Maerok
2009-06-23, 06:47 PM
The Dreamer
http://fc05.deviantart.com/fs6/i/2005/030/5/6/Nyx_draws_her_cloak_by_bluefooted.jpg
Dreamers are a small group of magic-enabled mortals who can channel raw power through their connection to unseen planes. While many may travel to these dreamlands in their sleep, a Dreamer can bring those planes to them and manifest them in the Material World.
Because of this power and their unique vulnerability when at their greatest potential, Dreamers are often hunted down and destroyed before they soon lose focus of their own abilities and their whims are made real with the slightest provocation.
Scholars do not fully understand the mystic links at work, but some have theorized that the power they can draw comes from the Far Realms or even further beyond the scope of possible unrealities. They share many similarities to those known as beguilers, warmages, and dread necromancers but utilize the twin schools of conjuration and transmutation to varying degrees.
HD: d4
Alignment: Any non-Lawful
Skills: Concentration, Craft, Know (arcane, religion, the planes), Profession, Spellcraft
Skill Points: 2 + Int
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Slumber, Spellcasting
2nd|
+1|
+0|
+0|
+3|-
3rd|
+1|
+1|
+1|
+3|Sleepwalking
4th|
+2|
+1|
+1|
+4|-
5th|
+2|
+1|
+1|
+4|Advanced Learning
6th|
+3|
+2|
+2|
+5|Dream Guardian
7th|
+3|
+2|
+2|
+5|-
8th|
+4|
+2|
+2|
+6|Lucid Dreams
9th|
+4|
+3|
+3|
+6|-
10th|
+5|
+3|
+3|
+7|Advanced Learning
11th|
+5|
+3|
+3|
+7|-
12th|
+6/+1|
+4|
+4|
+8|Greater Slumber
13th|
+6/+1|
+4|
+4|
+8|-
14th|
+7/+2|
+4|
+4|
+9|Greater Dream Guardian
15th|
+7/+2|
+5|
+5|
+9|Advanced Learning
16th|
+8/+3|
+5|
+5|
+10|Vengeful Awakening
17th|
+8/+3|
+5|
+5|
+10|-
18th|
+9/+4|
+6|
+6|
+11|Arcane Snooze
19th|
+9/+4|
+6|
+6|
+11|-
20th|
+10/+5|
+6|
+6|
+12|Advanced Learning[/table]
Class Features:
Weapons and Armor: A Dreamer is only proficient with simple weapons.
Spellcasting: The Dreamer casts arcane spells spontaneously from a set list (spell progression as the Dread Necromancer). She uses Charisma as her casting attributes. See Dreamer Spells in the last section. However, unlike most other casters, a Dreamer regains her usage of spells by staying away for eight hours in a stress-free meditation (typically when everyone else is asleep).
Slumber: Once per hour, the Dreamer may spend a move action in order to enter into a trance that opens a greater conduit between herself and the unwaking world.
While caught in this state, she suffers a -10 penalty to Concentration, Listen, Spot, Search, and complex skill checks. She also adds this penalty to her Initiative roll. She is also considered flat-footed and may only move five feet per round. However, she becomes immune to sleep, fatigue, and exhaustion effects. She also gains a +2 bonus to spell DC and caster level checks.
Roll a d6 to determine the type of sleep state she enters:
1-2: Dream: All summoned creatures gain the Celestial template.
3-4: Strange: All summoned creatures gain the Pseudonatural template (see Complete Arcane).
5-6: Nightmare: All summoned creatures gain the Fiendish template.
Based on her sleep state, she also gains six spells she can cast in addition to her other ones while slumbering.
Dream spell list: Shield, Resist Energy, Heroism, Stoneskin, Dream, Repulsion
Nightmare spell list: Cause Fear, Blindness/Deafness, Rage, Crushing Despair, Nightmare, Eyebite
Strange spell list: Color Spray, Mirror Image, Tongues, Confusion, Contact Other Plane, Mislead
The slumber lasts for one minute per class level. It ends early if a critical hit is threatened against her or she is dealt more than 10 + class level + Con modifier damage in a single round. She may also opt to end the effect early, however the slumber lasts an extra 1d4 rounds before she wakes up.
