THE CREATIVE"Ooh, I just had the most wonderful idea!"-Meli, a Creative, shortly before frying ten hobgoblins with a bolt of lightning
Creatives are free-thinking, with a style that’s unrestrained and grows increasingly fast-paced and chaotic throughout an encounter. Their minds are constantly in flux, giving rise both to ingenious works of art and to a complexity in combat that mystifies even other thinkers.
As far as their ideas' effects are concerned, Creatives have options ranging from illusions and enchantments to powerful evocations, bolstered by "meta"-ideas like
Empower Idea that no other class has access to. But the true strength of the Creative lies in the multitude of ways that they draw, shuffle, and retire cards. They are the only thought magic class to be able to reliably remove cards from their deck with
Creative Process, allowing them to streamline their turns and get access to better ideas on average, though this is only one of many play-styles available to them.
MAKING A CREATIVEAbilities: Creatives’ idea DC’s are based on their Charisma modifier. As always, Dexterity and Constitution are vital defensive abilities.
Races: Most every race has a creative spark among its members. The versatility of humans in particular makes them well-suited for this class.
Alignment: Any
Starting Gold: As Bard
Starting Age: As Bard
Class SkillsThe Creative’s class skills are Appraise, Bluff, Concentration, Craft, Decipher Script, Disguise, Diplomacy, Forgery, Hide, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Sense Motive, Spellcraft, Search, Spot, and Use Magic Device.
Skill Points at 1st Level: (6 + int) x 4
Skill Points at Each Additional Level: 6 + int
Table: The Creative | HD: d6 |
Level | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Base Attack Bonus | | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6/+1 | +6/+1 | +7/+2 | +8/+3 | +9/+4 | +9/+4 | +10/+5 | +11/+6/+1 | +12/+7/+2 | +12/+7/+2 | +13/+8/+3 | +14/+9/+4 | +15/+10/+5 |
| Fort Save | | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| Ref Save | | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Will Save | | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
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Special | | Inspired (1/day) | Imaginary Friend I | Artistry | Fast Learner (Skills) | — | Imaginary Friend II | On My Mind (1/day) | Inspired (2/day) | — | Imaginary Friend III | Create Object | Fast Learner (Feats) | — | Imaginary Friend IV | Inspired (3/day) | On My Mind (2/day) | — | Imaginary Friend V | Worldbuilding | Fast Learner (Ideas) |
| Hand Size | | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 |
| Aug. Limit | | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
| Deck Composition | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 5 | 5 | — | — | — | — | — | 4 | 6 | — | — | — | — | — | 3 | 7 | — | — | — | — | — | 3 | 6 | 2 | — | — | — | — | 3 | 6 | 3 | — | — | — | — | 3 | 6 | 4 | — | — | — | — | 2 | 5 | 5 | 2 | — | — | — | 2 | 5 | 5 | 3 | — | — | — | 2 | 5 | 5 | 4 | — | — | — | 1 | 4 | 5 | 5 | 2 | — | — | 1 | 4 | 5 | 5 | 3 | — | — | 1 | 4 | 5 | 5 | 4 | — | — | 0 | 3 | 4 | 5 | 5 | 2 | — | 0 | 3 | 4 | 5 | 5 | 3 | — | 0 | 3 | 4 | 5 | 5 | 4 | — | 0 | 2 | 3 | 4 | 5 | 5 | 2 | 0 | 2 | 3 | 4 | 5 | 5 | 3 | 0 | 2 | 3 | 4 | 5 | 5 | 4 | 0 | 2 | 3 | 4 | 5 | 5 | 5 | 0 | 2 | 3 | 4 | 5 | 5 | 6 |
| Ideas Known | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 8 | 5 | — | — | — | — | — | 8 | 6 | — | — | — | — | — | 8 | 7 | — | — | — | — | — | 8 | 7 | 2 | — | — | — | — | 8 | 7 | 3 | — | — | — | — | 8 | 8 | 4 | — | — | — | — | 8 | 8 | 5 | 2 | — | — | — | 8 | 8 | 6 | 3 | — | — | — | 8 | 8 | 6 | 4 | — | — | — | 8 | 8 | 6 | 5 | 2 | — | — | 8 | 8 | 7 | 6 | 3 | — | — | 8 | 8 | 7 | 6 | 4 | — | — | 8 | 8 | 7 | 6 | 5 | 2 | — | 8 | 8 | 8 | 7 | 6 | 3 | — | 8 | 8 | 8 | 7 | 6 | 4 | — | 8 | 8 | 8 | 7 | 6 | 5 | 2 | 8 | 8 | 8 | 8 | 7 | 6 | 3 | 8 | 8 | 8 | 8 | 7 | 6 | 4 | 8 | 8 | 8 | 8 | 7 | 6 | 5 | 8 | 8 | 8 | 8 | 8 | 7 | 6 |
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Weapon and Armor Proficiency: Creatives are proficient with all simple weapons, the heavy pick, bastard sword, whip, and bolas, and with light armor and light shields.
