Mr Peymour Meymour Seymour, what is your opinion of being a little goof in vidja gaymes? I'm not talking about griefing or antagonizing people in online games. Just giving a little whomsey to everyone
Son/Daughter/Child/Creature let me tell you something,
Do you know what one of my favorite classes in FFXIV is to play?
[Perhaps the longest and most time consuming single post on the Codex, and that is saying something. It's my attempt at a base class! Inspired by the blue mage from Final Fantasy, transforming hero characters from media like Dial H for Hero, The Guyver and Ben10, and an attempt to make a version of the synthesist summoner archetype that isn't completely broken. Thanks to @abominationimperatrix, @soylent-crocodile and @monstersdownthepath for being my proofreaders and sounding boards on this one. This time I did not link every single non-core spell, because there's a lot of them. Use Archives of Nethys for sources on all these spells.]
Mimeticist
The mimeticist is a student of the monstrous who alters their own body the way other classes may change armor or weapons. Using strange arcane techniques, a mimeticist can assume the forms of the creatures they study. Some mimeticists retain their natural features, only gaining slight hints of the forms whose abilities they mimic. Others become specific types of monsters when they use particular abilities, and still others become strange chimeras whose appearance shifts according to their tactics and whims. There are mimeticists, called henshin by some, who have a specific alter ego whose appearance remains relatively stable, even as they grow more powerful and gain more abilities.
Role: Mimeticists are to transmutation what summoners are to conjuration—they sacrifice their mastery of other schools of magic to access the powers of biological diversity and magical creativity. Some of them go so far as to maintain a secret identity, seeming as a mild-mannered scholar until they transform themselves into a beast.
Alignment: Any
Hit Die: d8
Class Skills
The mimeticist’s class skills are Craft (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int modifier
The class features and spell list for the mimeticist are below the cut:
Class Features
The following are class features of the mimeticist.
Weapon and Armor Proficiency: Mimeticists are proficient with all simple weapons. Mimeticists are also proficient with light armor. A mimeticist can cast mimeticist spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a mimeticist wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass mimeticist still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Mimicry (Su): A mimeticist can transform their body to mimic animals and monsters. The mimeticist can use this ability as a standard action a number of times a day equal to 3 plus ½ her mimeticist level (minimum 3), and each time she uses mimicry, she can remain in that form for a number of minutes equal to her mimeticist level (minimum 1 minute), unless she reverts as a standard action. When she uses mimicry, her body changes, granting her access to eidolon evolutions. She may access evolutions with a point cost equal to that shown on the table above; unused evolution points are not saved or rolled over to a later use of mimicry. A mimeticist is assumed to be bipedal for the purposes of what evolutions she can access. A mimeticist can choose to use different evolutions different times she uses mimicry, but cannot change her evolutions during a use of mimicry without using the ability another time (or through spells like evolution surge). A mimeticist is limited in the number of natural weapons she can grant herself, as shown on the table above.
A mimeticist begins play with three evolutions known, and learns how to mimic additional evolutions as she levels, as shown on the table above. A mimeticist can learn evolutions that can be taken multiple times, but requires additional evolutions known to alter them from the choice initially picked. For example, a mimeticist taking the skilled evolution would have to pick a single skill to gain the bonus in when she learned the evolution, but could learn it a second time for a bonus to a second skill. A mimeticist must be of the listed level in mimeticist to select evolutions with a summoner level requirement (such as level 7th for webs or level 11th for fast healing). At 4th level, and every four levels thereafter, a mimeticist can choose to replace one of her evolutions known for another evolution of equal or lesser point cost.
Monster Lore (Ex): A mimeticist gains a bonus on all Knowledge checks to identify monsters and their abilities equal to ½ her class level (minimum +1). In addition, she may make any Knowledge check to identify monsters and their abilities untrained. This does not apply to other applications of the same Knowledge skill.
Spells: A mimeticist casts arcane spells drawn from the mimeticist spell list. A mimeticist must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the mimeticist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mimeticist’s spell is 10 + the spell level + the wizard's Intelligence modifier.
A mimeticist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Intelligence score
A mimeticist may know any number of spells. She must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the mimeticist decides which spells to prepare.
Cantrips: Mimeticists can prepare a number of cantrips, or 0-level spells, each day, as noted on the table under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: A mimeticist must study her spellbook each day to prepare his spells. She cannot prepare any spell not recorded in his spellbook, except for read magic, which all mimeticists can prepare from memory. A mimeticist can take the Spell Mastery feat as if she were a wizard.
A mimeticist begins play with a spellbook containing all 0-level mimeticist spells plus three 1st-level spells of her choice. The mimeticist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new mimeticist level, she gains two new spells of any spell level or levels that she can cast (based on her new mimeticist level) for her spellbook. At any time, a mimeticist can also add spells found in other spellbooks to her own.
Track (Ex): At 2nd level, a mimeticist adds half her level (minimum 1) to Survival skill checks made to follow tracks.
