PDA

View Full Version : Dream Mirror Discipline



TimeLegend
2012-11-18, 07:54 AM
I've decided that I wanted to try my hand in homebrewing when I saw Xefas's wonderful Cosmic Imperator Discipline and made this style to try to fit into the theme it gave. I should likely note I've never got to play Exalted and don't know to much of the lore so this might not seem terribly originally. Also while I do have fluff in mind for this Disciplines origin it will be based on Xefas's (Exalted) homebrew Disciplines origins. I wish to see what everyone thinks before finishing this up.

Also be a bit gentle this is my first time homebrewing, so please constructive criticism would be appreciated immensely. If it's too complicated or I worded things poorly it would be nice to help me know how I can word things better. Suggestions are also always appreciated.So without further ado...
_____________________________________________

Dream Damage:The Dream Mirror Discipline incorporates a type of damage that works as Nonlethal Damage except as followed. Creature normally immune to Nonlethal damage are not immune to Dream damage as it isn't merely a illusion or mental/physical fatigue, but damage to the creatures dreamself, a aspect of the creature that is sent to the dreamscape when it's mind wanders. As such creature that do not have dreams or sleep at all are immune to this damage (Such as mindless undead, Plants, Contructs, Elves, etc.), As they have no dreamselves to attack.As well that Dream Damage can not be healed by magical healing unless it targets it's dreamself, which can only be done in the dreamscape. It will also naturally heal at your character level per hour of rest.

Also Creature so immune to Dream damage are Typed as [Dreamless] for simplicity purposes.

In the Dreamscape Dream Damage becomes normal damage.

Dream HP: The Dream Mirror Discipline also incorporates a special type of temporary HP. This HP will only lower if the damage is Dream Damage.If you already have Dream Damage when you gain Dream HP you instead heal Dream damage first until you have 0 before you can gain Dream HP. Unless other wise noted Dream HP lasts for the encounter. You may have as much Dream HP as your maximum HP.

In the Dreamscape Dream HP becomes temporary HP

Special Feat interaction: If you have one or more maneuver in Dream Mirror and at least one stance in this style you may take these feats even without being a Spellcaster. Also you gain other bonuses with these feats listed below.

Dreamtelling: Using a Dream Mirror boost on a opponent gives you a quick vision of their last dream. You may attempt to Interpret the flashing images with a +5 to the DC as they come and go very quickly.

Oneiromancy: The DC against your maneuvers increases by one. Also if you fight a opponent in the Dreamscape your innate understanding of the it allows you tighten the grip between the opponents self and dreamself. If a boost from the Dream Mirror style is used on that opponent anytime during that encounter he will die in real life if he dies in that encounter.

Improved Oneiromancy:Instead of gaining dream spells you gain them as martial maneuvers at the appropriate level that work the exact same way as the spells but count as extraordinary abilities and came be recovered as martial maneuvers can.

Associated Skill:Knowledge (The Planes)

Note: I didn't know about the Lucid Dreamer Skill (Though I feel it's a bit on the uber side, but that's just me.) until I nearly finished the 1-4 maneuvers. If your DM allows it you may replace the associate Skill with it instead of Knowledge (The Planes)

Associated Weapon:Unarmed strike,Melee Touch Attack ,scythe, broadswords,longswords

All Warblades, Swordsages, and Crusders may learn the Dream Mirror Discipline, as well as any suitably appropriate homebrew martial classes, at the discretion of the group using them. A member of one of these classes may forsake one Martial Discipline they would normally be allowed. They lose all maneuvers and stances of that discipline, and must replace them with others of the same level (preferably Dream Mirror ones). They may also, at their discretion, lose its associated skill as a class skill and gain Knowledge (The Planes) as a class skill, if they wish.

Level 1
Dream Mirror Palm: Strike- Strike the opponents dreamself.
Nightmare Injuring Distraction: Boost-Bring his dreams pain to bare.
Dream Mirror Stance: Stance- Strengthen yourself and be able to strengthen yourself with your maneuvers .

