Author Topic: Imagineer [3.5 base class]  (Read 2956 times)

Offline sirpercival

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Imagineer [3.5 base class]
« on: December 22, 2016, 12:58:47 PM »
IMAGINEER

If you wish to make an apple pie from scratch, first you must invent the universe.
—Carl Sagan

As an Imagineer, you have the chance to bring to (semi-) life the most bizarre and wonderful creatures that lurk in the depths of your imagination. You will build fantastical beasts, which you direct as a general, marshaling your mechanical forces to destroy your enemies.

Adventures: An Imagineer can embark upon a life of adventure for several reasons. Perhaps he seeks new and unusual creatures upon which to model his animatra, wanting to catalogue them all. Maybe she has aspirations towards glory and fame, of becoming the very best, like no one ever was. Or perhaps the Imagineer uses his talents to exact vengeance against the evildoers who destroyed the the only animatron he inherited from his parents.

Characteristics: As an Imagineer, a character will produce a number of effective combat minions, who are relatively expendable (compared to other party members, at least). The specific abilities these minions have is highly dependent on the Imagineer’s specific build, in terms of model and evolution choices, but they are all generally built around martial maneuvers.

Alignment: There are Imagineers who use their animatra to protect the downtrodden, or enforce order by defeating evil. There are also Imagineers who use their animatra to terrorize the peasantry or seek to dominate the world.

Religion: While an Imagineer can take part in any religion, or none at all, the most common deities revered by Imagineers are those whose portfolio include technology and crafting. Faerunian Imagineers often pay at least lip service to Gond, while those in Eberron tend to favor Onatar or (occasionally) the Traveler. Gnomish Imagineers naturally worship Garl Glittergold, and while dwarves often worship Moradin, there is a significant faction who pay fealty to Dugmaren Brightmantle.

Background: The path of the Imagineer usually begins with an unusually creative child, who tinkers with dolls or other toys, deconstructing and merging them into unusual, often bizarre contraptions. The children of craftsmen often have more resources for this kind of exploration than farmers or aristocrats.

Races: Gnomes, humans, and dwarves usually have the most innovative spirit, and make up the majority of Imagineers. Half-elves, halflings, and warforged are the next most common.

Other Classes: Imagineers tend to get along well with most other classes, as they are a source of (mostly) expendable, combat-effective minions. However, Artificers hold a special place in an Imagineer’s heart, and vice versa.

Role: An Imagineer takes the role of a general, sending her animatronic troops into combat. The specific abilities of her animatra determine the specific combat roles they can play, via the evolutions and maneuvers she incorporates into them.

Adaptation: In an undead-heavy campaign, an Imagineer might become a necromancer who builds highly-customized undead out of the scavenged parts of many different corpses. Alternatively, an Imagineer could be a selective breeder and hybridizer of highly unusual magical beasts.

GAME RULE INFORMATION
Imagineers have the following game statistics.
Abilities: Most of an Imagineer’s ability scores depend on his Charisma and Intelligence scores. Constitution and Dexterity are always important for staying alive in combat. Wisdom is important for several possible class skills and Will saves, while Strength is required for other possible class skills, and to carry around an Imagineer’s deactivated animatra.
Alignment: Any, though usually lawful.
Hit Die: d6
Starting Age: As ranger.
Starting Gold: As ranger.

Class Skills
The Imagineer’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Martial Lore (Int), Profession (Wis), and Use Magic Device (Cha). In addition, the Imagineer gains three class skills from his Animatra class feature; see below.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Imagineer


Level 
Base
 Attack
Bonus

Fort
 Save

Ref
 Save

Will
 Save


Special

 Maneuvers
Readied

 Maneuvers
Known

 Stances
Known
1st+0
+0
+2
+0
Animatra, fantastical bestiary, mirrored tactics
5
3
1
2nd+1
+0
+3
+0
Evolution I, innocent predation
5
3
2
3rd+1
+1
+3
+1
Evolution I
6
3
2
4th+2
+1
+4
+1
Proactive switch
6
3
2
5th+2
+1
+4
+1
Evolution I
7
3
3
6th+3
+2
+5
+2
Evolution I, expanding assembly
7
4
3
7th+3
+2
+5
+2
Menagerie of deception
8
4
3
8th+4
+2
+6
+2
Evolution II
8
4
3
9th+4
+3
+6
+3
Evolution II
9
4
4
10th+5
+3
+7
+3
Reactive switch
9
4
4
11th+5
+3
+7
+3
Evolution II, expanding assembly
10
5
4
12th+6/+1
+4
+8
+4
Evolution II
10
5
4
13th+6/+1
+4
+8
+4
Cunning predation
11
5
4
14th+7/+2
+4
+9
+4
Evolution III
11
5
4
15th+7/+2
+5
+9
+5
Evolution III
12
5
5
16th+8/+3
+5
+10
+5
Expanding assembly
12
6
5
17th+8/+3
+5
+10
+5
Evolution III
13
6
5
18th+9/+4
+6
+11
+6
Evolution III
13
6
5
19th+9/+4
+6
+11
+6
Superlative efficacy
14
6
5
20th+10/+5
+6
+12
+6
Expanding assembly, ultimate evolution
14
7
6

