Hellknight Rochelle from "Wrath of the righteous"
My favorite OC. I love her❤️🔥🙏

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




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Hellknight Rochelle from "Wrath of the righteous"
My favorite OC. I love her❤️🔥🙏
Time to shout out some TTRPG things I like! Not games wholesale, but pacific systems and mechanics. Some positivity to counterbalance all the biching about the mid game that spread like the plague
Dagger Heart: hope and stress. - Amongst countless rules light systems DH stands out, it adds just a little bit of resource management allowing for more strategic decisions in and out of combat. Usually rules, light games don't work too well with combat and are better suited to stories that you it sparingly. Dungeon World and FD&D will both see you do the same thing round after around. While games that give a deep combat tend to have a lot of rules to simultaneously style of play. PF1 and World of Darkness both have a fast number of tables transforming any given situation on the number roll modifier and rules for determining object hp based on material and thickness. Dagger Heart gives a decent sense of rules light but strategically deep. Even rest doesn't simply heal you, but you have to make a choice of what to recover/gain.
PF1/D&D5: Sphere of Power - This third party supplement massively changes d&d magic. It replaces long spell lists with talents you can mix and match into actual spells. This gives you a flexibility while requiring you to remember fewer individual abilities. This also has the added benefit of giving more mages a consistent theme. It comes with many expansion books and twin system of sphere of might and sphere of guile that are used to represent marshal and skilful characters respectively. Using spheres also means closing the marshal - caster power gap present it these systems
World/Chronicles of Darkness: dots and dice system - in WotD, nWotD and CotD your attributes and skills are represented with dots. When you do a task, you roll as many dice as you have a dots in attribute and skill combined, plus situational bonuses such as using appropriate tools. Any dice with 7+ is success. This system is very easy to use, and many players find it easier to manage than stacking modifiers of d&d3-4.
PF1: Path of War - this massive 3pp expansions to PF1, that adds spells but with a sword. This manures, as they called, add a great layer of tactical gameplay at the cost of complexity. I want to specifically mention this one over its predictor, tome of blades from D&D 3.5e, because it adds some much more cool stuff. Such a veiled moon that lets you turn Incorporeal and walk through walls as soon as lv 5. It’s also HUGE proving more option than I could image, special when you consider it got some 3pp expansions of its own.
Sunderfolk: fate deck - yes, it is a video game, but it’s based on gloom haven, a board game that is in turn based on TTRPGs. Now, Sunderfolk expanded on this one so much more. The fate cards are given abilities, sometimes tied to your class. You will draw one with every attack, adding or subtracting from damage, often with extra effect attached. Some of the these effects are tied to the class: Pyromancer spreads fire, archaist spawns illusionary copies of themselves, and rogue can get an extra move. These abilities add a lot more dynamic strategy to the mix. I would love to see something similar implement in a TTRPG
Chosen of Saranrae ☀️
Detailed icon commission for @rosesrambling of her wonderful half-drow girl, Sana! She's so stinking cute, it was an absolute pleasure to get to draw her in her new Chosen of Saranrae look!
Commission info|| YCH commissions || Ko-fi
I miss pathfinder
It didn't go anywhere, I just can't find anyone to play with
PF 1e has something absolutely redicluse
Card Casting, in short, you turn your magic into a card game. There are many variants that might closely mimic different card games. Regardless of witch variant is in play, this is absurdly crunchy in a best kind of way. You can roll up to the fight and not know what kind of spells you can cast.
This is a 3pp addsion to a 3pp source already, so odds of acually playing (not DMing) a game where this is allowed are effectively non-existent.
Not to mention... if would be even more intrasting, if there was a way to add some typical card game effects, peaking at your deck, discarding/drowning extra cards, ect
http://spheresofpower.wikidot.com/casting-traditions#toc13