Sleepwalking: The Dreamer no longer suffers a movement reduction and is not treated as flat-footed.
Advanced Learning: At 5th, 10th, 15th, and 20th level the Dreamer can choose a new Wizard/Sorcerer spell of the Conjuration or Transmutation schools. The new spell must be of a level she can cast.
Dream Guardian: The Dreamer gains an animal companion as if she were a druid of five levels lower. While slumbering, the companion gains the same template that is applied to creatures she summons (see Slumbering).
Lucid Dreams: At 8th level, the Dreamer's penalties while slumbering are reduced to -5.
Greater Slumber: When using Slumber, the Dreamer may choose to reroll her sleep state as a swift action. If she does, she receives a stacking -2 penalty to Will saves for the remainder of the slumber. She also gains the following bonuses while in a particular sleep state:
Dream - 20 foot fly speed (average)
Strange - +5 bonus to all Knowledge checks
Nightmare - Enemies that move within 10 feet of you must succeed on a DC 10 + 1/2 class level + Cha Will save or become shaken.
Greater Dream Guardian: The Dreamer's animal companion now gains the incorporeal subtype. However, it cannot leave her line of sight, if it does it will automatically teleport to a space beside her. If slain, it reappears in 1d4 days but she gains a -2 penalty Wisdom for that duration.
Vengeful Awakening: When a Dreamer's slumber ends due to taking damage or a critical hit, she may expend one spell slot in order to deal 1d6 damage per spell level to all enemies in a 10-foot burst. An enemy can succeed on a 10 + 1/2 class level + Cha Will save to take only half damage.
Arcana Snooze: When the Dreamer casts a spell while slumbering, she gains fast healing equal to the level of that spell for three rounds. If she casts another spell during that time, the fast healing per round changes to that new spell level.
Dreamer Spells:
1st: Grease, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Reduce Person
2nd: Acid Arrow, Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Web, Alter Self, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendor, Fox’s Cunning, Knock, Levitate, Owl’s Wisdom, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind
3rd: Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster III, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Secret Page, Shrink Item, Slow, Water Breathing
4th: Black Tentacles, Dimension Door, Minor Creation, Secure Shelter, Solid Fog, Summon Monster IV, Mass Enlarge Person, Polymorph, Mass Reduce Person, Stone Shape
5th: Mage’s Faithful Hound, Major Creation, Lesser Planar Binding, Secret Chest, Summon Monster V, Teleport, Wall of Stone, Animal Growth, Baleful Polymorph, Fabricate, Overland Flight, Passwall, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud
6th: Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Control Water, Mass Eagle’s Splendor, Flesh to Stone, Mass Fox’s Cunning, Move Earth, Mass Owl’s Wisdom, Transformation
7th: Instant Summons, Phase Door, Plane Shift, Summon Monster VII, Greater Teleport, Teleport Object, Control Weather, Ethereal Jaunt, Reverse Gravity, Statue
8th: Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster VIII, Trap the Soul, Iron Body, Polymorph Any Object, Temporal Stasis
9th: Gate, Refuge, Summon Monster IX, Teleportation Circle, Etherealness, Shapechange, Time Stop
--------------------------------------------
So how sane does this all look, trying to blend Transmutation with Conjuration. I also want to do an Abjurer+Diviner spin-off to finish out the different spontaneous specialists.
Dreamers do not get a hold of most martial summons like Mage Armor or Magic Weapon. Though the list could probably use more trimming. One option is to split most of them up between Dream, Strange, and Nightmare mode, which would limit access to all at the same time and grant only limited access while she slumber casts.