Class Features
All of the following are class features of the Imagineer.

Weapon and Armor Proficiencies: An Imagineer is proficient with all simple weapons, light armor, and with shields (but not tower shields).

Maneuvers:  An Imagineer begins his career with knowledge of five martial maneuvers. The list of disciplines from which he may learn maneuvers is determined by the animatra he constructs, as described under the Animatra class feature, below. Once he knows a maneuver, an Imagineer must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Imagineers is considered an extraordinary ability unless otherwise noted in its description. Unlike most initiators, an Imagineer cannot initiate the maneuvers he knows himself; they must be initiated by the Imagineer’s animatra. See the Animatra class feature description, below, for details.

An Imagineer learns additional maneuvers at higher levels, as shown on the table above. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers an Imagineer can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered Imagineer level after that (6th, 8th, 10th, and so on), an Imagineer can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he meets the prerequisites and observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: An Imagineer can ready three of the five maneuvers he knows per encounter at level 1. He readies maneuvers by tinkering with his animatra for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.  An Imagineer begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them.  When one of the Imagineer’s maneuvers is initiated, it becomes expended for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them.  Whenever an Imagineer has no more unexpended maneuvers in a given encounter, he automatically recovers all of his readied maneuvers.

Stances known: An Imagineer begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 15th, and 20th level, he learns an additional stance. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, an Imagineer cannot learn a new stance at higher levels in place of one he already knows.

Animatra (Ex): The cornerstone of an Imagineer’s prowess is the ability to build and command a squad of artificial companions called “animatra”. Each animatron is a construct modeled after an imaginary, fantastical creature, and has stats and abilities as described under “Animatronic Models”, below. An Imagineer chooses 3 different models of animatron, which he can then build using the methods described under the individual animatron descriptions. The animatronic models he chooses at this point also determine the disciplines from which he can learn maneuvers, as detailed in the individual animatron descriptions. The Imagineer gains the associated skill for each of these disciplines as a class skill, and each animatron treats its natural attacks as discipline weapons for the discipline it’s associated with.

An animatron has hit dice equal to the Imagineer’s IL (minimum 1), and is the same alignment as the Imagineer. Animatra gain no feats or skill points from HD, instead using the Imagineer’s feats and skill points along with its own ability modifiers. An animatron which is reduced to 0 hit points becomes inert, but can be repaired by the Imagineer through use of the appropriate Craft skill, as described in each animatronic model entry. All other animatron stats and abilities are described in the Animatronic Models section, below.

Once the Imagineer has built an animatron, he may activate it by readying one of his maneuvers from the discipline associated with that animatron, which the animatron may then initiate, as described below. The Imagineer may activate any or all of his animatra at the same time, in the same process as readying his maneuvers. An Imagineer may have a number of active animatra at any time equal to the number of maneuvers he can ready. An active animatron is available for him to command, and does his bidding in (and out of) battle. Each round, an Imagineer has several options for commanding his animatra, as described in the following list:
  • The following options require the Imagineer to spend a full-round action:
    • The Imagineer and all of his active animatra may perform a single attack, as if each had spent a standard action to attack.
    • The Imagineer and one of his active animatra may perform a full attack action (or a similar action, such as a charge).
    • One of the Imagineer’s active animatra may initiate its associated maneuver, as long as the maneuver requires no more than a full-round action to initiate.
  • The following options require the Imagineer to spend a standard action:
    • The Imagineer and one of his active animatra may perform a single attack, as if each had spent a standard action to attack.
    • The Imagineer may make a single attack, and one of his active animatra may initiate its associated maneuver, as long as the maneuver requires no more than a standard action to initiate.
    • The Imagineer may make a single attack, and one of his active animatra may use a special attack which requires no more than a standard action to perform.
  • The following options require the Imagineer to spend a move action:
    • The Imagineer and all of his active animatra may each move up to their speed.
    • The Imagineer may move up to his speed, and one of his animatra may initiate its associated maneuver, as long as the maneuver requires no more than a move action to initiate.
  • The following option requires the Imagineer to spend a swift action:
    • The Imagineer may change his stance, and (whether he does so or not) one of his animatra may initiate its associated maneuver, as long as the maneuver requires no more than a swift action to initiate.
  • The following option requires the Imagineer to spend an immediate action:
    • One of the Imagineer’s active animatra may initiate its associated maneuver, as long as the maneuver requires no more than an immediate action to initiate.

