Ph. Laurence Winram
seen from United Kingdom
seen from China

seen from United States
seen from United States
seen from Argentina
seen from United States
seen from Italy
seen from Italy

seen from Malaysia
seen from Poland
seen from China

seen from Malaysia

seen from United States
seen from United States

seen from United States
seen from Philippines
seen from United States

seen from Malaysia
seen from Yemen

seen from United States
Ph. Laurence Winram
Occultist (Arcanist Archetype)
Another case of an archetype predating a future class while sharing the same name, today’s entry actually has only tangential connection to the themes of the occultist class, as they lack a connection to psychically resonant objects. However, what they do share is a bevy of mystic and occult knowledge, and a deeper working relationship with the beings beyond the veil.
In essence, these arcanists are the conjuration specialists to the brown-fur transmuter being the transmutation specialist, or the twilight sage in regards to necromancy. Though they are not so focused as summoners, having no eidolon, they definitely seem to blend elements of that art into their particular brand of spellcasting.
Whether they are proto-summoners or masters of the arcane that have cracked some of the secrets of the summoner way and added them to their arsenal, there is no denying that these conjurers have friends on the other side.
Rather than bind outsiders to their will like most arcane casters, these arcanists can do so as allies instead, needing no circle to bind and bargain with them. Furthermore, they can cast planar travel magic as if they learned it from a divine discipline.
By burning their reservoir, these mystics can summon allies beyond the veil. The more powerful they are, the more energy they can expend to bring more and more powerful allies into battle. Like a summoner, such allies remain for much longer, though only one set can be called at a time.
With their many allies in the beyond, these occultists of a different sort can periodically call upon them to provide information in addition to simple battlefield support.
The most powerful of these arcanists, however, no longer need to burn energy to call allies to themselves, and they remain indefinitely, though only one group can still be summoned at a time.
Simple as it is, this archetype is built around the flexible casting of the arcanist plus a bevy of summonable minions. I recommend building with plenty of ways to refill your arcane reservoir, as well as the few conjuration-themed exploits available. Feats-wise, consider those that help buff up your summoned minions, including the options from Monster Summoner’s Handbook and so on. The fact that they can cast summoning spells without expending slots leaves them free to cast spells to support their minions, so keep that in mind.
While these mystics can still learn planar binding spells normally, planar ally spells are typically better in most scenarios unless, for whatever reason, the arcanist needs a long-term ally of a radically different alignment or deific association. The important thing to note, however, is the fact that these arcanists can cast those ally spells in the first place, and what that means for them as conjurers. Planar ally spells imply a request for aid, which means that somehow the arcanist did what most arcane casters do not, which is get in good enough graces with some power to call upon such beings without pulling them unwillingly from their duties. That relationship alone is worth exploring.
Kurad the Starcaller is the foremost expert on conjuration magic in the High Council of Magic, however, his tower is bereft of any traditional summoning chamber, leading many to believe that he has some secret bargain with otherworldly powers. His rivals would dearly love to know the truth behind any such arrangement, but like all of the mages in the council, he is loath to give up his secrets.
Disillusioned with other mortal races after a bandit group raided her tribe, Cerad the rougarou sought out a power that promised loyalty that no mortal could compare to. Now, she is a master of infernal magics, and favors hellhounds, yeth hounds, and other fiendish canines as servants and allies. With their help, she plans to bring Hell to the other mortal races.
Conflicted and unsure, the arcane occultist known as Niraszan summoned up a mighty efreet lord, hoping to barter a wish in order to quickly repair the walls of his beloved city after the war. However, the greedy genie has named a tall order for his price, the hide of the local cerynitis, a blessed beast of the goddess of the hunt and symbol of pride for his country.
Third-Partystravaganza 5: Artisan (Base Class; Drop Dead Gaming)
Magic items have always been a big part of any fantasy setting. I’ve already spoken a bit on how to make discovering that useful magic item feel special (Back in my roleplay ramblings about combat styles!), but today, we’re going to focus on those that create said items.
Most any caster of spells can create magic items, and heck, even some non-magical crafters can get in on the fun, creating magic items by raw skill alone, albeit within a much narrower field of focus.
Back in past editions of the world’s oldest roleplaying game, there was a class built specifically for the creation of magic items: the Artificer, who channeled the majority of their magical talent into creating such items.
Of course, the artificer was not open content, so it only makes the jump to pathfinder by way of conversion. However, Drop Dead Gaming has given us another option in the form of their artisan class from a supplement of the same name. While it’s clearly not the same class, it shares enough in common with the artificer to make it pretty clear that this is DDG’s attempt to recreate the class using a more pathfinder-appropriate design scheme. What remains the same is how their abilities revolve around their creations.
Master crafters, these artisans may not be able to cast spells, but their myriad knowledge of how such spells are used in crafting allows them to apply that knowledge to crafting. So long as they are skilled enough to “know” the spell, they can create such items without worrying about the process being more difficult.
Drawing upon a similar pool of arcane power to a magus, artisans can apply enhancements to combat-related equipment, albeit in a less specialized way, boosting and granting various enchantments not only to weapons, but also armor and shields. Furthermore, they can do this to the equipment of allies from a distance to aid them.
As one might expect, part of their training is devoted to learning as many different crafting feats as possible, drawing from an ever-expanding list, even including ones from outside the core rules.
What really sets artificers apart, however, is their ability to draw upon a magical reserve when crafting items, effectively trading raw magical essence in exchange for expensive material components normally required to help bind magic to the item. Of course they can’t replace all of the item’s cost with this essence, but it helps. Also, this pool does not regularly regenerate, but instead returns even fuller and deeper whenever they reach a new threshold of understanding. They do, however, also learn to disenchant items later, consuming the magic within to restore some of their essence.