Know Thy Enemy (Ex): Starting at 3rd level, when the mimeticist succeeds at a Knowledge check to identify a creature’s abilities and weaknesses, she can also use a standard action to grant herself a +2 insight bonus on all attack and weapon damage rolls made against that enemy. This bonus lasts for a number of rounds equal to half her class level (minimum 2 rounds), or until the mimeticist uses this ability against a different creature. At 11th level, she also gains a +2 bonus to her AC against the creature when using this ability. At 19th level, the insight bonus increases to +3.
Warp-proof (Ex): At 4th level, a mimeticist gains a +4 bonus to saving throws against petrifaction and polymorph effects.
Mimetic Attacks (Su): Starting at 5th level, whenever a mimeticist uses her mimicry ability to simulate natural weapons, those natural weapons take on the properties of different types of weapons. At 5th level, her natural weapons created through mimicry are treated as being magic weapons for the purposes of overcoming damage reduction. At 9th level, they are treated as being cold iron and silver for the purposes of overcoming damage reduction. At 13th level, they are treated as weapons with the alignment of the mimeticist for the purposes of overcoming damage reduction. At 17th level, they are considered to be adamantine for the purposes of overcoming damage reduction.
Unlock Flesh (Su): Starting at 6th level, whenever a mimeticist uses its mimicry ability, she grants herself a +2 enhancement bonus to one physical ability score (Strength, Dexterity or Constitution), which lasts for the duration of her mimicry. She must choose what ability score to enhance at 6th level, and cannot change it. At 11th level and 16th level, she gains another +2 enhancement bonus to an ability score whenever she uses mimicry, which can be used to enhance the same ability score, or a different one of her choice.
Rapid Mimicry (Su): Starting at 7th level, a mimeticist can use mimicry, or revert to her original form, as a move action. Starting at 14th level, a mimeticist can use mimicry or revert to her original form as a swift action.
Multiattack (Ex): At 8h level, a mimeticist gains Multiattack as a bonus feat.
Rapid Assessment (Ex): Starting at 10th level, a mimeticist can use her know thy enemy ability as a move action. Starting at 19th level, she can do so as a swift action.
A Thousand Faces (Su): At 15th level, a mimeticist gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Enhance Natural Weapons (Ex): At 18th level, a mimeticist’s natural weapons granted from her mimicry ability all deal damage at one die higher, as if she had the Improved Natural Weapon feat for all of her natural weapons.
Transcend Flesh (Su): At 20th level, a mimeticist gains the shapeshifter subtype. She can use her mimicry ability and a thousand faces as immediate actions. She gains a 50% chance to ignore critical hits and sneak attacks, and if she succumbs to a hostile petrifaction or polymorph effect, she can resume her natural form and end the condition as a standard action on her turn.
Mimeticist Spells
Mimeticists gain access to the following spells.
1st-Level Mimeticist Spells: alarm, ant haul, anticipate peril, aspect of the falcon, aspect of the nightingale, borrow skill, bouncy body, bristle, burst of adrenaline, burst of insight, coin shot, comprehend languages, corrosive touch, deadeye’s lore, decompose corpse, disguise self, endure elements, enlarge person, erase, expeditious retreat, false face, faerie fire, feather fall, feather step, heightened awareness, hobble, identify, jump, keen senses, long arm, mage armor, magic fang, monkey fish, pass without trace, reduce person, restore corpse, shield, stone fist, tireless pursuit, touch of gracelessness, touch of the sea, true strike, unerring weapon, unseen servant, vocal alteration, wizened appearance, wrath, youthful appearance
2nd-Level Mimeticist Spells: acute senses, air step, alter self, animal aspect, ant haul (communal), aspect of the bear, barkskin, bear’s endurance, blood armor, blood biography, bloodhound, blur, boiling blood, bull’s strength, buoyancy, cat’s grace, certain grip, darkness, darkvision, detect magic (greater), discovery torch, eagle’s splendor, effortless armor, endure elements (communal), evolution surge (lesser), false life, fox’s cunning, ghostbane dirge, glide, hunter’s lore, invisibility, levitate, locate object, lockjaw, masterwork transformation, natural rhythm, open book, owl’s wisdom, perceive cues, pouncing fury, protection from arrows, pyrotechnics, quick change, rage, resist energy, see invisibility, spider climb, stone throwing, tactical acumen, tree shape, twisted innards, vine strike, warding weapon, warp wood, whispering wind, wood shape