An animatron may only initiate its maneuver if it is otherwise allowed to do so (for example, a Counter can only be initiated when the conditions for its initiation have been met). Unless otherwise specified, all of an Imagineer’s active animatra act during the Imagineer’s turn, on his initiative. Whenever the Imagineer and/or his animatra attack, they need not attack the same targets.

Fantastical bestiary (Ex): To imagine the bizarre amalgams that he creates, an Imagineer must intuitively understand the various fauna of the world. He receives a competence bonus equal to his class level on all Knowledge checks to identify creatures he encounters.

Mirrored tactics (Ex): An Imagineer’s active animatra gain the benefit of his current stance, as long as they are within 5 feet of the Imagineer.

Evolution: When achieving 2nd level, an Imagineer begins to improve the designs of his animatra. He selects one of the upgrades from the Evolution I list (described below under Animatronic Evolution), which he may then apply to any one of the animatronic models he knows, granting the evolutionary upgrade’s ability to an animatron of that model whenever he chooses to include it in the construction process. At 3rd, 5th, and 6th level, he may select another evolution from the Evolution I list, which he may apply to the same or a different animatronic model that he knows. At 8th, 9th, 11th, and 12th levels, he may select an upgrade from the Evolution II list, or two upgrades from the Evolution I list, to apply to his animatronic models. At 14th, 15th, 17th, and 18th levels, he may select an upgrade from the Evolution III list, two upgrades from the Evolution II list, or three upgrades from the Evolution I list. Evolutionary upgrades may have prerequisites which restrict the models to which they may be applied; see the upgrade descriptions under Animatronic Evolution, below, for details.

Innocent predation (Ex): An Imagineer of 2nd level or higher has discovered that animatra are natural predators of many other creatures. Each animatronic model has an associated creature type (and, in some cases, subtype) designated as Prey. Whenever the Imagineer readies maneuvers, he chooses one Prey type from among those of his active animatra. He and all of his active animatra gain the benefit of Favored Enemy, as the ranger class feature, against creatures of the chosen type. The +2 bonus to damage also applies to any natural attacks the animatra have. The Imagineer can choose a different Favored Enemy type from among his active animatra’s Prey whenever he readies new maneuvers (but not when using his Proactive or Reactive Switch class features). This ability counts as Favored Enemy for the purposes of meeting prerequisites.

Proactive switch (Ex): Upon reaching 4th level, an Imagineer can imagine many different ways an encounter could proceed, and adjust his tactics accordingly. As a move action, an Imagineer may change one of his readied, unexpended maneuvers for another maneuver he knows in the same discipline, as long as he can touch the animatron associated with that maneuver. The new maneuver is now readied and unexpended, and can be initiated normally; however, it may not be initiated in the same round in which he exchanges it.

Expanding assembly: At 6th level, and again at 11th, 16th, and 20th level, an Imagineer learns another animatronic model, which he may construct and activate as normal. When learning the animatronic model, the Imagineer also learns a single maneuver from the discipline associated with the new model, as per the Martial Study feat, which he may ready as normal. Like other maneuvers the Imagineer knows, this maneuver may be exchanged for another maneuver upon attaining an even-numbered level; however, it must be exchanged for another maneuver from the same discipline.

Menagerie of deception (Su): Beginning at 7th level, an Imagineer often has enough active animatra traveling with him to inspire questions and draw attention, which can be detrimental to his goals. He learns to store any of his active animatra in tiny extradimensional pockets about his person, as per the familiar pocket spell, but with unlimited duration. Whenever he stores an active animatron in such a pocket (with a command phrase such as “Come back, Oculum!”), the animatron shrinks to fit in the pocket, returning to its normal size as part of the same free action to remove it from the pocket with another command phrase (such as “Clarugiet, I choose you!”). The Imagineer can only store his active animatra in these pockets, and only he may bring them out again.

Reactive switch (Ex): Upon reaching 10th level, an Imagineer learns to react quickly to changing situations. Once per encounter, he may use his Proactive Switch ability as an immediate action instead of a move action.