Though their myriad of techniques only grows in depth and diversity with time, everyone has to start somewhere, and often has a favored material they like to work with, creating items faster from said materials, and gaining a myriad of abilities associated with each, such as protection powers for clothiers, mastery over traps and constructs with clockmakers, altering the properties and shape of metal with metallurgists and blacksmiths, and so on.
They also have access to a wide array of abilities that they can pick and choose from, ranging from adding new magical properties they can apply to objects, calling objects to their hand, gaining mastery over clockwork constructs to the point of making clockwork versions of other types of said animated creatures, and mastery over various other types of magic items.
It is common for these mystical craftsfolk to create homunculus familiars, often incorporating elements of their preferred craft into their design.
Regardless of whether they learn to craft more complex constructs, these artisans to learn how to create basic animated objects, and can even improve them, often building mobile frames or simple clockworks which they bring to life.
Storing so many items can be a hassle, so these crafters learn to hide away items in an astral cache they can summon to themselves. Later on, they can even summon individual items from it without bringing the rest.
Even staves bow to the will of these mystics, using their mastery to determine their power even though they are not true casters, and using their reserves of enchantment to power the spells.
Occasionally an enchantment would work better on another item, and these mystics have learned to move and even trade out enchantments from one source to the other.
Near the zenith of their power, these crafters perfect a magnum opus, a true minor artifact that they have been working at for a long time. What’s more, that breakthrough has opened up the secrets of artifact creation to them without mythic power, though doing so requires exceptional methods, forging said items in places of primal power, or collecting ingredients that cannot be found in any shop.
The most powerful artisans learn one final technique that enhances their powers, which varies by the individual. Some further master the speed and cost-efficiency of their creations, others can generate massive amounts of raw materials, enchant their own bodies, master wielding multiple wands or magic staves, or becoming a living spell battery, picking and choosing spells to utilize.
Interested in reliving the fun of the 3.5 artificer? Want a mystical craftsperson capable of using nearly all magic items, not to mention making them for a fraction of the cost in gold? This may be the class for you. There’s as many ways to build these as there are magic items. Perhaps you want a pseudo-caster with a wand for every situation, or maybe a botanist-brewer with potions and elixers galore, as well a plant monsters via the Grow Plant Creature, or an armored mystic whose weapon and armor enchantments are constantly changing to match the situation? The fact that the majority of their abilities rely on the resources of their essence pool and gold makes them a very money-focused class, of course, and that can be abused by them finding excuses to take extra downtime just to make money selling items. So keep that in mind.
This seems to me like a very primal form of exploring magic, able to craft items with any spell, regardless of source, given they are powerful enough to know the crafting lore associated with each spell level. However, they themselves are no casters. So the question is, which came first, the artificer, or the mage? I lean towards the latter, for while artificers defy most casting, they are still reliant on so many things associated with spells. Perhaps in your setting it is different?
One of the technological capitols of the world, Trodiet is famous for not only its mass-produced machines, but also its “artisan machine” line, amazing robots that combine arcane lore of old with the best science can offer. Each one is hand-crafted by one woman: Disiera Ardelay, the brilliant inventor. Though a gift to mortal science, there are many, from envious rivals to anti-science activists, who would see her dead.
The Grove of Alkenor, named after the cerynitis that died defending it, it tended to by a lone druid and artisan who never reveals their name, instead spending all their time brewing potions and growing plant guardians from the local flora, all to protect the sacred place from interlopers, and to fund the local circle and its activities.
Some of the most famous artifacts of the age were all crafted by a single person, the so-called Skysmith, whose identity has faded from history, but their impact remains. When a party member inherits The Skysmith’s Journal, they can embark on a quest to uncover their greatest creations, all while others greedily seek them for their own ends.
I love your portrayal of Steven! I really feel his voice in your threads (the ones with and without me). I think you really capture his gentleness, as well as his confused state of mind, his intelligence and his resilience. You show that he's not just a shy guy stuck in a museum, but an intelligent, curious and kind man suffering under very heavy circumstances (whether that is his lack of sleep, his discovery of Marc or being an avatar of Khonschu). 10/10 honestly
hey…how’s my portrayal? ♡
🥺🥺🥺. how dare you i’m emotional. i never knew i needed steven to have a friend to be there and fuss over him a bit. but i’m so glad he has neem 🥺 you are so kind and so supportive and i love the depth of your character and how fleshed out and real she feels when interacting. i’m just 🥺🥺 attached to you already 😭😭
❝ sometimes, i just need the world to be beautiful. i know how dark and ugly it can be but i just want to see something good and focus only on it for a few minutes. ❞ // @cerynitiis // prompt list.
there is a quiet nod. he knows that feeling. it’s the one that keeps him awake at night. it’s the one where he sits, books open in front of him, tea cooling at his side, and stares into gus’ tank. and marvels. because life is so terribly fragile, and so terribly brave all at once. and sometimes he thinks he is only the fragility and not the strength. but these are doubts, held close and private that he does not share. just a smile. a gentle squeeze of her hands. ‘ you know what i do when i feel like that? volunteer for inventory. donna never suspects a thing. do it up fast. then spend the rest of the bloody night staring at the exhibits i like best. knowing that one day someone will dig up our cities and find what we leave behind. and -- i’d like to think marvel at what we did too. ‘
Sketch that I’m gonna try to clean up and finish. See how it goes.
My first OC
Cerynitis
Artemis and her Ceryneian Hind. ♡