guys i think hes so cool
hello can i get an analysis for how a derse dreamer heir of breath would be like? thank you so much!!
I’m assuming you’re asking specifically about the qualities of a Derse Dreamer Heir of Breath, rather than a breakdown of the class as a whole? I’ll post a full analysis of the Heir of Breath soonish, but for now I’ll try to address your specific inquiry!
Heirs start with an abundance of their Aspect, and are often, for better or worse, extremely susceptible to its influences. They are also a moderately Passive class. Derse dreamers are rather skeptical, focused, and rational, and might be prone to excluding notions outside of their frame of reference. Breath is the Introspective-Cyclical Aspect, and includes among its domains freedom (especially freedom of movement), weather (especially wind), and travel/wandering.
I imagine that such a player would have a Planet that is especially prone to turbulent weather - rainstorms, windstorms, or even cyclones, which the Heir would feel naturally inclined to embrace. They might feel uncomfortable if things seem static or as though they’ve come to a standstill, or worse yet, if they feel as though they have personally stagnated or they’re somehow forced to stand still. They’re likely to be outgoing and friendly, but somewhat isolated, and fairly assured in the value of their own ideas and perspective. It’s quite possible that they grew up or lived in a less-than-restrictive environment prior to entering the game, and they’d likely feel at first uncomfortably restricted and eager to buck the game’s rules and guidelines, but later driven to embrace their Quest and Destiny. If I were in the Game with them, I’d be wary of their perhaps breaking off and biting off more than they can chew trying to go it alone, as both Breath players and Derse dreamers have a tendency towards doing that sort of thing (unlike their Prospitian counterparts, who would be more drawn to team-based experimentation or improvisation. I’d also speculate that a Derse-dreamer Heir of Breath would be a rational person, but might draw on atypical or distinctive analytical methods, and have doubts about another person’s attempting to analyse the same situation by more conventional means.
Thanks for the ask, anon!! If you’d like more specific information, do feel free to send another question, and I’ll answer it when I can; as I said, a full-length Heir of Breath analysis is forthcoming, so watch out for that! It’s definitely interesting to consider the possibility of a character sharing a Class and Aspect with a canonical protagonist, but having an opposite Lunar Sway.
~ P L U R ~
Class Feature Friday: Djinni Bloodline (Sorcerer Bloodline)
Happy Halloween, everyone!
Sadly, today’s entry is not horror-related, but Thriller just came on the radio, so it’ll feel spooky scary to me, at the very least.
So anyway, the bloodline we’re looking at today is the first of four genie-themed bloodlines, adding their elemental power and wishcraft to the sorcerer’s arsenal. Specifically, this is the Djinni bloodline, and as such is tied to the air.
Like all bloodlines, sorcerers that possess them might be direct descendants to a djinni, or they might merely be influenced by their magic, perhaps a air genie had a strong impact on the lives of the parents, or maybe one of them received a wish from such a being.
Of note, however, is that despite the wish-themed abilities of the class, is that this bloodline might also make for a great alternative to the generic elemental bloodline, having a set of bonus spells that are more air-themed than lightning themed, a claim that can be made for all of these genie bloodlines.
The bonus spells of this bloodline lend themselves towards aerial superiority, permitting two different magnitudes of flight, striking with electrical attacks, vanishing from sight, conjuring simple materials and other creatures to bargain with for service, traverse planar boundries, and even granting the greatest desires of others.
Similarly, the feats that these sorcerers can learn vary from those that heighten the agility and toughness of the mage, to enhancing the results of their spells, striking with great power and precision, and general greater knowledge in interdimensional affairs.
Their mastery over the air grants these spellcasters the ability to shift the energy from any of their attacking spells into an electrical discharge if they so choose, guaranteeing a solid amount of electrical spells at a moment’s notice.
As a basic self-defense attack, these mages can discharge a small bolt of electricity at foes in the form of a ray. It doesn’t do much damage compared to most spells, but it’s a decent last-ditch attack.
As beings of air, these sorcerers are naturally resistant to the electricity of their element, progressively ignoring bigger and bigger discharges and currents.
Keeping true to their djinni blood, they can even discorporate into a swirling whirlwind, battering and carrying off foes.
Similarly, these sorcerers can become lighter than air, flying at high speed.
Finally, at the zenith of their abilities, they become truly djinni-like, becoming totally immune to electricity and being able to venture to the plane of air once a day. Additionally, they gain the ability to grant a single minor wish each day.
This bloodline lends itself to aerial superiority, lightning-based blasting, and a bit of control and utility. Take to the skies and debuff the crap out of your foes, finishing them off with deadly lighting strikes.
