Imager

The main strength of imagers is their capacity to imagine things into being, giving them a diverse skill set that put all things that exists in the world at their fingertips. Imagers find much in common with Sorcerers and Wizards that specialize in conjuration magic. However, their form of magic is more akin to psionics than commonly employed arcane spells. They rely on their own creativity, exceptional flexibility, and capability of creating almost anything their mind desires, though it is not without risk. The larger and more elaborate the object an imager manifests, the more taxing it is on their bodies. As such, it isn't uncommon to find an imager fatigued or completely exhausted after imaging something into existence, and in rare instances, death has occurred.


Role: Imagers possess powerful minds, able to draw upon their vivid imaginations and manifest what they see in their mind’s eye as reality. While imagers tend to stay far from the battle, often using their imaging to create obstacles or projectiles from a distance, they are capable combatants when forced to engage in close combat. Imagers make excellent ranged combatants,


Alignment: Any.

Hit Dice: d8.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.



Class Skills

The imager’s class abilities are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.




Table: Imager

Class Features

The following are the class features of the imager.


Weapon and Armor Proficiency

The imager is proficient with all simple weapons and with light armor. An imager is not proficient with medium armor, heavy armor, or with shields.


Arcanum (Sp)

Although an imager is not considered a spellcaster in the traditional sense, he does utilize a unique form of magic that allows him to form an image of the desired effect in his mind and then bring it into existence by mere thought. An imager can create or will into existence arcane spell effects drawn from the imager arcanum list. He can create any arcanum effect he knows without preparing it ahead of time as a spell-like ability, assuming he has not yet used up his allotment of arcanum per day for the effect’s level.


To learn or create an arcanum spell effect, an imager must have an Intelligence equal to at least 10 + the arcanum level. The Difficulty Class for a saving throw against an imager’s arcanum is 10 + the arcanum level + the imager’s Intelligence modifier.


An imager can create only a certain number of arcanum of each level each day. His base daily arcanum allotment is given on Table: Imager. In addition, he receives bonus arcanum per day if he has a high Intelligence score.


An imager’s selection of arcanum is extremely limited. However, unlike other spontaneous spellcasters, an imager may know any number of arcanum, and may create any arcanum she knows without preparing it ahead of time. An imager’s arcanum is a spell-like ability, and therefore cannot be altered by metamagic feats, as normal.


Starting Arcanum: Imagers go through rigorous mental training so that their minds become extremely organized and highly compartmentalized. While an imager possesses no spellbook, this training allows his mind to function as a spellbook. This mental “spellbook” (hereafter referred to as a mindtome), allows an imager to store and instantly recall any arcanum he knows as if he were reading a spell from a spellbook. An imager begins play knowing all 0-level imager arcanum plus two 1st-level arcanum of his choice. The imager also selects a number of additional 1st-level arcanum equal to his Intelligence modifier to add to his mindtome. At each new imager level, he gains one new arcanum of any level or levels that he can create (based on his new imager level) and adds it to mindtome. 


An imager can also learn any spell found in a magus or wizard spellbook and add it to his mindtome, so long as the spell is on his arcanum list. An imager can do this in the same manner in which a wizard adds a new spell to his spellbook (see Magic), using the same costs and time requirements. However, an imager cannot learn spells from an alchemist’s formula book. An imager does not need to decipher arcane writings before learning a spell as an arcanum.


Arcanum Gained at a New Level: Imagers undergo a certain amount of learning and research between adventures. Each time a character attains a new imager level, he gains one arcanum of his choice to add to his mindtome. The one free arcanum must be of arcanum levels he can create.


Arcane Shield (Sp)

At 1st level, an imager learns to create a magical shield that protects him from a variety of attacks. As a standard action, an imager can cast shield as a spell-like ability a number of times per day equal to 3 + his Intelligence modifier. The arcane shield remains for 1 minute per level.


At 5th level, whenever an imager uses his arcane shield ability, it functions as both the shield and mage armor spells.


Expert Imager (Ex)

Due to his in-depth knowledge of the natural sciences, an imager adds half his class level (minimum 1) to all Craft checks when creating objects using his imaging pool, or using minor creation, major creation, fabricate, or any other similar spell or effect.


Imaging Pool (Su)

At 1st level, an imager gains a pool of mystic arcane energy that he can draw upon to fuel his powers and create objects from nothing, similar to the minor creation spell. This imaging pool has a number of points equal to 1/2 his imager level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the imager rests to regain his imaging arcanum.


