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