For those who possess this bloodline from a direct relationship to a djinni, its safe to say that with very few exceptions, their genie ancestor likely did not force themselves upon their partner, rather, it was likely a mere casual tryst. That being said, if that ancestor makes an appearance in game, they might be an unexpected ally or foe.
When villagers begin claiming that someone on the outskirts can grant wishes to those who pay, most worldly travelers assume it is the ignorance of common folk concerning the depth of a local mystic’s powers. Those desperate or curious enough to actually seek her out will find her quite capable of living up to her reputation, however, including the ability to turn into a whirling column of air to wisk away those who try to force her compliance.
In the High Palace of Balstra, a sort of embassy for the plane of air on the material plane, Djinni spend their time in delightful decadence, and can provide their wishes for those who compensate them. However, with so many seeking their power, most work through human, sylph, and suli proxies imbued with the sorcerous powers of their blood, providing minor boons to all but those actually in need and able to afford it.
Akzug is a rare commodity, a rare crossblood of djinni and undead bloodline brought about by the taint of the ghul Vasaad during the time when his family was enslaved to the monstroscity. Now, kytons, divs, and foul necromancers seek to find him, desiring his blood for its rare magical properties. No matter which one finds him first, it will not end well for the poor half-orc.
ZEUS
PARENTING:
- He tends to have children with already notable figures. These can be figures of wealth, political importance, and/or fame. This grants him the ability to launch his children into paths of power, if they are to last until adulthood.
- He rarely interacts with his children. He is incredibly busy with ruling his part of the cosmos, and working with the other gods. He also struggles to understand them on any level deeper than an extension of himself, and he can’t really see them fully when they drift away from aspects of his domain. Many of his children don’t meet him until they grow older (if they can survive that long).
- However, he does tend to show affection when his children do something he finds notable. He will visit them for an important occasion, whether it be in the mortal or mythical world. However, this can lead to some awkwardness, as he tends to take a level of credit for his children’s successes, so it can be difficult to tell where his pride in his children ends and his pride in himself begins. When he is feeling more kind, he can help his children make notable connections to help them.
- While he was somewhat limited by the pact that banned him from having children from the 1930s to the 2000s, he still had several children during this time. However, none of them lasted long enough to get to Camp Empeiria, as many of them died due to a lack of knowledge about their divine ancestry. Before and after the pact, he has had several demigod children.
CABIN:
- His cabin is the oldest at Camp Empeiria, while also being the biggest and tallest. It is designed to look similarly to an ancient Greek temple, complete with marble columns and a bronze statue of an eagle on top of it, holding onto a lightning rod. The cabin is blessed to be resistant to lightning strikes, and the cabin even hooks up to a collection of generators that can use the lightning energy to power the Camp if need be.
- Inside, the atmosphere is very regal and cool, with the smooth stone floor offering some comfort during the hotter months at Camp. Everything is kept largely neat and organized. Beds are orderly and lined up on the sides of the wall. In the center of the cabin, there’s a statue of Zeus, holding his Scepter Of Creation and an eagle at his feet. His eyes have been rumored to follow whoever enters the cabin, and was put there as a way of intimidating his children into behaving. Parts of the statue have been damaged from some of the fights in the cabin. A mosaic of a thunderstorm covers the ceiling, and it can shimmer with the reflection of rain and thunder outside.
CABIN CULTURE:
- Before the pact, the cabin was seen as a great position of leadership, along with Chiron. They were usually made to be captains in conflict, though this bias towards them would inevitably lead to intense conflict with other cabins about their authority. They also constantly fought with the other cabins of the Big Three, leading to large rifts to be formed in the Camp.
- During the period of the pact, the cabin was mostly empty. However, if someone listened closely enough, they could hear the shouts like thunderclaps from past children of Zeus echo around the walls.
- The atmosphere is usually tense. There can be a lot of awkwardness and conflict, especially because of the differing personalities in the cabin. This can lead to fights breaking out, which is generally a common occurrence. The only way to get out of these fights is to leave the cabin, as sides are usually taken quickly. Positions of authority tend to be fought over, though this can also lead to the cabin keeping each other in check. Fights can end up being very dangerous as well, due to the amount of power the demigods tend to have.
- While they rarely form alliances with other cabins, when the situation arises, they can start massive amounts of Camp drama. Their alliance means the ability to have high positions of power AND powerful demigods on their side, and many fight over the chance to be granted allies from the king of the gods.
- Loyalty to one’s family, whether it be their genetic family or their chosen family, is held in high regard in the cabin. This can tie the children together, though it can also cause even more conflict if the family groups come into disagreement.
