Decided I was not at all happy with Dimari’s outfit or the simplicity of Hunter’s clockwork bod so I reworked last night’s sketch some more XD Still needs some work but we’re getting closer now lol

#batman#bruce wayne#dick grayson#batfamily#batfam#clark kent#tim drake#dc fanart



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Decided I was not at all happy with Dimari’s outfit or the simplicity of Hunter’s clockwork bod so I reworked last night’s sketch some more XD Still needs some work but we’re getting closer now lol
Metamagic Rager (Bloodrager Archetype)
The raw, unbridled magical fury of bloodragers already mixes physical might with arcane power in a very impressive way, but few would accuse the ragers of being scholars of arcane secrets. Indeed, for while some may study deeper into their power, depending on their background, some things remain beyond them, such as magic beyond a specific power level (with some rare exceptions like enlightened bloodragers) but also metamagic, for while they can technically learn the secrets of these arcane methods of empowering lesser spells, their limited spellcasting makes their usage of such techniques minimal outside of the occasional magical rod.
There are, however, a few bloodragers that have a unique talent for metamagical arts, making their spellcasting all the more flexible.
Such mystical warriors have the advantage of being able to alter how they cast their spells on the fly in emergencies. However, power always has a cost.
In the case of these rager, this cost takes the form of their magical rage, expending some of it to help fuel any metamagical alterations they know how to do, the more powerful the metamagic, the more they must expend. Additionally, this focus on metamagic allows them to focus more on such techniques rather than on the secrets of their bloodline, allowing them to take any metamagic feat instead of a bloodline feat.
Since this archetype is so very simple, it can be used with almost any other that does not alter the improved uncanny dodge. Regardless, if a bloodrager that relies more on their spells than most, adding all sorts of metamagic to them, is interesting to you, consider trying it out. I definitely recommend at least one dip into the extra rage feat so you have rage rounds to spare for their magic.
Exactly how these bloodragers tap into their metamagic abilities can help determine the flavor of the archetype for them. Perhaps they have an almost instinctual understanding of the laws of magic. Perhaps their rage allows them to force past such barriers, or maybe they have borrowed elements from meditation or scholarly pursuits? Regardless, I can imagine that an arcanist could learn a lot by interviewing them.
It is said that the library of Ekruss holds the largest collection of arcane works in the nation, but only one interests the Keriog tribe. These warriors, for whom the path of the bloodrager is a sacred blessing, wish to discover how to guarantee that the power be passed down, particularly while giving mystic insight into manipulating magic. However, getting to this information is no easy task, for in addition to the city walls, the library itself is guarded by magical guardians, mighty clockwork golems whose bodies unfold into whirring barriers of death.
Infused with the rage of the sky, the strix of Mount Seirore have long called down thunder and lightning upon foes before diving into battle. Among them, their “Storm Ragers” are perhaps the most deadly, able to unleash lightning and other elemental blasts with incredible potency upon those they consider interlopers.
Tachaak has fallen far from the hobgoblin ideal, not only having natural “elf magic” in his veins, but also preferring to ruin and destroy opponents rather than capture them alive. As such, he has learned many secrets to make his magic all the crueler. His favorite is making his spells contagious, his longer-lasting debilitations spreading to the unwary who try to dispel them.
Prestige Class Spotlight 6: Horizon Walker
As we travel to new places, we learn from them. We learn of the cultures, of the terrain, and of the things that live there. We can experience things that otherwise would remain in the realm of books and specials on various educational networks.
Few, however, are worldlier than today’s entry, the Horizon Walker. These individuals live and breathe the various byways and wildernesses of the world they live on, and often beyond. Indeed, like a less magical planes walker, these travelers even adapt to other worlds and planes of existence.
Exactly how they do this may vary. Some may spend long periods in such realms, learning all they can, as well as various tricks to surviving there. Others may enact secret rituals to let a little bit of the essence of those places into themselves, becoming as much a part of it as natives. Regardless, a Horizon Walker can be recognized by their weathered faces and worldly outlook and knowledge.
Commonly, Rangers find the abilities of this prestige class to be most in line with their other abilities, though any individuals with wanderlust may seek it out as a class. Magical classes typically avoid it, however, since it provides little support for spellcasters.
Horizon walkers may be loners or wandering philosophers with little connection, but I can also imagine loose collections or fraternities of these individuals that meet together regularly and work towards common goals.
Like a ranger, these travelers develop a suite of favored terrains as they learn more and more about them.
They then, however, begin to master these terrains, able to share benefits with their allies, but also gain a variety of additional boons based on which terrain they master. This can be anything from an increase in fall-flight speed on planes with subjective gravity, bonuses on specific skills, the ability to breath water (or air), faking a different alignment, ignoring concealment from mist, and so on.
Over time, they truly learn to dominate a few of these terrains, gaining even more supernatural abilities, which of course vary by the terrain being chosen. Everything from increased attacking power against certain foes, spell like abilities including flight, the ability to charm beasts, hallucinatory terrain, and so on.
The most powerful horizon walkers can feel at home anywhere, favoring all terrains at least at a basic level, but also increasing their proficiency with their chosen terrains further. They ignore most weather effects, and their presence and instruction makes things easier for all that travel with them.
If you’re interested in any sort of survivalist build, this prestige class is worth considering. Keep in mind that many of its benefits are conditional on your location, and if your game doesn’t see you traveling around a lot, it can really hamper its utility. In the right game though, it can be a godsend, but in the wrong game, you’re better off benefitting from the powers associated with your starting class or classes.
When it comes right down to it, you can probably split horizon walkers into two categories, those that wander the world or worlds, and those that have left the material plane behind to explore the wild places of the outer planes. Of course, some of the former still do sometimes tap into extraplanar knowledge if it suits them, particularly the ethereal or other “nearby” planes, just as the latter have access to more mundane terrains by virtue of having started out on the material plane in most cases.
In order to change the past and unmake a great mistake that has doomed the multiverse, the party must weather the onslaught of the poorly-understood Plane of Time, reach the Gate of All Beginnings, fight past the guardians, including mythic clockwork golems and other powerful beings, and enter the gate. Luckily, legend tells of a Horizon Walker who has mastered that realm, but finding them if they still live will be a journey unto itself.
Stellae has walked across many worlds and seen their wonders, at least in her mind. The android has been fed simulation after simulation from her fabrication pod for centuries. However, damage prevented whatever purpose she had from being imparted to her, leaving her with incredible skill, but nowhere to use it.
The party comes across a stranger bearing a walking staff and a mark of the travel god. They will travel with them for a time, imparting wisdom and perhaps some advice about their upcoming adventures, but the real kicker comes if the party proves themselves to be lovers of the road, offering to teach them the ways of the horizon.
this sums up my dnd campaign fairly well
Character post: Vittorino
Though, he prefers to go by Vittore.
Vittorino is a clockwork golem, created by a secret society in Rome during the Renaissance. During his travels, he settled down temporarily in Venice, and Florence.
He was commissioned to be an assassin, devoid of pesky things like freewill, and need of nourishment or sleep. An assassin was essentially untraceable.