Ideas: The Creative begins play knowing 6 0th-level ideas and 3 1st-level ideas. At every subsequent level, the Creative learns one or more new ideas as given in the Ideas Known section of the table above, and can use between 0 and 2 of each to create the deck composition that corresponds to her level (as given in the Deck Composition section of the table). She may choose lower-level ideas whenever she would be allowed higher-level ones, both when learning new ideas known and when building her deck. At 2nd level and each level afterward, she may exchange one idea known for another idea of her choice of that level or lower. The DC for her ideas is 10 + the idea's level + her Charisma modifier.
Inspired (Ex): Even if an idea isn't useful in the moment, the Creative can at least gain insight from it. As a free action, she may discard an idea in her hand and gain +1 IP for that turn. This ability is usable once per day at 1st level, and at 8th and 15th level, she gains an additional use per day. It cannot be used more than once per round.
Imaginary Friend: At 2nd level, the Creative gains the aid of a loyal companion, an imaginary friend. An imaginary friend is transparent, lacking color altogether, so it appears invisible (+20 to Hide, +40 when immobile) even against effects such as See Invisibility or True Seeing. It does have a physical form, however, so Blindsense, Blindsight, and Tremorsense can locate it. The Creative always knows where her friend is, though she can't see it herself without one of these special vision modes. She can, however, hear it. To her ears, it can speak intelligibly in any language that she can understand, and it can understand her in return. No other characters, regardless of any special senses, can hear the imaginary friend speak.
As the Creative's imagination becomes more powerful, her friend can take on a variety of forms. It can share the effects of the Creative's ideas as the Share Spells feature of a familiar. Its skill ranks and mental ability scores are half of the Creative's, and its saving throws and HD are the same as the Creative's. It does not gain feats except as described below. Though it is intelligent, it cannot use spell-trigger, spell-completion or use-activated magic items, nor is it proficient with any weapons or armor (except as noted below). Determine all other attributes, such as AC, BAB and HP, from its base stats as described below. It always has a BAB equal to its HD and d8 hit dice.
Whenever the Creative has the ability to gain a new friend, she may select either the form made available to her most recently or any of the forms detailed at lower levels. A new imaginary friend can be created either when an old one dies or when the Creative dismisses it (a free action), but either way, the process requires 24 uninterrupted hours of concentration.
Initially, the friend is Small-sized, with only a vaguely-humanoid shape. It has Strength, Dexterity, and Constitution scores of 8 and a movement rate of 20 feet. It cannot attack in any way, but can carry objects and make skill checks.
At level 6, the Creative's imaginary friend becomes more developed, taking the form of a Medium-sized humanoid. It has Strength, Dexterity, and Constitution scores of 14 and a movement rate of 30, and may be equipped with a transparent melee weapon that the Creative imagines into existence with a full minute of intense focus. The melee weapon can be of any mundane type, including double weapons or exotic weapons, and the friend is considered proficient with any weapon created for it. The weapon is not considered to be of any special material, and it is not masterwork. It vanishes if it is ever separated from the imaginary friend for whom it was created. Conversely, while the imaginary friend can pick up and use other weapons, it takes non-proficiency penalties with them, even if it is simultaneously proficient with a weapon created for it that is of an otherwise identical type.
By level 10, the imaginary friend begins to seem decidedly non-humanoid. It grows to Large size, its Strength, Dexterity, and Constitution scores improve to 20, its movement rate increases to 40, and it gains two claw attacks and a bite attack typical for its size (1d4 and 1d8 at Large size, respectively). It is able to use all three on a full-attack, and gains the Multiattack feat. Finally, should anyone touch it or attack it, they would notice that it is now protected by scales, or perhaps some kind of chitin. This provides it a +6 natural armor bonus to AC.
At level 14, the Creative's imagination spreads out of control. Her imaginary friend becomes Huge, its Strength, Dexterity, and Constitution scores increase to 26, and its movement rate reaches 50 feet. Its natural armor becomes more durable, instead granting it a +10 natural armor bonus to AC, and now also resulting in DR 5/-. More shockingly, it has developed a pair of wings that, while as transparent as the rest of its body, have a leathery texture and move noisily with poor maneuverability, also at 50 feet.
At level 18, the full, monstrous form that the Creative had brought into being is revealed. The imaginary friend is now Gargantuan, with Strength, Dexterity, and Constitution scores of 32 and a base land speed of 60 feet. Its flight now has good maneuverability and a speed of 90 feet, its armor bonus is +15, and its damage reduction rises to 10/-. It gains 4 tentacles which erupt from its back, each with a base damage of 1d8. It uses all of them as secondary weapons whenever it makes a full attack.
Artistry (Ex): Though a Creative's skills truly shine on the battlefield, few can compare when it comes to the mundane arts such as painting and music. At level 3, she gains a +3 bonus to Craft checks, Perform checks, and Profession checks which involve creativity such as Profession (Writer).
Fast Learner (Ex): The Creatives are notorious among thinkers for their ability to quickly pick up new skills and ways of thinking. She gains the ability to make changes to her character as a free action which last until the end of the day, usable a number of times per day equal to her Charisma modifier (minimum 1; her uses per day are determined at the time in which she contemplates to recover her ideas and do not change if her Charisma modifier changes).