SOME POTENTIAL POWERS:
- Zoolingualism with eagles and/or wolves
- Proficiency in leadership and/or law
- Enhanced reflexes
- Voice projection
- Electrokinesis
- Tempestkinesis
- Aerokinesis
- Inability to tell lies / detection of lies
- Change states of water (gaseous, liquid, solid)
- Dust manipulation
- Correctly predict weather
Reblog or @/ this blog if this inspires you to make your own child of Zeus!
Completed commission for @quasarden , of their paladin aasimar Rufus Burke!! I was given the honor of designing him a new look as he’s grown a little stronger so now he dawns feather and flame!! 🪶🔥💙
Lil slow with getting through the commissions as life happens but I’m getting there! Everyone’s patience has been super appreciated!
*SPOILERS FOR THE TOTK DRAGON QUEST*
I drew this as an excuse to draw Zelda in her new dress and then that never happened. ALSO THANK YOU @katydoodles FOR DOING THE BACKGROUNDS <3
Classes [Updated w/ more organized descriptions + table]
Relationship (Basically a division of the Active-Passive Spectrum into quadrants)
Commanders assume direct control over their Aspect, bending its rules or its very nature and quite often taking it to places it wouldn’t ordinarily belong or be inclined to go. As the most Active Classes, their role in the session is to force their Aspect to serve their ends (or their team’s, or their ideology’s, &c.), rather than its own. They tend to struggle with their own need for control, whether that’s over themselves, others, or life in general.
Catalysts practice, hone, and experience a connection to their Aspect that allows them a measure of control over it, but doesn’t override its fundamental tendencies. They are moderately Active Classes, and their role in the session is to wield their Aspect to serve its interests and their own, in roughly equal measure. They tend to struggle with the maintainence of their individuality, identity, and well-being.
Counselors support others and support their Aspect in a kind of symbiotic exchange of aid, healing and advising those around them within their Aspect’s domains. They’re moderately Passive Classes, and their role in the session is to operate in harmony with their Aspect (and reality as a whole) to ensure a cohesive progression towards success and the the next universe. They tend to struggle with determining what they can and can’t control, and knowing when they ought to intervene.
Carriers represent and embody their Aspect, almost literally becoming one with it as they effect change in the world according to its nature. They are the most Passive Classes, and their role in the session is often ambiguated by the… ambiguities of their Aspect’s will, but tends to involve advancing the narrative by bringing their Aspect where it needs to be. They tend to struggle with exerting any kind of influence over their Aspect, and with understanding themselves and the meaning of their lives/personal narratives.
Character (in order, the {Know/Change | Destroy/Create | Steal/Wield} trichotomy)
Mystics work with their Aspect largely in the abstract, understanding its mysteries, bending its rules, and interacting with it in ways that non-Mystic classes might not fully understand. Passive Mystic Classes may appear to lack power due to the subtlety of the influence they exert, whereas Active Mystic Classes may appear to have bizarre or dangerous powers due to the difficulty others have in understanding them. They tend to appear rather magical or mystical, hence the term I’ve assigned them – Seers and Mages resemble the Wizard from Pathfinder, while Witches and Heirs tend to resemble the Warlock or Sorcerer.
Shapers work with their Aspect in perhaps the most blunt or direct way – Creation and Destruction – but this doesn’t mean that their powers lack nuance. They are destined to determine how much of their Aspect there is, to guide it through the cycles of growth and decay and occasionally induce those processes in massive and abrupt bursts, should the situation call for it. Passive Shaper Classes may seem, well, overly passive, as the changes they’re creating may not be immediately apparent or clearly attributable to them. Active Shaper Classes, by contrast, may seem overly headstrong or aggressive, due to the dramatic changes they make in terms of the fundamental presence or absence of their Aspect.
Experts work with their Aspect in ways that are concrete, but nuanced, dealing specifically in how their Aspect is applied, by whom, to what sort of purposes. They aren’t creators or destroyers per se, and their knowledge of their Aspect comes from experience more than from intuition – they work with their Aspect as a tool to be applied, rather than as a force of nature. Passive Expert Classes may initially seem incompetent or lacking in awareness of or affinity for their Aspect, given the time it takes them to build a connection with it. Conversely, Active Expert Classes can seem to fixate on their Aspect in excess, obsessing over it to the exclusion of other things.
Bonus Bestiary: Calligraphy Wyrms
(it’s the gold one on the bottom)
CR 2
Neutral Diminutive Dragon
Legacy of Dragons, pg. 26~27
Oooh my god. Oh my god. Oh my god!!! I want one. I want four. I want just an entire library filled with these little guys–seven inches long, the smallest Dragons in all of Pathfinder!–just writing and writing. Calligraphy Wyrms were once the archivists of the sovereign dragons of the land, and have since spread all over the world, taking up jobs as scribes or scroll-sorters in libraries and colleges of every size. They’re driven by a love of learning and a need to record everything that interests them, using ink generated in their claws and throat to scribble down all their thoughts with the precision of a typewriter. They even have a +7 in Craft (Calligraphy)!