Level 2
Dreamer's Retribution: Counter-Your dreamself deals a counter blow while your opponent is striking at you.
Lullaby Destroying Strike: Strike-Shock your opponent by destroying their fond memories.

Level 3
In the Mirror Kata: Stance -Deny the Reality of a attack as a dream.
Nightmare Blood Cry: Boost- Turn the injuries of the dreamself into real ones.

Level 4
Dream Stealing Gaze: Strike- Steal someones inner strength
Inescapable Nightmare Encroach: Boost- Bypass the defenses of the Dreamself

Level 5
Dream to Nightmare Defense: Counter- Scare yourself into defending against magic or poison.
Contempt for the Dreamless: Stance- Cause the Chaos of Dreams to hurt those who are dreamless.

Level 6
Dream Branding Blow: Strike- Brand a opponent to always be able to find them in the Dreamscape.
Reality Defying Defense: Counter- Turn a real attack into a partial illusion

Level 7
Nightmare Chains Holding: Boost- Cause Nightmare Realm Chains to hold your opponent close by.
Lucid Dreaming Blow: Strike- Cause the opponent to temporarily lose it's mind at seeing the Chaos of the Dreamscape.

Level 8
Dream Mirror Reflection: Counter- Use your opponents dreamself to block a attack.
Dreamgiver's Offering: Stance- Open a hole into the Dreamscape

Level 9
Mirror Shattering Strike: Strike- Cause the opponent to be stuck between the Dreamscape and Reality.

Level 1
Dream Mirror Palm
Dream Mirror(Strike)
Action: 1 standard action
Range:Melee
Target:One Creature

The Lord of Dreams reach is one not of space, but of mind and spirit to those connected to the Dreamscape are always in reach. Your arm and/or weapon shimmers in transparent color when you use this maneuver as you and your dreamself strike the opponent at once. As part of this maneuver make a melee touch attack, on a successful attack the target receives normal weapon damage and also your initiator level as dream damage.Also if you choose, you may negate the normal damage your strike can do and turn it into dream damage.And Finally if this maneuver hits it's opponent this maneuver is unexpended.


Nightmare Injuring Distraction
Dream Mirror(Boost)
Action:1 Swift Action
Range:60ft
Target:One Creature
Duration: 5 Rounds

While Dream and Reality are normally separated, you have the ability to fracture the Mirror ever so slightly. This allows some of the damage of the dreamself to seep into the reality of the creature, but only the pain of the injuries rather then the injury themselves.When you activate this maneuver if your opponent has 10% of his maximal health total in Dream Damage that opponent takes a -1 penalty to his attack,damage,and saving throws until the Barrier to Reality corrects itself in five rounds. This penalty increases to -2 if the opponents has 25% in dream damage, -3 on 50%, -4 on 75%, and -5 on 90%.

While in Dream Mirror Stance you may have Nightmare Injuring Distraction instead become Dream Rejuvenating Shift if used on yourself.

If you have 10% of your maximum HP in Dream HP you gain a +1 on Attack,damage, and saving throws. This Bonus changes to +2 if it goes up to 25% of your Maximum HP,+3 on 50%,+4 on 75%,+5 on 90%



Dream Mirror Stance
Dream Mirror(Stance)
Action: 1 Swift Action
Range:Personal
Target:You
Duration:Stance
In your dream you are something that is great and that shall become reality. For in the Dreamscape your dreamself is strengthen by a endless stream of the ideal of greatness. While in this stance you gain Dream HP of your initiator level per round. Also while in this stance you may target yourself with a boost that reverses it's penalty into bonuses . Using a Boost like this lasts for 5 rounds unless otherwise noted. They noted in the maneuver of the difference if used on yourself.