Another thing I'd like someone to critique is Vengeful Awakening and how to better word the Greater Dream Guardian ability.
http://fc05.deviantart.com/fs6/i/2005/030/5/6/Nyx_draws_her_cloak_by_bluefooted.jpg
Dreamers are a small group of magic-enabled mortals who can channel raw power through their connection to unseen planes. While many may travel to these dreamlands in their sleep, a Dreamer can bring those planes to them and manifest them in the Material World.
Because of this power and their unique vulnerability when at their greatest potential, Dreamers are often hunted down and destroyed before they soon lose focus of their own abilities and their whims are made real with the slightest provocation.
Scholars do not fully understand the mystic links at work, but some have theorized that the power they can draw comes from the Far Realms or even further beyond the scope of possible unrealities. They share many similarities to those known as beguilers, warmages, and dread necromancers but utilize the twin schools of conjuration and transmutation to varying degrees.
HD: d4
Alignment: Any non-Lawful
Skills: Concentration, Craft, Know (arcane, religion, the planes), Profession, Spellcraft
Skill Points: 2 + Int
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Slumber, Spellcasting
2nd|
+1|
+0|
+0|
+3|-
3rd|
+1|
+1|
+1|
+3|Sleepwalking
4th|
+2|
+1|
+1|
+4|-
5th|
+2|
+1|
+1|
+4|Advanced Learning
6th|
+3|
+2|
+2|
+5|Dream Guardian
7th|
+3|
+2|
+2|
+5|-
8th|
+4|
+2|
+2|
+6|Lucid Dreams
9th|
+4|
+3|
+3|
+6|-
10th|
+5|
+3|
+3|
+7|Advanced Learning
11th|
+5|
+3|
+3|
+7|-
12th|
+6/+1|
+4|
+4|
+8|Greater Slumber
13th|
+6/+1|
+4|
+4|
+8|-
14th|
+7/+2|
+4|
+4|
+9|Greater Dream Guardian
15th|
+7/+2|
+5|
+5|
+9|Advanced Learning
16th|
+8/+3|
+5|
+5|
+10|Vengeful Awakening
17th|
+8/+3|
+5|
+5|
+10|-
18th|
+9/+4|
+6|
+6|
+11|Arcane Snooze
19th|
+9/+4|
+6|
+6|
+11|-
20th|
+10/+5|
+6|
+6|
+12|Advanced Learning[/table]
Class Features:
Weapons and Armor: A Dreamer is only proficient with simple weapons.
Spellcasting: The Dreamer casts arcane spells spontaneously from a set list (spell progression as the Dread Necromancer). She uses Charisma as her casting attributes. See Dreamer Spells in the last section. However, unlike most other casters, a Dreamer regains her usage of spells by staying away for eight hours in a stress-free meditation (typically when everyone else is asleep).
Slumber: Once per hour, the Dreamer may spend a move action in order to enter into a trance that opens a greater conduit between herself and the unwaking world.
While caught in this state, she suffers a -10 penalty to Concentration, Listen, Spot, Search, and complex skill checks. She also adds this penalty to her Initiative roll. She is also considered flat-footed and may only move five feet per round. However, she becomes immune to sleep, fatigue, and exhaustion effects. She also gains a +2 bonus to spell DC and caster level checks.
Roll a d6 to determine the type of sleep state she enters:
1-2: Dream: All summoned creatures gain the Celestial template.
3-4: Strange: All summoned creatures gain the Pseudonatural template (see Complete Arcane).
5-6: Nightmare: All summoned creatures gain the Fiendish template.
Based on her sleep state, she also gains six spells she can cast in addition to her other ones while slumbering.
Dream spell list: Shield, Resist Energy, Heroism, Stoneskin, Dream, Repulsion
Nightmare spell list: Cause Fear, Blindness/Deafness, Rage, Crushing Despair, Nightmare, Eyebite
Strange spell list: Color Spray, Mirror Image, Tongues, Confusion, Contact Other Plane, Mislead
The slumber lasts for one minute per class level. It ends early if a critical hit is threatened against her or she is dealt more than 10 + class level + Con modifier damage in a single round. She may also opt to end the effect early, however the slumber lasts an extra 1d4 rounds before she wakes up.