Aiding in their duties is a few cute little spell-likes. They can use Arcane Mark and Read Magic at will, and can use Erase 3/day to either undo a mistake or scrub out hazardous rune traps that it may stumble across in its duties. It can even coat over the hazardous rune traps of its masters with a 1/day Secret Page, hiding mundane or magical writings from prying eyes… Or simply covering over their own mistakes until they rest for the day and regain their uses of Erase.
At 7 inches long, Calligraphy Wyrms are obviously not deadly powerhouses. Their gore, in fact, cannot deal lethal damage under most circumstances; it does 1d2-3… But they have a rather odd +2d6 Sneak Attack, letting them give a potentially fatal shanking to pests such as rodents, insects, and level 1 thieves. Their extremely small size combines well with their 80ft(?!) flight speed, letting them strike from undetected angles before retreating and hiding among scrolls and tomes once more. If an enemy is already aware of them, though, a Calligraphy Wyrm can unleash an Ink Spray once every 2d4 rounds. It’s not a breath weapon, as the book adorably notes that the Wyrm sneezes a 10ft cone of ink, forcing everything in range to make a DC 12 Reflex save or be absolutely coated in the stuff, not only revealing invisible opponents in the area but blinding them as well until they take a standard action to wipe the ink away… Which gives the Wyrm enough time to get into position for a good stabbin’.
A Calligraphy Wyrm can deal some surprising blows, but still isn’t exactly made for combat. It’s got some serious utility, but it’s greatest utility is not immediately apparent. As a full-round action, a Wyrm can change from a dragon to a masterwork pen that another being may use to make Craft (Calligraphy) checks of their own… Or just use as a regular pen, I guess. What’s important about this form, though, is that while a Wyrm cannot use any of its spell-like abilities or even move until it uses another full-round to switch back, it still maintains the ability to hear its surroundings… And interpret them with its 60ft blindsight.
Anything with blindsight is difficult to sneak up on, least of all something with it out to 60ft, twice as far as most beings can walk in a single round. Anyone with one of these critters as their ally, sitting peacefully atop their shoulder or tucked inside their sleeve, has an early warning system against any incoming invisible nasties, a talent infinitely more valuable than most people would give it credit for. It’s even more useful for casters; anyone with the Improved Familiar feat can take on a Calligraphy Wyrm as their familiar once they reach level 7. A Wyrm cannot normally communicate in their pen form, but a caster with one as their familiar can wear their ally as a fancy but unassuming implement in their pocket protector and commune empathically with one another, giving the caster a heads up on anything trying to sneak up on them, which typically spells death (or worse) for the critter doing the sneaking.
Ganon is just a himbo pokemon that evolves and become even more beefy and sweet~
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.
Vampire that’s dirt poor, doesn’t have a sprawling manor or vast riches accumulated by interest. Can’t afford those black leather boots they really want. Travels as a bat to save money not cuz they like it.
Vampire that was super ugly in life so the vampiric glow up just made em a solid 5
Vampire too socially awkward to seduce/compel ppl to feed off them. Has to have their Chadier vamp friends to do it or steals blood bags from the hospital.
Vampire who turned into mist in a steam room and couldn't figure out which parts were him vs water, so he got stuck there for weeks
vampire who's afraid of flying so anytime they turn into a bat it makes them incredibly queasy
Vampires having a “wine” tasting trying out different types of blood, discussing various textures and tastes and stuff like that. But one vampire honestly can’t tell the difference cuz they don’t like the taste anyway.
vampires who don’t like the taste of blood so they have to disguise it by adding artificial flavors (fruit punch, watermelon, strawberry kiwi, NEVER blue raspberry lest it change the color too much and the other vampires judge them) in order to stay properly hydrated
Vampire that was obsessed with skincare when they were human, but now mirrors don’t work for them so they’re constantly looking for ways to see their reflection.
vampire that doesn't really need a familiar because when they were human they were just some working class schmuck used to taking care of their own business so they just pal around with them instead
Vampire that brings a night light to coffin cause they’re to scared of the dark
Vampire that while in bat form hangs out with regular bats thinking they’re also vampires. This goes on for weeks before they realize they’re just normal animals.
Diagram:
I AM BEGGING YOU ALL TO PLAY VAMPIRE THE MASQUERADE
Also please go play Vampire: the Requiem (yes, they are two different games set in two different worlds. Of darkness.






