NeoSeraphi
2012-04-25, 10:47 PM
The Dumuzid
http://images.wikia.com/catherinethegame/images/2/2f/Mutton_1.png
A Dumuzid is a master of nightmares, and a shepherd of sinners. The Dumuzid fights by incapacitating his foes and luring them into the world of dreams, which he presides over as a god. Once a creature is trapped in the world of dreams, it succumbs to the Dumuzid's Curse, and its fate is practically sealed.
Role: The role of a dumuzid is generally single-target removal. The dumuzid often does not need to use all of his class features to finish a foe off if he is in a party, but they make him a deadly threat to anyone even if he is alone.
Weaknesses: A "weakness" of the dumuzid class is that creatures that do not sleep or are immune to mind-affecting abilities, such as undead, elves, and dragons, are pretty much immune to all his class features. That does not stop the dumuzid from owning them with magic, though.
Abilities: A dumuzid is a spellcaster, and the dumuzid's primary casting score is used to determine all of his abilities.
Classes: The class most likely to become a dumuzid is a wizard, as they tend to fancy themselves gods who can warp reality with but a thought. Sorcerers may also become dumuzid, though they will most likely be less-inclined as it is a heavy investment on the sorcerer's part and mind-affecting is a common immunity. Bards and clerics are also capable of becoming dumuzids, but rarely do.
Prerequisites: In order to become a dumuzid, you must meet the following prerequisites:
Spellcasting: Able to cast deep slumber as a spell, with a caster level of at least 5.
Feat: Spell Focus (Enchantment)
Special: A Dumuzid is a Shepherd of Sin, and in order to command his power, the character must truly fancy himself as a god of the realm of dreams. A character who worships a deity is prohibited from entering this class (Clerics with the right domain who follow a cause rather than a deity are fine).
HD: d6
Class Skills: The dumuzid's class skills are Bluff, Concentration, Craft, Decipher Script, Forgery, Hide, Intimidate, Knowledge (All Skills, taken individually), Listen, Move Silently, Profession, and Spellcraft.
Skill Points: 4+Int per level
Yeah, it's a little weird to have Listen as a class skill without Spot, but in this case I think it makes sense. The only reason the Dumuzid is trained to Listen is because Listen helps you wake up from sleep on your own, so naturally the Dumuzid would be more skilled at that than a normal wizard.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Stray Sheep, Curse of the Shepherd|
2nd|
+1|
+0|
+0|
+3|Dream Walker|+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3|Curse of the Shepherd|+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Lord of the Dream World|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4|Curse of the Shepherd|
6th|
+3|
+2|
+2|
+5|Nightmare|+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Curse of the Shepherd|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6|Dream Casting|+1 level of existing spellcasting class
9th|
+4|
+3|
+3|
+6|Curse of the Shepherd|+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|The Morning Star|
[/table]
Class Features: The following are the class features of the Dumuzid.
Weapon and Armor Proficiency: A dumuzid is proficient with the quarterstaff. Additionally, any quarterstaff held by the dumuzid magically alters itself as soon as he grasps it (with no action or intent on the dumuzid's part). The head of the quarterstaff molds itself to shape like a sheep's head. This is a transmutation effect, not an illusion, and cannot be dispelled or suppressed, though the staff returns to normal as soon as it leaves the dumuzid's hands. When wielding a transformed staff, the dumuzid deals damage as if the weapon were one Size category larger, and ignores all penalties for fighting with two weapons.
Stray Sheep (Su): A dumuzid is able to herd mortals into the world of dreams, where he has total control. As long as the dumuzid has an enchantment spell of 3rd level or higher available to cast, he may, as a standard action, force one creature within 100 feet of him to make a Will save (DC 10+spell level of the highest level enchantment spell available to cast+the dumuzid's primary casting modifier) or fall asleep. The creature remains asleep until it would otherwise wake up (from being attacked or from an ally shaking it, etc), or for 1 round per level of the highest level enchantment spell the dumuzid has available to cast. This is a mind-affecting compulsion effect.
Curse of the Shepherd (Su): A Dumuzid is the Lord of Dreams. Any creature who is lulled into world is forced to join his flock, and obey his rules. Or else they suffer his wrath...All sleeping creatures (allies, enemies, or otherwise) within 100 feet of the dumuzid are affected by the Dumuzid's curse. The Dumuzid is immune to his own curse. A creature affected by the Dumuzid's curse takes a penalty to its saving throws equal to the Dumuzid's class level. There is no saving throw to resist the curse, but it may be removed with a remove curse, break enchantment or miracle spell. The wish spell has no direct effect on the curse, though it may work if it is used to replicate a break enchantment spell.
Beginning at 3rd level, any creature who is affected by the dumuzid's curse also has its damage reduction, energy resistances, energy immunities, regeneration, and deflection bonuses to AC suppressed as long as it is asleep.
Beginning at 5th level, any creature who is affected by the dumuzid's curse cannot be healed by positive energy, negative energy, or fast healing as long as it is asleep. Additionally, if the creature has the ability to automatically regenerate its limbs, that ability is suppressed as long as it is asleep.
Beginning at 7th level, any creature who is affected by the dumuzid's curse gains spell resistance equal to 15+the dumuzid's caster level, however, that spell resistance only applies to spells that have a Saving Throw: Harmless descriptor.
Beginning at 9th level, any time a creature who is affected by the dumuzid's curse would wake up, that creature must make a Will save (DC equal to the dumuzid's caster level) or remain asleep. The creature must make this save even if it would wake up due to the duration of a sleep effect expiring. If it fails its save, it must continue to attempt to save each round until it wakes up. If the duration of the sleep effect expires, the creature immediately wakes up if it would no longer be cursed (either through a spell or through the dumuzid moving more than 100 feet away from it).
Dream Walker (Su): As a full-round action, a dumuzid may enter a sleeping creature's dreams. The creature must be within 100 feet of the dumuzid, and the dumuzid must have line of sight and line of effect to that creature.
A creature's dream is treated as its own plane. The sleeping creature is free to move about and act normally inside the dream, but is unable to escape unless it wakes up, even with magic like plane shift. If the creature encounters the dumuzid, it may attempt to attack him, or vice versa.
A creature takes damage differently in the dream world. Because the damage is purely mental, a creature is able to make a Will save (DC 10+damage dealt) to halve the damage taken (rounded down) whenever he would receive damage while in a dream world (this can stack with the damage's actual saving throw. For example, a dumuzid who was attacked by the dreamer's fireball succeeds his Reflex save. He would have taken 30 damage, but that damage was halved thanks to his save. Now, he may make a DC 25 Will save, and if he succeeds that save, he only takes 7 fire damage from the spell).
A creature's physical defenses, such as regeneration, damage reduction, armor or natural armor, do not protect it from mental damage at all.
If a creature's hit points reach 0 from mental damage, the creature becomes comatose and may only reawaken with a wish or miracle spell.
While the dumuzid is inside of a creature's dream, his body lies prone and helpless in whatever square he was in. The dumuzid is unaware of his surroundings in the real world while he is dream walking, but if his body takes any damage, he immediately realizes it and may act accordingly.
The dumuzid may leave a dream at any time, as a standard action that provokes an attack of opportunity.
Lord of the Dream World (Su): Starting at 4th level, while the dumuzid is inside of a creature's dreams, he gains a Divine Rank 1 and all the abilities associated with it. Additionally, he gains a supernatural fly speed of 200 feet with perfect maneuverability. The dumuzid does not gain the Grant Spells, Domain Powers, or Spell-Like Abilities features, and he may only choose the Lay Curse divine salient power. The dumuzid treats the entire dreamscape that he is in as his Godly Realm.
Nightmare (Su): Starting at 6th level, while the dumuzid is inside of a creature's dreams, that creature takes 2d10 points of mental damage each round. The dumuzid may suppress or resume this ability as a move action.
Dream Casting (Su): Beginning at 8th level, while the dumuzid is inside of a creature's dreams, his caster level for all spells he casts becomes equal to his character level, unless it would be higher.
The Morning Star (Su): At 10th level, the dumuzid becomes a true god while within his domain, and grants himself his own spellcasting as if he were his own follower. If the dumuzid prepares spells, he may prepare any spell on the cleric spell list and up to 3 domains of his choice (he may not choose a domain associated with an alignment that opposes his own). The dumuzid need not know these spells, nor transcribe them in his spellbook if he has one, but he may only cast them while in someone's dreams. If the dumuzid is a spontaneous caster, then while he is in the dream world, he may treat all spells on the cleric spell list and on 3 domains of his choice as if they were spells he knew.
If the dumuzid is already an actual cleric, he gains access to 3 additional domains, and 3 additional domain slots per spell level, but he may only prepare spells from those 3 extra domains in those extra slots, and may only cast spells from those extra slots while in the dream world.
The dumuzid selects 3 domains when he gains this class feature. He may not change them later.
The dumuzid must choose the Dream Domain (unless he already has access to it, in which case he may select a third domain from the following list) and then two other domains from the following list: Alteration, the Alignment domains, Charm, Corruption, Creation, Darkness, Domination, Illusion, Liberation, Meditation, Mentalism, Mind, Portal, Shadow, and Trickery.
http://images.wikia.com/catherinethegame/images/2/2f/Mutton_1.png
A Dumuzid is a master of nightmares, and a shepherd of sinners. The Dumuzid fights by incapacitating his foes and luring them into the world of dreams, which he presides over as a god. Once a creature is trapped in the world of dreams, it succumbs to the Dumuzid's Curse, and its fate is practically sealed.
Role: The role of a dumuzid is generally single-target removal. The dumuzid often does not need to use all of his class features to finish a foe off if he is in a party, but they make him a deadly threat to anyone even if he is alone.
Weaknesses: A "weakness" of the dumuzid class is that creatures that do not sleep or are immune to mind-affecting abilities, such as undead, elves, and dragons, are pretty much immune to all his class features. That does not stop the dumuzid from owning them with magic, though.
Abilities: A dumuzid is a spellcaster, and the dumuzid's primary casting score is used to determine all of his abilities.
Classes: The class most likely to become a dumuzid is a wizard, as they tend to fancy themselves gods who can warp reality with but a thought. Sorcerers may also become dumuzid, though they will most likely be less-inclined as it is a heavy investment on the sorcerer's part and mind-affecting is a common immunity. Bards and clerics are also capable of becoming dumuzids, but rarely do.
Prerequisites: In order to become a dumuzid, you must meet the following prerequisites:
Spellcasting: Able to cast deep slumber as a spell, with a caster level of at least 5.
Feat: Spell Focus (Enchantment)
Special: A Dumuzid is a Shepherd of Sin, and in order to command his power, the character must truly fancy himself as a god of the realm of dreams. A character who worships a deity is prohibited from entering this class (Clerics with the right domain who follow a cause rather than a deity are fine).
HD: d6
Class Skills: The dumuzid's class skills are Bluff, Concentration, Craft, Decipher Script, Forgery, Hide, Intimidate, Knowledge (All Skills, taken individually), Listen, Move Silently, Profession, and Spellcraft.
Skill Points: 4+Int per level
Yeah, it's a little weird to have Listen as a class skill without Spot, but in this case I think it makes sense. The only reason the Dumuzid is trained to Listen is because Listen helps you wake up from sleep on your own, so naturally the Dumuzid would be more skilled at that than a normal wizard.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Stray Sheep, Curse of the Shepherd|
2nd|
+1|
+0|
+0|
+3|Dream Walker|+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3|Curse of the Shepherd|+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Lord of the Dream World|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4|Curse of the Shepherd|
6th|
+3|
+2|
+2|
+5|Nightmare|+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Curse of the Shepherd|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6|Dream Casting|+1 level of existing spellcasting class
9th|
+4|
+3|
+3|
+6|Curse of the Shepherd|+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|The Morning Star|
[/table]
Class Features: The following are the class features of the Dumuzid.
Weapon and Armor Proficiency: A dumuzid is proficient with the quarterstaff. Additionally, any quarterstaff held by the dumuzid magically alters itself as soon as he grasps it (with no action or intent on the dumuzid's part). The head of the quarterstaff molds itself to shape like a sheep's head. This is a transmutation effect, not an illusion, and cannot be dispelled or suppressed, though the staff returns to normal as soon as it leaves the dumuzid's hands. When wielding a transformed staff, the dumuzid deals damage as if the weapon were one Size category larger, and ignores all penalties for fighting with two weapons.
Stray Sheep (Su): A dumuzid is able to herd mortals into the world of dreams, where he has total control. As long as the dumuzid has an enchantment spell of 3rd level or higher available to cast, he may, as a standard action, force one creature within 100 feet of him to make a Will save (DC 10+spell level of the highest level enchantment spell available to cast+the dumuzid's primary casting modifier) or fall asleep. The creature remains asleep until it would otherwise wake up (from being attacked or from an ally shaking it, etc), or for 1 round per level of the highest level enchantment spell the dumuzid has available to cast. This is a mind-affecting compulsion effect.
Curse of the Shepherd (Su): A Dumuzid is the Lord of Dreams. Any creature who is lulled into world is forced to join his flock, and obey his rules. Or else they suffer his wrath...All sleeping creatures (allies, enemies, or otherwise) within 100 feet of the dumuzid are affected by the Dumuzid's curse. The Dumuzid is immune to his own curse. A creature affected by the Dumuzid's curse takes a penalty to its saving throws equal to the Dumuzid's class level. There is no saving throw to resist the curse, but it may be removed with a remove curse, break enchantment or miracle spell. The wish spell has no direct effect on the curse, though it may work if it is used to replicate a break enchantment spell.
Beginning at 3rd level, any creature who is affected by the dumuzid's curse also has its damage reduction, energy resistances, energy immunities, regeneration, and deflection bonuses to AC suppressed as long as it is asleep.
Beginning at 5th level, any creature who is affected by the dumuzid's curse cannot be healed by positive energy, negative energy, or fast healing as long as it is asleep. Additionally, if the creature has the ability to automatically regenerate its limbs, that ability is suppressed as long as it is asleep.
Beginning at 7th level, any creature who is affected by the dumuzid's curse gains spell resistance equal to 15+the dumuzid's caster level, however, that spell resistance only applies to spells that have a Saving Throw: Harmless descriptor.
Beginning at 9th level, any time a creature who is affected by the dumuzid's curse would wake up, that creature must make a Will save (DC equal to the dumuzid's caster level) or remain asleep. The creature must make this save even if it would wake up due to the duration of a sleep effect expiring. If it fails its save, it must continue to attempt to save each round until it wakes up. If the duration of the sleep effect expires, the creature immediately wakes up if it would no longer be cursed (either through a spell or through the dumuzid moving more than 100 feet away from it).
Dream Walker (Su): As a full-round action, a dumuzid may enter a sleeping creature's dreams. The creature must be within 100 feet of the dumuzid, and the dumuzid must have line of sight and line of effect to that creature.
A creature's dream is treated as its own plane. The sleeping creature is free to move about and act normally inside the dream, but is unable to escape unless it wakes up, even with magic like plane shift. If the creature encounters the dumuzid, it may attempt to attack him, or vice versa.
A creature takes damage differently in the dream world. Because the damage is purely mental, a creature is able to make a Will save (DC 10+damage dealt) to halve the damage taken (rounded down) whenever he would receive damage while in a dream world (this can stack with the damage's actual saving throw. For example, a dumuzid who was attacked by the dreamer's fireball succeeds his Reflex save. He would have taken 30 damage, but that damage was halved thanks to his save. Now, he may make a DC 25 Will save, and if he succeeds that save, he only takes 7 fire damage from the spell).
A creature's physical defenses, such as regeneration, damage reduction, armor or natural armor, do not protect it from mental damage at all.
If a creature's hit points reach 0 from mental damage, the creature becomes comatose and may only reawaken with a wish or miracle spell.
While the dumuzid is inside of a creature's dream, his body lies prone and helpless in whatever square he was in. The dumuzid is unaware of his surroundings in the real world while he is dream walking, but if his body takes any damage, he immediately realizes it and may act accordingly.
The dumuzid may leave a dream at any time, as a standard action that provokes an attack of opportunity.
Lord of the Dream World (Su): Starting at 4th level, while the dumuzid is inside of a creature's dreams, he gains a Divine Rank 1 and all the abilities associated with it. Additionally, he gains a supernatural fly speed of 200 feet with perfect maneuverability. The dumuzid does not gain the Grant Spells, Domain Powers, or Spell-Like Abilities features, and he may only choose the Lay Curse divine salient power. The dumuzid treats the entire dreamscape that he is in as his Godly Realm.
Nightmare (Su): Starting at 6th level, while the dumuzid is inside of a creature's dreams, that creature takes 2d10 points of mental damage each round. The dumuzid may suppress or resume this ability as a move action.
Dream Casting (Su): Beginning at 8th level, while the dumuzid is inside of a creature's dreams, his caster level for all spells he casts becomes equal to his character level, unless it would be higher.
The Morning Star (Su): At 10th level, the dumuzid becomes a true god while within his domain, and grants himself his own spellcasting as if he were his own follower. If the dumuzid prepares spells, he may prepare any spell on the cleric spell list and up to 3 domains of his choice (he may not choose a domain associated with an alignment that opposes his own). The dumuzid need not know these spells, nor transcribe them in his spellbook if he has one, but he may only cast them while in someone's dreams. If the dumuzid is a spontaneous caster, then while he is in the dream world, he may treat all spells on the cleric spell list and on 3 domains of his choice as if they were spells he knew.
If the dumuzid is already an actual cleric, he gains access to 3 additional domains, and 3 additional domain slots per spell level, but he may only prepare spells from those 3 extra domains in those extra slots, and may only cast spells from those extra slots while in the dream world.
The dumuzid selects 3 domains when he gains this class feature. He may not change them later.
The dumuzid must choose the Dream Domain (unless he already has access to it, in which case he may select a third domain from the following list) and then two other domains from the following list: Alteration, the Alignment domains, Charm, Corruption, Creation, Darkness, Domination, Illusion, Liberation, Meditation, Mentalism, Mind, Portal, Shadow, and Trickery.