Sleepwalking: The Dreamer no longer suffers a movement reduction and is not treated as flat-footed.
Advanced Learning: At 5th, 10th, 15th, and 20th level the Dreamer can choose a new Wizard/Sorcerer spell of the Conjuration or Transmutation schools. The new spell must be of a level she can cast.
Dream Guardian: The Dreamer gains an animal companion as if she were a druid of five levels lower. While slumbering, the companion gains the same template that is applied to creatures she summons (see Slumbering).
Lucid Dreams: At 8th level, the Dreamer's penalties while slumbering are reduced to -5.
Greater Slumber: When using Slumber, the Dreamer may choose to reroll her sleep state as a swift action. If she does, she receives a stacking -2 penalty to Will saves for the remainder of the slumber. She also gains the following bonuses while in a particular sleep state:
Dream - 20 foot fly speed (average)
Strange - +5 bonus to all Knowledge checks
Nightmare - Enemies that move within 10 feet of you must succeed on a DC 10 + 1/2 class level + Cha Will save or become shaken.
Greater Dream Guardian: The Dreamer's animal companion now gains the incorporeal subtype. However, it cannot leave her line of sight, if it does it will automatically teleport to a space beside her. If slain, it reappears in 1d4 days but she gains a -2 penalty Wisdom for that duration.
Vengeful Awakening: When a Dreamer's slumber ends due to taking damage or a critical hit, she may expend one spell slot in order to deal 1d6 damage per spell level to all enemies in a 10-foot burst. An enemy can succeed on a 10 + 1/2 class level + Cha Will save to take only half damage.
Arcana Snooze: When the Dreamer casts a spell while slumbering, she gains fast healing equal to the level of that spell for three rounds. If she casts another spell during that time, the fast healing per round changes to that new spell level.
Dreamer Spells:
1st: Grease, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Reduce Person
2nd: Acid Arrow, Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Web, Alter Self, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendor, Fox’s Cunning, Knock, Levitate, Owl’s Wisdom, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind
3rd: Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster III, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Secret Page, Shrink Item, Slow, Water Breathing
4th: Black Tentacles, Dimension Door, Minor Creation, Secure Shelter, Solid Fog, Summon Monster IV, Mass Enlarge Person, Polymorph, Mass Reduce Person, Stone Shape
5th: Mage’s Faithful Hound, Major Creation, Lesser Planar Binding, Secret Chest, Summon Monster V, Teleport, Wall of Stone, Animal Growth, Baleful Polymorph, Fabricate, Overland Flight, Passwall, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud
6th: Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Control Water, Mass Eagle’s Splendor, Flesh to Stone, Mass Fox’s Cunning, Move Earth, Mass Owl’s Wisdom, Transformation
7th: Instant Summons, Phase Door, Plane Shift, Summon Monster VII, Greater Teleport, Teleport Object, Control Weather, Ethereal Jaunt, Reverse Gravity, Statue
8th: Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster VIII, Trap the Soul, Iron Body, Polymorph Any Object, Temporal Stasis
9th: Gate, Refuge, Summon Monster IX, Teleportation Circle, Etherealness, Shapechange, Time Stop
--------------------------------------------
So how sane does this all look, trying to blend Transmutation with Conjuration. I also want to do an Abjurer+Diviner spin-off to finish out the different spontaneous specialists.
Dreamers do not get a hold of most martial summons like Mage Armor or Magic Weapon. Though the list could probably use more trimming. One option is to split most of them up between Dream, Strange, and Nightmare mode, which would limit access to all at the same time and grant only limited access while she slumber casts.
Another thing I'd like someone to critique is Vengeful Awakening and how to better word the Greater Dream Guardian ability.