Level 2Dreamer's Retribution
Dream Mirror(Counter)
Action: 1 Immediate Action
Range:melee
Target:One Opponent

The Lord of Dreams power can not be ignored for his physical aspect is nothing compare to the strength of his omnipotent dreamself. If his physical aspect is to be attack his dreamself will take the opportunity to attack the opponent. Showing as a whip like motion of multicolored light coming from the persons arm as the strike connects.

Use this maneuver after a opponent has attacked you (failed or successful), you make a attack of opportunity as a touch attack. On a successful hit you deal your initiator level plus your highest mental modifier as dream damage.

Lullaby Destroying Strike
Dream Mirror(Strike)
Prerequisite: One Dream Mirror maneuvers
Action: 1 standard action
Range:Melee
Target One Opponent.
Duration:5 Rounds

The Mirror is what separates the Dreamscape from the Prime World, but they are connected to each other in a intimate way that they cannot separate. When the Dreamer makes this attack his opponent hears a weirdly familiar soothing or joyous song/music from his past come from the Dreamer. It may be his mother singing to him like in his youth or marching music just before a victorious battle.Whatever the music the effect is the same. When this strikes a opponent the music changes to something horrible. Whether he hears his mother's scream before she's killed, or the wholesome slaughter of his friends. The Sheer sudden horrid sound shocks them and there Dreamself.

When you activate this maneuver make a single melee touch attack if this attack hits the opponent takes normal attack damage plus one per initiator level. Also the target must make a Will Save (DC=10+1/2 initiator level+Charisma modifier) or become shaken for 5 rounds this may stack with Nightmare Injury Distraction. Also on a failed will save they take your initiator level in dream damage. This is a [Fear Effect].


Level 3In the Mirror Kata
Dream Mirror(Stance)
Prerequisite: One Dream Mirror maneuvers
Action: 1 Swift Action
Range:Personal
Target:You
Duration: Stance

To the Lord of Dreams there is no such thing as fiction. For when he see's a child slay a dragon in the Dreamscape he would honor the child with the title of Dragon Slayer for he knows that dreams of glory and heroism have a habit to soon become real glory and heroism. And while someone in the Material Plane can doubt the deed of slaying the Dragon, The Dreamer can to doubt the reality of a attack on him.

When the dreamer takes on this stance seems to shift in a subtle fashion. With a DC 20 Spot check they can tell what they the shift is. The Dreamer switches between his real self and what he would look like in a mirror about every two seconds.

While in this stance you may choose for the damage from one source to be dealt as dream damage. Also if a Spell would place a debilitating effect on you, you may have it effect you dreamself which suppresses the effect until you use either a Dream Mirror boost on yourself with Dream Mirror Stance, have a Dream Mirror Boost used on you, go into the area of a active Dreamgiver Shintai, or enter the Dreamscape in anyway.


Nightmare Blood Cry
Dream Mirror(Boost)
Prerequisite: One Dream Mirror maneuvers
Action:1 Swift Action
Range:60ft.
Target:One Creature
Duration:Instantaneous

The One in the Mirror know that a simple change in perspective can cause even the mighty to fall. The Dreamer may bend the Mirror to more accurately show what state a person's dreamself is in, dreamselves who are injured cry out in vain to hide it's injuries from the Great Wheel's eye causing a unexplained cry in the voice of the victim to come forth from him even when he resisted the pain of the coming injuries and never opened his mouth or in magical silence just before the injuries begin to appear.

When you use this maneuver, the selected opponent within 60 ft. of you has their dream damage becomes normal damage.

While in Dream Mirror Stance you may have Nightmare Blood Cry instead become Dreamer's War Cry if used on yourself.
When you activate this maneuver you lose your Dream HP to heal that much HP.