Cunning predation (Ex): An Imagineer of 13th level or higher has learned to take advantage of all of his animatronic predators. He and his active animatra gain the Favored Enemy benefit of all Prey for his active animatra, instead of just one.

Superlative efficacy (Ex): At 19th level, an Imagineer’s animatra are beyond compare when attacking their chosen Prey. Whenever one of his active animatra deals combat damage to its Prey (but not to any other Prey types among the Imagineer’s active animatra, only its own), it deals double damage.

Ultra evolution: When an Imagineer achieves 20th level, he may choose a single evolutionary upgrade from the Ultra Evolutions list, detailed below under Animatronic Evolution. He may apply this upgrade to any of his animatronic models which meet the prerequisites.
« Last Edit: December 22, 2016, 08:05:40 PM by sirpercival »
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Offline sirpercival

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Re: Imagineer [3.5 base class]
« Reply #1 on: December 22, 2016, 12:59:58 PM »
Animatronic Models I
The animatronic models detailed here are for an Imagineer with Initiator Level 1. Each additional IL an Imagineer gains increases the animatron HD by 1, which grants it the following benefits as per the construct type: 1d10 hit points, attack bonus as a cleric (unless noted otherwise), and save bonus improvement. Newly-built animatra have no equipment, but can use any equipment appropriate for their size and body type/limbs.

All animatra have the following three abilities:

Discipline Association (Ex): The animatron is associated with (and can initiate maneuvers from) the indicated discipline, and gains an insight bonus to that skill checks with that discipline’s key skill equal to its Imagineer’s Charisma modifier. An animatron's natural attacks count as discipline weapons for the associated discipline.

Prey (Ex): The animatron treats creatures with the indicated creature type as prey (see the Imagineer’s Innocent Predation class feature for details).

Repair (Ex): The animatron can be repaired by its Imagineer, or by anyone else with the Craft Construct feat. Doing so requires a Craft check of the same type and at the same DC as is required to assemble the animatron, as well as 1 gp of materials and 10 minutes of work per hp to be repaired. A single attempt cannot repair more hp of damage than the check result; if the animatron requires more repair, a new check must be made.


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Offline sirpercival

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Re: Imagineer [3.5 base class]
« Reply #2 on: December 22, 2016, 01:01:26 PM »
Animatronic Models II

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Offline sirpercival

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Re: Imagineer [3.5 base class]
« Reply #3 on: December 22, 2016, 01:02:22 PM »
Animatronic Evolution
Author's note: these are adapted from my Synthevolver Magipunk class, but have received major modifications.

Each of the evolutionary upgrades listed here can be applied to any animatronic model which meets the prerequisites. Unless otherwise noted, each evolutionary upgrade can only be applied once to the same animatronic model.

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« Last Edit: December 22, 2016, 08:10:09 PM by sirpercival »
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Re: Imagineer [3.5 base class]
« Reply #4 on: December 22, 2016, 01:02:37 PM »
Imagineering Extras
Herein lie feats, items, and other materials for the well-rounded Imagineer.

Imagineer Feats

Bittersweet Catharsis
The sight of an animatron lying damaged and inert on the ground fills you with the clarity of emotional anguish.
Prerequisites: Proactive Switch class feature, Iron Will
Benefit: Whenever one of your animatra drops to 0 hp in combat, as a free action, you may immediately change the associated maneuver of one of your still-active animatra to the associated maneuver of the fallen animatron, even if that animatron would not normally be able to associate with or initiate the new maneuver. The animatron may initiate it as normal, but must make a Martial Lore check (DC 10 + the level of the new maneuver) as a free action each time it attempts to do so, or the maneuver fails with no effect. In addition, whenever you use this ability, you gain a cumulative +2 insight bonus to Will saves for the rest of the encounter.

Bizarre Heraldry
The unusual nature of your animatra baffles those who try to identify them.
Prerequisites: Fantastical Bestiary class feature, Knowledge (Arcana) 8 ranks
Benefit: The DC to identify any of your animatra with a Knowledge check increases by an amount equal to 1/2 your initiator level (rounded down, minimum +1). In addition, whenever a creature fails a Knowledge check to identify one or more of your animatra, they must make a Will save (DC 10 + the amount by which they failed the Knowledge check) or be confused for 1 round, as they struggle to process what their eyes are telling them.