At 1st level, an imager can expend 1 point from his imaging pool as a swift action to create a single piece of equipment (see Equipment in Ultimate Equipment), one simple weapon, or one suit of light armor (including light shields) of up to 25 gp in value. These objects must be primarily made of bone, cloth, leather, stone, or wood. The imager must succeed on an appropriate Craft skill check to make a complex item. All such objects remain for up to 1 hour per imager level.


At 3rd level, an imager can expend 1 point from his imaging pool as a swift action to create a single piece of equipment, one simple or martial weapon, or one suit of light or medium armor (including heavy shields) of up to 250 gp value. These objects may be primarily made of bronze, copper, hide, iron, ironwood, obsidian, or steel. It may also be of masterwork quality. However, whenever an imager attempts to create an object primarily made of metal (copper, iron, steel, etc.) he must make a Fortitude saving throw (DC 10 + 1 per 10 lbs. of the object) or become fatigued for 1 minute for every 10 pounds of the object weighs. For example, a suit of studded leather would not cause the imager to become fatigued, but a suit of full plate may. All weapons created by the imager are considered magic for the purpose of bypassing damage reduction.


At 5th level, an imager an imager can expend 1 point from his imaging pool as a swift action to create a single piece of equipment, one simple or martial weapon, or one suit of light, medium, or heavy armor (including tower shields) of up to 2,500 gp value. These objects may be made of alchemical silver, darkwood, dragon hide, or gold. An imager can become fatigued when crafting objects primarily made of alchemical silver or gold, but is no longer fatigued when making those made of bronze, copper, iron, or steel.


Muses (Sp)

An imager learns all 0-level arcanum (cantrips), as noted above. These muses are created like any other arcanum, but they may be created any number of times per day as a spell-like ability. Like an imager’s arcanum, muses are a spell-like ability and therefore cannot be altered by metamagic feats, as normal.


Imager’s Eye (Ex)

At 4th level, an imager adds his Intelligence modifier as well as his Wisdom modifier on Perception and Sense Motive checks. In addition, he gains a +4 bonus equal on Perception checks opposed by another creature's Disguise or Sleight of Hand checks.


Defensive Training (Ex)

Starting at 2nd level, an imager learns to react instinctively to physical and magical attacks. Once per day as an immediate action, an imager gains a +1 bonus on any one saving throw of his choice. This bonus increases by +1 for every four levels beyond 2nd. At 5th level and every three levels thereafter, an imager can use this ability one additional time per day, to a maximum of seven times per day at 20th level.


Kinetic Strike (Su)

At 3rd level, an imager gains Improved Unarmed Strike as a bonus feat. An imager's unarmed attacks must be made with his fists and deal 1d4 points of bludgeoning damage (1d3 if Small, 1d6 if Large). This means that an imager cannot make unarmed strikes with his hands full. There is no such thing as an off-hand attack for an imager striking unarmed. An imager may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. An imager’s unarmed strikes always deal lethal damage. An imager’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.


Additionally, an imager can charge his hand or a weapon he is wielding with telekinetic force. An imager can make one free melee attack with his hand or weapon (at his highest base attack bonus) as part of charging his hand with telekinetic energy. If successful, this melee attack deals its normal unarmed or weapon damage as well as 1d6 points of force damage. If made with a weapon, this attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the force effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.


As the imager gains experience, his kinetic strike deals more force damage, as shown on Table: Imager. Whenever an imager uses this force effect with an unarmed attack, he can change its damage type from bludgeoning to slashing or piercing as a free action. A kinetic strike make with a weapon always uses the damage type of that weapon, and cannot be changed. An imager can use this ability a number of times per day equal to his level.


Swift Shielding (Ex)

At 3rd level, an imager can erect a protective shield with astounding speed and can use arcane shield as a move action.


Battlefield Medic (Su)

Starting at 4th level, an imager’s innate magic allows him to use the Heal skill to great effect. Whenever an imager uses the Heal skill to perform first aid or to treat poison, he can spend 1 point from his imaging pool as a move action. This improves to a swift action at 7th level, and to a free action at 10th level.


At 6th level, whenever an imager uses the Heal skill to treat diseases or to treat wounds from caltrops, spike growth, or spike stones, he can he can spend 1 point from his imaging pool to reduce the time to 1 minute. This improves to a full-round action at 9th level, and to a standard action at 12th level.


