like those you are required to officially take the dedication at 2nd level.
But we’ve gone a long time just describing this particular class of archetype and how neat it is, but we haven’t actually talked about playing as a ghost!
Stuck on the edge of the material and ethereal planes, ghost are disquiet souls that are burdened with desires and emotions, being unable and unwilling to move on, but not tangled up in the darker emotions and traumas that would give rise to other forms of incorporeal undead. Ghosts can tend to have a variety of powers (a selection of which are available in this archetype) related to what it is they want.
Most ghosts are bound to a location, unable to travel too far without losing substance, and many may struggle to be fully cognizant and realize that they are dead. Not so with these ghostly adventurers. Whether by some fluke or the nature of their determination, these spectral beings are not content to wait for the opportunity to be freed to reveal itself, and venture out into the world, albeit barely able to interact with it, and seek to free themselves from that which pains them… or perhaps refuse to move on at all, depending on the person and the nature of what holds them back.
The dedication to the ghost archetype, if you can call it that, reflects the character’s transformation into and undead being. Much like other undead archetypes, they gain the various benefits of being undead, but also are incorporeal, which has it’s advantages and disadvantages, however they also do not immediately gain the ability to pass through objects, fly, or supernatural resistances to damage from being incorporeal. Instead, those abilities are locked behind other feats, similar to how fly speed is limited for certain ancestries that by rights should already be flying. Your GM can choose to allow you to have a fly speed and phasing early, replacing those feats with ones that make them better, though you should probably keep the ghost damage resistance locked behind a feat. Additionally, when you take this archetype, you must choose a location that you are bound to (for the purposes of rejuvenation if you take that feat) and the nature of the business that binds you to the material world. It is possible to fulfill that business and pass on, but you can also choose to resist the pull of the afterlife, finding something new that needs doing or another bit of unresolved business. It’s also worth noting that these ghosts can spend 10 minutes pulling objects into the ethereal plane to make them effectively enchanted with ghost touch, able to interact with both corporeal and incorporeal friends and foes.
Many ghosts can unleash a frightful moan which chills their foes to the bone, weaponizing their anguish against foes.
Many also develop the resistances being bodiless would normally bring as well. However, doing so truly pushes them into an incorporeal state, which brings with it a somewhat more frail spirit.
Plenty further develop their powers to gain greater undead resistances, as well as gain the ability to sometimes move objects by focusing their will into their incorporeal forms, however, doing so always requires focus.
Those ghosts anchored to the ground can also learn to fly for a few moments at a time.
Others learn to properly phase through solid matter, though they must successfully approach them to do so.
Particularly powerful ghosts truly bind themselves to the location they are bound to, becoming able to rejuvenate their if destroyed as a true ghost would. In this way, only passing on or having their soul destroyed can bring a true end to these beings.
The most powerful among them are fully unrestricted by gravity and may fly wherever they wish, and do so faster than before as well.
Perhaps the most dramatic of the undead transformation archetypes, utterly lacking a body, ghost offers lots of defensive and utility abilities, as well as unique challenges. You might be a terrifying all-too-physical warrior, a spectral thief able to get in almost anywhere, or a ghostly mage bringing torment to their foes. You may not get some of the more nasty ghost abilities like possession, but this is still a fun playable option.
The fun part about this particular undead archetype is that it has a built-in personal plot hook. Resolving your final business, or rejecting that pursuit are integral parts of the character. Whether you start the campaign as a ghost or die and the gm gives you the option to use the next level up you would have had to come back, your character has business to attend to which drives them forward. Also, as a final aside, the art for this archetype is that of a ghostly dwarven warrior arising from their old clan dagger, which lays imbedded in the ground, which I think is a quite evocative image.
Despite being dead, Mikos is on borrowed time, the ghostly man must find his murderer and bring him to justice before the duskwalker that is hunting him catches up, for the spirit-hunter has no concern for justice, only that the cycle of life and death be preserved.
Ripped apart far from home by monstrous quoppopaks, beasts that glide over water on jets of pressurized water, Vokus just wants to see his remains returned home. However, he no longer has the body to see even his skull returned home. As such, he secured them as best he could on an island and made the long quest to the shore to ask someone, anyone to help him find rest.
Bound to her favorite music box, which she now carries with her, Lady Alixia of Vennesburg now wanders the world, though she will not say why, only that she is searching for someone. In truth, she seeks her elvish lover who left for unknown lands and never returned, so that she can say one last proclamation of love… to her grave if necessary.
14 notes · View notes