When I first saw Crawling hand bro, I thought he was a girl and thought he had a bob cut and I was like omgggg put some clothes on 😳😳😳😳😳😜😜😜😜😜😜😜.
😞😞😞😞 I don't even know what this is.
seen from Canada
seen from Poland
seen from Canada

seen from Switzerland
seen from Germany

seen from United States

seen from Switzerland
seen from Canada
seen from China

seen from Netherlands
seen from Mexico
seen from Croatia
seen from Poland

seen from United States
seen from United States

seen from Switzerland

seen from United States

seen from Malaysia

seen from Poland

seen from Georgia
When I first saw Crawling hand bro, I thought he was a girl and thought he had a bob cut and I was like omgggg put some clothes on 😳😳😳😳😳😜😜😜😜😜😜😜.
😞😞😞😞 I don't even know what this is.
Mechanical Crawling Hand
Man that ring took so long to get right, but I’m still not really sure about Handrew itself But I’m damn proud about the ring <3
Figure Creation
The Water Drake,
Hellhound,
Slime, and
Crawling Hand
Dr. Terror’s House of Horrors
Serpent Herald (Skald Archetype)
Sea serpents and dragons alike are often considered icons of power, the sort that many a warrior would love to emulate, some more literally than others.
Indeed, the so-called serpent heralds channel their primal magic to call upon the might of such powerful aquatic predators to aid them in battle, transforming themselves and others to emulate that might.
In the Golarion setting, these skalds are associated with the dragon-like fey eldest known as Ragadahn, but they might otherwise simply seek to emulate the power of sea serpents and linnorms.
That being said, I imagine that Ragadahn holds an interest for many skalds, and not just because many members of the class are indeed from regions where linnorms dwell. Indeed, Ragadahn’s interest in esoteric lore in addition to being an imperious, if uninvolved, warrior-ruler, does seem to resonate with the role that skalds play in many cultures.
The power of these skalds’ battle-songs not only inspires their allies to fight harder, but also alters them, taking on a reptilian trait of their choice, ranging from mobility, armored scales, keen sight and scent, and even a venomous bite.
As they grow in power, they also learn to alter their own forms further, transforming into various reptiles or aquatic beasties, yet still be able to speak, eventually gaining the ability to cast vocal spells, and finally, gaining magical freedom of movement within this form.
This archetype recommends certain rage powers, such as those that grant extra mobility, a portion of animal fury, skill in the ways of knocking foes over, and even emulating linnorms by gaining a death curse.
This archetype is great if you want modular bonuses on top of what your inspired rage grants, adapting to the situation. Furthermore, they can bolster their own melee ability with wild shape. As such, I’d go for a heavy melee build, with perhaps a look at what spells only have verbal components, buffing, enchanting, or blasting foes.
In a way, this archetype is something of a cousin to the wyrmsinger archetype, which we’ll see at a later date, but the similarities are there. Regardless, the juxtaposition that the fey patron of this archetype, being both fey and dragon, is pretty interesting, causing these skalds to straddle two different aspects of the supernatural.
On the world of Midvaar, the warrior-poets known as serpent heralds are devotees of Nidhogg, who gnaws at the root of reality. While some gather doomsday cults, others see themselves as necessary forces of entropy, consuming that which grows to maintain the health of all creation. The greatest honor among them is to manage to slay and anoint themselves in the blood of one of Nidhogg’s children, the curses their demise bring being a secondary factor.
It is often easy to forget that humanoids are not the only sapient races, and that others require succor from the undead as well. As such, the duskwalker Icoun traveled to the Vale of Draconis to learn the secrets of the great wyrms, so as to better protect them from the likes of raveners and other draconic undead.
The wyrmblood tribe respects dragons as sacred beings, which is why it is so distressing when several linnorm corpses have been discovered, mutilated and stripped clean of useful materials. The serpent herald chief asks the party to investigate, but in doing so, the giant draconic crawling claws, harvested and animated form the beasts bodies, will be the least they have to contend with.
Crawling Hand, the twenty first Known One.