At 8th level, whenever an imager uses the Heal skill to treat deadly wounds, he can he can spend 1 point from his imaging pool to reduce the time to 10 minutes. This improves to 1 minute at 11th level, and to a full-round action at 14th level.


At 10th level, whenever an imager uses the Heal skill to perform long-term care, he can he can spend 1 point from his imaging pool to reduce the time required for the same results to 4 hours. This improves to 2 hours at 13th level and to 1 hour at 16th level.


Endurance

At 4th level, an imager gains Endurance as a bonus feat.


Imager’s Sense (Ex)

At 5th level, an imager can sense the presence of danger before his senses would normally allow it. An imager’s intuitive sense alerts him to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.


Imager Surgery (Su)

At 7th level, an imager can use his imaging pool to perform field surgery (remove a bullet, cauterize a wound, etc.), allowing creatures to recover more quickly from their wounds. To perform field surgery, the imager must expend at least 1 point from his imaging pool and then make a Heal check; success means that on the creature’s next rest period it heals 1d4 points of damage (this is in addition to the normal amount healed from resting and with being under long-term care from a person with the Heal skill). The image cannot take 20 on this check. If he fails the check by 4 or less, nothing happens. If he fails this check by 5 or more, the patient loses 1 hit point. If this puts the patient below 0 hit points, he starts dying. The imager may choose to up to 4 points from his imaging pool at the time of surgery, and if the check is successful, the creature heals 1d4 points of damage per imaging point spent on its next rest period instead. An imager can use field surgery on a creature multiple times as long as the patient is alive, but the additional healing from field surgery in one day cannot exceed the patient’s Constitution score (additional surgeries have no effect).


Improved Arcane Shield (Sp)

At 8th level, an imager can expend 1 point from his imaging pool as a swift action to enhance the effectiveness of his arcane shield. This secondary effect stacks with the normal effects of arcane shield and surrounds the imager in invisible layers of solid force that grant him a +2 armor bonus to AC. This bonus stacks with the armor bonus granted by arcane shield. Additionally, the first 5 points of lethal damage the imager takes from each attack are converted into nonlethal damage. Against attacks that already deal nonlethal damage, the imager gains DR 5/—. Once this effect has converted 5 points of damage to nonlethal damage per imager level (maximum 50 points), it is discharged, or remains until the arcane shield has ended, whichever comes first.


Advanced Imaging (Su)

At 9th level, an imager can expend 1 point from his imaging pool to create one weapon or suit of armor (including shields) made of cold iron or mithral. Alternatively, he can create one weapon or suit of armor with a +1 special armor or weapon ability (see Magic Armor and Magic Weapons). All such objects remain for up to 1 minute per imager level. An imager can become fatigued when crafting objects primarily made of cold iron or mithral, but is no longer fatigued when making those made of alchemical silver or gold.


In addition, an imager can expend 2 points from his imaging pool to create natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. This effect functions as the hallucinatory terrain spell, except that the terrain is real, not illusionary. He can only have one hallucinatory terrain in effect at a time.


Disruptive Presence (Ex)

At 12th level, an imager gains the Disruptive feats even if he does not qualify for it.


Greater Intuition (Ex)

At 13th level, an imager’s sense for danger is greatly enhanced. As long as the imager is aware of a creature's presence, it is difficult for that creature to attack the imager by surprise. If the creature initiates a combat and would normally gain a surprise round (such as, for example, by attempting to stab you by surprise in the middle of a pleasant conversation) the imager may automatically make a special Sense Motive check as a free action (DC 20). If the check succeeds, the imager gains a hunch that something is wrong, and can act in the surprise round as well. If this would cause all combatants to act in the surprise round, there is instead no surprise round. This ability offers no protection against surprise attacks from enemies that the imager is not aware of (such as those sneaking up behind him, for example).


Persistent Shielding (Ex)

At 14th level, the effects of an imager’s arcane shield last for 10 minutes per level.


Greater Arcane Shield (Sp)

At 16th level, an imager can expend 2 points from his imaging pool as a swift action to greatly enhance the effectiveness of his arcane shield. This secondary effect functions as the wall of force spell and stacks with the normal effects of arcane shield (and improved arcane shield) for 1 round per level. Once this secondary effect ends, the arcane shield and improved arcane shield effects remain until its normal duration has ended.