Level 4Dream Stealing Gaze
Dream Mirror(Strike)
Prerequisite: One Dream Mirror maneuvers
Action:1 standard Action
Range:50+10ft per initiator level
Target:One Creature

The dreamself, the one goes into the world of literally infinite possibility to fight demon and dragons and defeat them. Who go to the most mysterious of locations and realms. That is a aspect that all see as the best of themselves. This maneuver fires a shimmering distortion beam out of the eyes of the dreamer with the intent to steal the best of someone from the victim for themselves leaving them stranded in the wake of nightmares.

When you activate this maneuver make a ranged touch attack. If this attack hits it deals 1d6 per initiator level in dream damage. Also if one would be knocked out by this maneuver you immediately gain their current total dream damage as dream HP. Finally as their dreamselves have lost their strength they are besieged by horrible nightmares in their trips to the Dreamscape. They gain nothing from their rest (rest for Spell, Heal normal damage...etc.) except healing dream damage.

Inescapable Nightmare Encroach
Dream Mirror(Boost)
Prerequisite: Two Dream Mirror maneuvers
Action:1 swift action
Range:60 ft
Duration:5 Round
The Nightmares behind the Mirror are omnipresent. You cannot Run from them nor hide from them for they always are with you in your fears and doubts. The Dreamer may use that to his advantage and bring a inescapable onslaught to bare.

When you use this maneuver you shatter the defenses on the opponents dreamself making them unable to defend themselves against your assault. For the Duration of this Maneuver that opponents Damage Reduction, Hardness, and other methods to lower the dream damage of the attack does not effect dream damage.

While in Dream Mirror Stance you may have Inescapable Nightmare Encroach instead become Dreamer's Unbreakable Defense if used on yourself.

When you activate this maneuver you gain a DR of your Initiator level that only effects dream damage. Also you may choose at activation to have this maneuver only last one round but gain a DR of half your Initiator level that is negated by magic and cold iron.

Level 5Dream to Nightmare Defense
Dream Mirror(Counter)
Prerequisite: Two Dream Mirror maneuvers
Action: 1 Immediate action
Range: Personal
Target:You
Duration:Instantaneous

The Dreamself will not allow it's other side to fail. It will help you get past the power of magic and disease. With the dreamself fighting to free it's other side, but when that isn't enough it takes makes desperate warning by showing a horrible nightmare show and often extravagating the results of this failure (even if it doesn't know the reason for the saving throw the dreamself will just make something up.)

When you use this maneuver you are allowed to reroll that save, but must accept the results of the second roll even if was lower then your Initial results. Also, after the first reroll, the Initiator wishes they may make another reroll with a +10 Circumstance bonus with it, but will take 15 dream damage and become Shaken for 5 round, being Immune to fear does not make you immune to becoming Shaken for five round like this, as your dreamself knows the most horrible way to get your frightened.


Contempt for the Dreamless
Dream Mirror(Stance)
Prerequisite: Two Dream Mirror maneuvers
Action:1 Swift Action
Range Personal
Target:You
Duration:Instantaneous

The Lord of Dreams does not tolerate those that will not enter his realm and still attempt to face him. For he will bring the limitless Chaos of the Dreamscape to bare against such fools.

When you enter this stance your weapons begin to violently shimmer in multicolored glow that destroys Stones and Plants and Elves utterly.

While you are in this stance any dream damage you deal to a [Dreamless] creature, Becomes normal damage that ignores damage reduction, Hardness, and Regeneration

Level 6Dream Branding Blow
Dream Mirror(Strike)
Prerequisite: Three Dream Mirror maneuvers
Action: 1 standard action
Range:Melee
Target: One Creature

When one dreams, it is as if you are the only one in the whole of it all that is truly there, but all of the Dreamscape is connected to each other and with this Strike the Dreamer may Brand his foe to be able to find him and reach him whenever he enters the Dreamscape.

When you use this maneuver make a melee touch attack against a opponent the attack deals normal weapon damage and also deal 5 dream damage. If the attack hits the opponent must make a Will save (DC=10+1/2 Initiator level+ Charisma modifier) or have their dreamselves branded by you. If they are able to see their dreamselves (Or when they're in the Dreamscape) they'll see a glaring black spot on the back of their right hand.