3rd-Level Mimeticist Spells: adjustable disguise, air breathing, animal aspect (greater), arcane sight, assume appearance, beast shape I, blessing of the mole, blink, burrow, burst of speed, campfire wall, cast out, clairaudience/clairvoyance, cloak of air, coordinated effort, countless eyes, darkvision (communal), daylight, deadly juggernaut, deeper darkness, devolution, dispel magic, displacement, evolution surge, feather step (mass), fly, fungal infestation, gaseous form, haste, heroism, hunter’s eye, infuse self, keen edge, lily pad stride, locate weakness, magic fang (greater), monstrous physique I, pack empathy, pierce disguise, protection from energy, pup shape, resinous skin, resist energy (communal), shifting sand, slow, snare, spider climb (communal), spike growth, spit venom, tongues, undead anatomy I, vampiric touch, vermin shape I, versatile weapon, water breathing, wind wall, witness
4th-Level Mimeticist Spells: absorb toxicity, adjustable polymorph, aerial tracks, age resistance (lesser), air walk, arcana theft, aspect of the stag, assume appearance (greater), atavism, beast shape II, bloody claws, caustic blood, control water, darkvision (greater), death ward, decollate, detect scrying, dimension door, dimensional anchor, dismissal, echolocation, elemental body I, enchantment foil, enlarge person (mass), ethereal fists, evolution surge (greater), eyes of the void, false life (greater), fey form I, find quarry, fire shield, fluid form, forceful strike, freedom of movement, giant vermin, ghostbane dirge (mass), invisibility (greater), kiss of the first world, monstrous physique II, neutralize poison, obsidian flow, persistent vigor, planeslayer’s call, protection from energy (communal), reduce person (mass), replay tracks, ride the waves, rigor mortis, rubberskin, rusting grasp, scrying, spike stones, strong jaw, stoneskin, tailwind, temporary graft, tireless pursuers, tongues (communal), touch of slime, unbearable brightness, vermin shape II, vitriolic mist, wall of fire, wall of ice
5th-Level Mimeticist Spells: air walk (communal), animal growth, aspect of the wolf, baleful polymorph, beast shape III, blessing of the salamander, control winds, dispel magic (greater), divine pursuit, dust form, elemental body II, fey form II, fickle winds, heroism (greater), hunter’s blessing, monstrous physique II, ooze form I, overland flight, planar adaptation, planetary adaptation, plant shape I, polymorph, resounding blow, sending, shapechanger’s gift, snake staff, spell resistance, stoneskin (communual), telekinesis, teleport, threefold aspect, undead anatomy II, unerring tracker, unshakable zeal, vampiric shadow shield, vengeful stinger, wall of force, wreath of blades
6th-Level Mimeticist Spells: age resistance, analyze dweomer, banishment, bear’s endurance (mass), beast shape IV, bull’s strength (mass), cat’s grace (mass), disintegrate, eagle’s splendor (mass), elemental body III, ethereal jaunt, fey form III, find the path, flesh to stone, form of the alien dragon I, form of the dragon I, fox’s cunning (mass), frightful aspect, giant form I, green caress, heart of the mammoth, iron body, ironwood, legend lore, mislead, monstrous physique IV, ooze form II, owl’s wisdom (mass), planar adaptation (mass), planetary adaptation (mass), plant shape II, plundered power, primal regression, scrying (greater), sonic form, spell turning, statue, stone to flesh, swarm skin, tar pool, teleport (greater), transformation, true seeing, undead anatomy III, verminous transformation, walk through space, wind walk, wither limb
Fantasy Vio is recommended by her party to try other Jobs. But after this, she might stick to melee…
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I have this Final Fantasy XIV OC, Dollmaker. Longer version explained here. Short version is that it's a voidsent that lives under the city, can swap out people's body parts at will, is in a situationship with Martyn the Blue Mage, and is real into Elegant Gothic Lolita.
(Yes, it looks a lot like No-Face from Spirited Away. Yes, I'm aware. Yes, Ghibli is probably sending lawyers after me. I should have made it purple or something.)
It turns out that when you write 31k words of fanfiction for your OC and commission a bunch of fanart for it, you get very attached to the OC. Unfortunately I'm not great at 2D art...but I did just get into amigurumi. When one cannot draw the OC, one must crochet the OC.
First was the Mk 1 Prototype Dollmaker, which just has a single wireset for the spine. It helps that Dollmaker's basically a long tube with legs, so the anatomy wasn't the trickiest thing in the world. The wires are actually a set of napkin rings I picked up at a thrift store.
The Mk 1 is pretty simple besides that, with the face embroidered onto a flat disc. The feet designs were taken from a friend's Wizard Lizard crochet pattern, while the arms are actually squid tentacles from a different pattern. A lot of it was a learning process. It's my first time making a critter by piecing together scraps of other designs, rather than going off a single coherent design.
Today I finished the Mk 2, which is a little larger and more complicated. The tongue on the Mk 2 is the leafy shaped wire end of one of the napkin rings wrapped in red yarn, with an embroidered red mouth. The legs also have wire in them, though the arms were a bit small for it.
And of course we have a little Martyn for Dollmaker to hang out with. This is a wooden fireman doll I painted, drew a goatee on, and made a little vest for. I'm hoping to do more doll clothes for him in the future as well.