Disquieting Flesh
You have learned to strategically incorporate real, living flesh into the substance of your animatra, which has some unexpected consequences.
Prerequisites: Animatra class feature, any Craft skill 6 ranks, Heal 3 ranks.
Benefit: Heal is now an Imagineer class skill for you. Your animatra gain the Living Construct subtype, and you may use a Heal check to repair damage to them in the same way as the Craft check. This has the side effect of causing any creature who sees one of your animatra for the first time to make a Fortitude save (DC equal to the animatron’s HD) or become sickened for 1d4 rounds. However, you are not used to working with actual organic hardware; whenever you attempt to repair damage to one of your animatra with a Craft or Heal check, you must make a Fortitude save (DC 10 + the amount of damage you are attempting to repair) or become sickened for 10 minutes. Repairing an animatron with Heal instead of Craft does not require gp, but otherwise works normally.
« Last Edit: December 22, 2016, 08:12:26 PM by sirpercival »
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Re: Imagineer [3.5 base class]
« Reply #5 on: December 22, 2016, 01:02:50 PM »
Reserving just in case.
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Re: Imagineer [3.5 base class]
« Reply #6 on: December 22, 2016, 01:03:33 PM »
OK, I'm done, post away :D

This was the winner of the most recent base class contest on gitp: "Base Class Context XXXVI: Contest Under Construction!" (theme is constructs). It's a hybrid of Pokémon, Disney, and killer robots. What's not to like??
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Offline Nanshork

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Re: Imagineer [3.5 base class]
« Reply #7 on: December 22, 2016, 02:11:21 PM »
Animatra's list has a broken tab.  Also (and this might be related to the broken tab), I'd suggest you tab over all of the things you can do with an action so that you've got sub-sections.

Evolutions - do you get one and apply it to one single animatron or do you get one and apply it to all that qualify and you pay the cost for?

Can you have multiple animaton's of the same model?



Not doing animatron stats right now, although I'm looking at all the entries.

Chromanta animatron - Shouldn't Color Change give a bonus to Hide instead of Disguise?

Some of these won't scale well due to non-scaling abilities like breath weapons.  I don't know if that's intentional or not.


Evolutions all have skills but I'm not seeing an explanation.  Are the evolutions restricted to animatron's who require that skill to craft? Nevermind, found the rules text.

For evolutions that can be applied multiple times, do they have to be taken one per application?

Essence of Troll seems required to have animatron's not be a money sink.

Magiscorn says "improved nettle".


Does the Disquieting Flesh feat still cost money to use?  I'm assuming no but it isn't clear.

Offline sirpercival

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Re: Imagineer [3.5 base class]
« Reply #8 on: December 22, 2016, 08:11:17 PM »
Animatra's list has a broken tab.  Also (and this might be related to the broken tab), I'd suggest you tab over all of the things you can do with an action so that you've got sub-sections.
Whoops, fixed. Yes it was supposed to be sublists, I forgot that the nested list syntax on gitp is different than here.

Quote
Evolutions - do you get one and apply it to one single animatron or do you get one and apply it to all that qualify and you pay the cost for?
Intended to be one model at a time.

Quote
Can you have multiple animaton's of the same model?
Absolutely.

Quote
Not doing animatron stats right now, although I'm looking at all the entries.

Chromanta animatron - Shouldn't Color Change give a bonus to Hide instead of Disguise?
Tupaalkry gets Hide (for Shadow Hand).

Quote
Some of these won't scale well due to non-scaling abilities like breath weapons.  I don't know if that's intentional or not.
My thought was that some of those things would become obsolete because the maneuvers will get more important later. But I could put in some scaling if you think it won't be unbalanced - or maybe as more evolutions to make them scale?

Quote
For evolutions that can be applied multiple times, do they have to be taken one per application?
Yes.

Quote
Essence of Troll seems required to have animatron's not be a money sink.
I think I should probably include a feat to mitigate repair costs. Ideas for implementation?

Quote
Magiscorn says "improved nettle".
IDON'TKNOWWHATYOU'RE TALKING ABOUT  :hide


Quote
Does the Disquieting Flesh feat still cost money to use?  I'm assuming no but it isn't clear.
Oh, right, I'll clarify - you don't have to pay money when you repair them with Heal instead of Craft.
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Offline Nanshork

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Re: Imagineer [3.5 base class]
« Reply #9 on: December 22, 2016, 09:48:00 PM »
I could see scaling as an evolution but I'm not sure how that would work.

Chromanta should have different fluff for the ability then in my opinion, color change to match background doesn't equate to disguise in my mind.

I'm also not sure how to properly implement a feat to reduce repair costs.  Too hungry for good ideas.