Master Imaging (Su)

At 17th level, an imager can expend 3 points from his imaging pool to create one weapon or suit of armor (including shields) made of adamantine. Alternatively, he can create one weapon or suit of armor with a special armor or weapon abilities totaling +2. All such objects remain for up to 1 round per imager level. An imager can become fatigued when crafting objects primarily made of adamantine, but is no longer fatigued when creating those made of cold iron or mithral.


Instant Shielding (Ex)

At 18th level, an imager can erect a protective shield with almost supernatural speed and can arcane shield ability as an immediate action.


Grand Imager (Su)

At 20th level, an imager can make one object he has created by using his imaging pool become permanent once per day. This object may be constructed from bone, bronze, cloth, copper, gold, hide, iron, ironwood, leather, obsidian, steel, stone, or wood and may be of masterwork quality, but not of any other special material. He can have a number of such objects made permanent in this way at one time equal to his imager level + his Charisma modifier.


An imager can also make objects constructed of special materials permanent. The number of objects made of special materials that he can make permanent in this way at a time is dependent upon the type of material used. Once per week, he can make one object constructed of alchemical silver, cold iron, darkwood, or dragon hide permanent. He can have a number of such objects made permanent at one time equal to his Charisma modifier. Once per month, he can make one object constructed of adamantine or mithral made permanent. He can have only a single object of adamantine or mithral made permanent at one time. If the imager exceeds the maximum designated number of permanent objects of a particular material, an equal number of the previous permanent objects end. An imager is no longer fatigued by creating metal objects.


In addition, the imager can expend 3 points from his imaging pool to make any area appear to be something other than it is. The effect includes audible, visual, tactile, and olfactory elements and can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location). This effect functions as the mirage arcana spell, except that the structures and terrain are real, not illusionary. He can only have one mirage arcana in effect at a time.



IMAGER ARCANUM LIST

Imagers can create the following spell effects.


0-Level Imager Arcanum—acid splash, bleed, daze, detect magic, mage hand, stabilize.


1st-Level Imager Arcanum—alarm, charm person, corrosive touch, crafter's curse, crafter's fortune, cure light wounds, detect secret doors, disguise self, endure elements, erase, fabricate bullets, feather fall, flare burst, forced quiet, grease, icicle dagger, illusion of calm, jury-rig, lock gaze, obscuring mist, reinforce armaments, stumble gap, vocal alteration.


2nd-Level Imager Arcanum—accelerate poison, adoration, alter self, arcane lock, blur, bullet shield, burning gaze, create pit, cure moderate wounds, darkvision, daze monster, delay pain, delay poison, detect thoughts, endure elements (communal), fire breath, fog cloud, frigid touch, gust of wind, knock, levitate, locate object, mad hallucination, make whole, masterwork transformation, misdirection, protection from arrows, resist energy, shatter, stabilize powder, web.


3rd-Level Imager Arcanum—clairaudience/clairvoyance, dispel magic, displacement, eruptive pustules, explosive runes, force punch, haste, healing thief, hold person, keen edge, modify memory, nondetection, pain strike, pellet blast, protection from energy, silence, sleet storm, slow, spiked pit, stinking cloud, suggestion.


4th-Level Imager Arcanum—acid pit, agonize, bestow curse, charm monster, confusion, contagion, cure serious wounds, detonate, dimension door, dimensional anchor, fear, fire shield, globe of invulnerability (lesser), ice storm, malfunction, minor creation, neutralize poison, phantasmal killer, remove curse, secure shelter, share senses, solid fog, stone shape, stoneskin, sympathetic vibration, teleport, wall of ice, wall of throns.


5th-Level Imager Arcanum—absorb toxicity, acidic spray, blight, break enchantment, cloudkill, corrosive consumption, dominate person, fabricate, feeblemind, hold monster, instant summons, mage's private sanctum, major creation, pain strike (mass), passwall, plague carrier, secret chest, suffocation, telekinesis, teleport object, transmute mud to rock, transmute rock to mud, wall of stone.


6th-Level Imager Arcanum—acid fog, antimagic field, contagion (greater), control water, cure critical wounds, curse (major), disintegrate, dispel magic (greater), find the path, flesh to stone, globe of invulnerability, guards and wards, incendiary cloud, legend lore, move earth, repulsion, resonating word, sirocco, stone to flesh, teleport (greater), wall of iron.