At level 4, she may expend a use of this ability to gain a number of temporary skill points less than or equal to her hand size, which she then adds to any one skill, subject to her usual level-dependent cap (her level + 3 for class skills, and half that for other skills). She is considered trained in any skill that receives a skill point in this way. The temporary skill points are lost if she uses this ability again, so only one skill at a time may ever benefit from these temporary skill points.
Starting at level 12, she may expend 2 uses of this ability (if she has that many) to change one feat she took into another feat that she had qualified for at the time. Such a change is only permitted if it respects all relevant prerequisites from prestige classes and other feats. Like all uses of the Fast Learner ability, the feat choice reverts to its initial state at the end of the day.
At level 20, the Creative becomes so adaptable that she can change any of her ideas at a moment's notice. She may expend 3 uses of her Fast Learner ability (if she has that many) to change one of her ideas known into a different idea of the same level, which cannot be one that she already knows. Neither the idea changed nor the replacement idea may be unique. Mark the difference by changing the name of the idea next to the corresponding card on her character sheet. This may even change the meaning of an idea in the Creative's hand that hasn't yet been used that round, dramatically improving her versatility in combat.
On My Mind (Ex): Sometimes an idea just gets stuck in the Creative's head, and she can conjure it to mind more quickly. Starting at 7th level, the Creative can select one of her ideas known at the beginning of the day. Once that day when she expresses it, the expressing time is one step shorter. A full-round action becomes a standard action, a standard becomes a move, a move becomes a swift, and a swift action becomes a free action. If this idea is changed via her 20th-level Fast Learner ability, the new idea must be eligible for On My Mind, and it has reduced expressing time instead until the end of the day. At level 16, she can use this ability twice per day, though both uses must be of the same idea.
Create Object (Sp): By level 11, the Creative has become adept at imagining objects so clearly that they become physical. Three times per day, she may create a single, nonliving, nonmagical object of volume up to 1 cubic foot per class level whose value does not exceed 100 gp. The object vanishes after 1 hour per class level, and can't be used as a material component or focus for a spell. The object cannot be so unique or exotic that it could not be found for sale in an average city.
Worldbuilding (Su): The 19th-level Creative's imagination is so powerful that she can conjure an entire world into being. By spending 1 hour in concentration, she can create a demiplane, which forms at a random point in the Astral Plane. It takes 1 week for the demiplane to form, during which time it cannot be accessed. After that point, however, she can spend a standard action to travel instantly to any location on her world, along with up to 7 other willing creatures joining hands with her. While on her world, she can travel to any other point in that world using the same action, or travel back to the plane and location outside of her world where she had been most recently. The demiplane can also be accessed as normal with
Plane Shift or a similar effect if the planar traveler knows its location or sees it in the Astral Plane.
The Creative's world is between 200 feet and 1 mile in each dimension (Creative's choice - once chosen at the time the world is created, this cannot be changed); past that point, it loops back on itself, so traveling west for half its length reaches the same point as traveling east. It has temperature and weather comparable to the Material Plane, anywhere between the coldest mountain and the hottest desert. It can have any terrain the Creative wishes, including structures up to 50 feet tall (though composed only of mundane, typical stone, dirt, wood, sand, and/or water or ice), as well as flora and fauna of the Creative's own design. Each creature made in this way must have the same statistics block and abilities as an existing animal of up to 5 HD, though it is considered to be an outsider native to the plane. The demiplane may support no more than 200 HD of life, and in a poorly-designed ecosystem without a balance of flora and fauna, that number will quickly dwindle, possibly to 0. Creatures native to the demiplane die within 1 minute if they are brought outside it.
Additionally, the Creative has special control over her world. She is aware of any intruders on her world, even if she is currently on another plane. She does not necessarily know their location, but she can see through the eyes of any native creature on her world by concentrating (she does not have any form of control over them, though they can theoretically be tamed and trained). In addition, while she is on her world, she can reshape the terrain or structures within 100 feet of her as a full-round action. Finally, while she is on her world, she may, as a standard action, lock her world, preventing all planar travel in or out. The lock can be undone as a standard action, and it automatically ends if the Creative dies. Until that point, it can only be bypassed by
Wish,
Miracle, or an equivalent effect.
The Creative can make a new world at most once per month. Once she begins the formation of a new demiplane, her existing demiplane, if any, contracts in on itself, physically compressing the landscape by 100 feet once per hour. Gravity intensifies immediately, rendering flight impossible and reducing land speed by half. Each time the plane compresses, an
Earthquake occurs (DC 25). When this would cause its length to decrease to 0 feet or below, the demiplane fully implodes to a point and vanishes. Creatures inside at that time must make a Fortitude save (DC 25) or be annihilated. Even creatures that are normally immune to Fortitude saves, such as undead, are affected. Creatures that succeed on the save take 5d6 bludgeoning damage and find themselves floating in the Astral Plane where the demiplane used to be.