You are aware when the Branded person is in the Dreamscape you may choice to go into a meditation that takes a minute to complete. Doing that will send your dreamself there where they are. You may have up to 5 plus your Initiator level branded at anyone time and may revoke a brand at anytime.

Reality Defying Defense
Dream Mirror (Counter)
Prerequisite: Three Dream Mirror maneuvers
Action:1 Immediate Action
Range:Personal
Target:You

The Dreamer looks to a coming attack, whether Sword or Spell, and Denies that it truly exist. When you initiate the maneuver you may make one attack or spell only 50% real and you may make a Will save with the DC equaling 10+1/2 Opponents Hit Dice+Charisma Modifier to ignore the unreal part of the attack (usually this means that it deals half damage and if it has other effects their is a 50% chance that they won't happen.)

Level 7Nightmare Chains Holding
Dream Mirror(Boost)
Prerequisite: Three Dream Mirror maneuvers
Action:1 Swift Action
Range:60 ft.
Target:One Creature
Duration: 1 minute per Initiator Level

The Dreamer sees the opponents weakened dreamself and takes the opportunity to bind it to you so it can not leave your presence. It allows no escape from movement, nor teleportation, nor even plane shifting. You create chains that hold them into their demise.

You may only use this maneuver on someone with 50% of their maximum HP in dream damage. When you use this maneuver on a opponent they may not be more then 60 ft. away from you at anytime during the duration of it. If a opponent would try to teleport or plane shift away away it fails automatically

While in Dream Mirror Stance you may have Nightmare Chains Holding instead become Dreamer's Wings if used on yourself.

You may only use this maneuver on yourself if you have 50% of your maximum HP in Dream HP. You gain a flight speed of 60 feet with perfect maneuverability for 1 minute per Initiator level.

Lucid Dreaming Blow
Dream Mirror(Strike)
Prerequisite: Three Dream Mirror maneuvers
Action:1 standard action
Range:Melee
Target:One Creature
Duration:1 round per two Initiator level

To go deep in the Dreamscape is to understand the strange chaos that no one is truly prepared for. Your weapon howls many strange and familiar sounds like a herald of the coming chaos. When the weapon strikes it's foe they are overwhelmed with all forms of stimuli each as convincing as the last until they don't know Dream from Reality, Fact or Fiction.

When you use this maneuver make a single melee touch attack. If this attack hits it deals your normal weapon damage plus twice your Initiator level in Dream damage. Also your opponent is force to make a Will Save (DC=10+1/2 Initiator level+Charisma modifier) or be confused for 1 round per two initiator level.


Level 8Dream Mirror Reflection
Dream Mirror(Counter)
Prerequisite: Four Dream Mirror maneuvers
Action:1 immediate action
Range:Personal
Target:You

As your understanding of the limitless possibility of the Dreamscape continues to grow, you begin to grasp that since the Dreamscape is connect to all Dreamers, that it also means that Dreamers are connected with each other as well. When the Dreamer uses this maneuver a mirror leading to the Dreamscape appears in place of the Dreamer. The Mirror shows the Dreamself of the opponent which the attack or spell strikes and deals it's effect leaving them with their dreamself battered and debilitated for his efforts.

Activate this maneuver when a opponent attacks you or uses a spell on you. You shift into the Dreamscape for just a instant and replace your position with a portal to their dreamself as such whatever damage they do with that spell or attack they deal to themselves as dream damage. Any extra effect that the attack or spell would do instead would be dealt to their dreamselves which doesn't effect them immediately and is suppressed until they have a Dream Mirror boost used on them (by others or themselves), Go into a active Dreamgiver Shintai's area, or enter the Dreamscape in anyway.

