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|ref=Good
|will=Good
|ability=Invocations, Spellcasting, Bardic Music, VFX, Other|progression=FullOther
|align=lg, ng, cg, ln, n, cn, le, ne, ce
}}
Only those who already possess considerable artistic talent can even hope to tap into the Art Flow, but those who do tap into it are gifted with many fantastic abilities, including flight, regeneration, and the capacity to make almost anything through sheer force of will and the energy of the Art Flow. They can also harness the energy of the Art Flow in combat to gradually reduce their foes to statues. However, they are so heavily reliant on their powers that they can't use weapons or armor very well, and they don't exactly have the greatest of aim. Furthermore, their powers are hindered by cold, and completely shut down by water or ice. A foe who can exploit an Art Flow user's weaknesses can incapacitate them easily.
'''Abilities:''' [[Charisma ]] is the most important ability for this class, as it governs its invocations. [[Dexterity]] and [[Constitution]] are, as always, important for [[Armor Class]] and [[hit points]], respectively, though not as much as you’d expect, given that [[#Regeneration|regeneration]] is one of its major features (though some of their other functions, like skills, ranged attack rolls, and Reflex/Fortitude saves, could easily make or break Art Flow Users, since their base attack bonus is poor and [[Special:SearchByProperty/Descriptor/Death|instant kills]] have an annoying tendency to bypass regeneration). [[Intelligence]] isn’t very important for the Art Flow User in and of itself, but it does help prospective candidates meet the prerequisites as soon as possible if their base class’s skill points don’t make the cut. Wisdom helps with Will saves but is otherwise unimportant, and Strength likewise doesn’t amount to much unless the Art Flow User enjoys creating weapons and then personally using them.
'''Races:''' <-Description of relative likelihood of various races to join this class.->.
Climb,
Concentration,
Craft,
Decipher Script,
As an Art Flow User gains levels, the concentration of energy from the Art Flow within his or her <i>paint shot</i> increases, making the ability damage more severe. At 3rd, 8th, 13th, and every 5 levels afterwards, the Dexterity damage (both primary and secondary) increases by 1. At 4th, 9th, 14th, and every 5 levels afterward, the Constitution damage (both primary and secondary) increases by 1. At 5th, 10th, 15th, and every 5 levels afterwards, the Strength damage (both primary and secondary) increases by 1.
'''{{Anchor|Regeneration}} {{Su}}:''' The Art Flow continuously refreshes, rejuvenates, and repairs the body of an Art Flow User. An Art Flow user has [[SRD:Regeneration|regeneration]] equal to his or her class level; this regeneration is bypassed by [[Special:SearchByProperty/Descriptor/Water|water ]] and [[Special:SearchByProperty/Descriptor/Cold|cold ]] damage, and suppressed entirely if the Art Flow user is soaked or immersed in water, encased in ice, or enveloped in steam up to at least his or her waist. Regeneration suppressed in this way does not resume until the Art Flow User is completely dry, and all damage taken until regeneration resumes is lethal if it would ordinarily be lethal.
*<b>{{Anchor|Rapid Healing}} {{Su}}:</b> An experienced Art Flow User can eventually shrug off even those blows that could actually threaten his or her life. A 3rd-level Art Flow User gains [[Rapid Healing (3.5e Creature Ability)|rapid healing]] 1/hour. This increases by 1 for every 3 levels after 3rd (rapid healing 2/hour at level 6, rapid healing 3/hour at level 9, etc.). The Art Flow User’s rapid healing is suppressed if the Art Flow User is soaked or immersed in water, encased in ice, or enveloped in steam up to at least his or her waist; if suppressed in this way, it does not resume until the Art Flow User is completely dry. An Art Flow User's rapid healing ignores nonlethal damage unless the Art Flow User has sustained no lethal damage
'''{{Anchor|Flight}} {{Su}}:''' Art Flow Users are empowered to [[SRD:Fly|fly]] by the dimension's artistic energy. They can fly as soon as they awaken to the power, but it does take experience in order to fly '''well'''. A 1st-level Art Flow User has a fly speed of 20 feet and poor maneuverability. Fly speed improves by 5 feet at 2nd level and every 2nd level thereafter. Maneuverability improves by 1 grade at 3rd level and every 3 levels thereafter (up to perfect at 9th). An Art Flow User is unable to fly if soaked, immersed in water, encased in ice, or enveloped in steam up to at least his or her waist, and does not regain the ability to fly until completely dry. (This means that flying out of a lake is not an option – an Art Flow User knocked into a body of water has to swim out the hard way. (And I do mean '''the hard way''' – [[SRD:Swim Skill|Swim]] is ''not'' a class skill for an Art Flow User! Have fun [[SRD:Environment#Drowning|drowning]]!))
'''{{Anchor|Invocations}}:''' An Art Flow User receives several spell-like abilities identical in nature to the warlock's<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref> invocations. He or she may use these invocations at will, though (s)he must still pay any relevant gold and experience costs, and they are affected by [[SRD:Arcane Spell Failure Chance|arcane spell failure]] in any armor and with shields. Invocations do not provoke [[SRD:Attacks of Opportunity|attacks of opportunity]] unless otherwise noted. Invocations come in three types: artistic shapes, which alter the shape and spread of his/her [[#Paint Shot|''paint shot'']] class feature; artistic essences, which augment his/her [[#Paint Shot|''paint shot'']] class feature with a rider effect; and invocations, which duplicate spells or have other, sometimes long-standing effects. An Art Flow User is unable to cast invocations if soaked, immersed in water, encased in ice, or enveloped in steam up to at least his or her waist (though some invocations can be cast in such a state, which will be noted in the description), and does not regain the ability to cast invocations until completely dry.
At 1st level, (s)he can select one invocation known, and an additional invocation at each level. At first, (s)he may only select from least invocations. At level )4, (s)he may select from least or lesser invocations. At level ?7, (s)he may select from least, lesser, or greater invocations. Finally, at level ? 10 and beyond, (s)he may select from least, lesser, greater, or master invocations. At every even level, (s)he may choose to switch out one of his/her invocations known for another, so long as the invocation swapped is the same or lower level invocation as the original. (S)he may only swap out one invocation at each even level. Any saving throws are [[Charisma]]-based. Artistic essences which force a save against an effect only need one save each round, regardless of how many times you hit. Art Flow Users choose their invocations from the following list<sup>1</sup>.
Least — (to be filled in)
|}
'''[[#Flight|Flight]]:''' The Art Flow User’s [[SRD:Fly |fly]] speed continues to improve by 5 feet for every 2 levels after 20th10th.
<b>[[#Invocations|Invocations]]:</b> The Art Flow User learns a new invocation at every odd-numbered level after 10th, though (s)he also learns a new invocation at level 12... repeat.->
'''{{Anchor|Bonus Feats}}:''' The epic Art Flow User gains a bonus feat (selected from the list of epic Art Flow User bonus feats) every 5 levels after 20th. The Art Flow User may select an item creation feat in place of a bonus feat.
''Epic Art Flow User Bonus Feat List:'' <-list of bonus epic feats->.
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====Art Flow User Lore====
Characters with ranks in Knowledge (architecture and engineering) or Knowledge (the planes) can research Art Flow Users to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
{| class="zebra d20"
<references/>
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