Dreamgiver's Offering
Dream Mirror(Stance)
Prerequisite: Five Dream Mirror maneuvers
Action:1 Swift Action
Range:Personal
Target:You
Area:100ft.+10ft.
Duration:Stance

The Dreamer Tears a small hole in the Mirror that separates the Material World to the Dreamscape. Causing the battlefield to become a land that is consumed by the Chaos of the Dream, but the Dreamer's true power in this stance is his ability to partially and in times of desperation completely control the Dreamscape in the Area.

When you enter this Stance a area of 100 ft. plus 10ft. per Initiator level becomes a area of Dreamscape with all the implies with the following exception...

-If anyone dies in this Dreamscape they die in Reality even if they don't have the Oneiromancy feat.

-This Dreamscape Random Dream effect (Heroes of Horror, pg. 57) effects all activated/casted Spells, Spell-like abilities, Supernatural abilities, and Extraordinary abilities, as well as activated effects that come from items. The Charts for non-spell abilities will be made below

-Everyone but someone in this Stance (who may choose to make the Random Dream Roll) must make the d20 Random Dream effect even if they have the Oriencymancy feat.

Also someone in this stance can force a reroll on each Random Dream effect (including sub-rolls such as the 1d4 to check how much high the level of the spell it is, and random targets such as the random target or random spell being cast) in the area of his Dreamgiver Shintai, you must accept the second result of the roll even if it hindered you more in then the first roll.

Finally while in this stance you can use a immediate action to choose all of the results of each roll in a single action's random dream effect. This includes sub-rolls for variables and determine random spells or targets, but doing this closes the hole to the Dreamscape. After this action is complete you lose the benefits of the stance and can't use this stance again until the end of the current encounter.

Level 9Mirror Shattering Strike
Dreamers Tale(Strike)
Prerequisite: Five Dream Mirror maneuvers
Action:1 standard Action
Range:Melee
Target:One Creature
Duration:See Text

Learning this maneuver signifies the simple realization that all Dreamers aspire to. That when one wills it there is no true difference between Reality and Dream if one knows where to apply their will to the barrier. When you activate this maneuver the area around your weapon seems to shatter like a broken mirror leaving a silhouette of your weapon that is a swirling prismatic in color. If this weapon strikes the opponent the same mirror shattering seems to happen to the opponent causing the area around him to swirl in the same prismatic color.

As part of this maneuver make a melee touch attack against a creature. If that attack hits the opponent is dealt 100 dream damage and becomes Dream Touched for which lasts 1 hour per Initiator level is as followed.

-For the duration of this effect this person must always make a Random Dream effect roll even if he has the Oneiromancy feat.

-He must make a Random Dream effect roll anytime he uses a actived Spell or Spell-like Ability, Supernatural Abilities, or Extraordinary Abilities.Including activated abilities from items. The Charts for Non-Spell abilities are below.

-You may force a reroll on each Random Dream effect (including sub-rolls such as the 1d4 to check how much high the level of the spell it is, and random targets such as the random target or random spell being cast). you must accept the second result of the roll even if it hindered you more in then the first roll.

TimeLegend
2012-11-18, 05:50 PM
...Reserved... for extra Random Dream effect charts and such

Also Bumb for completing the Disciplines maneuvers.

Edit 1:Did a quick fix on Dream Mirror Palm

Edit 2:Fixed a lot of the earlier grammar issues.

Edit 3:Decided to rename this Discipline the Dream Mirror Discipline as it seems to be a much better name in retrospect.

Amechra
2012-11-18, 06:11 PM
Looks nice, though your wording needs some tightening.

If you want me to, I can get at it when Thanksgiving hits (I'm a bit busy right now...)

TimeLegend
2012-11-18, 06:25 PM
Looks nice, though your wording needs some tightening.

If you want me to, I can get at it when Thanksgiving hits (I'm a bit busy right now...)

Thank you for your encouraging words and thank you in advance for any future help you give. :smallsmile: