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View Full Version : From my dreams my shield, from your nightmares my sword (3.5 Base Class, PEACH)



Zaydos
2013-10-23, 11:03 AM
Dream Crafter:

Some are born with a talent for creativity, an innate knack for drawing into reality that which does not exist. These people become artists, inventors, and craftsmen people of skill and talent, but some have an additional advantage they find that they are able to draw upon the powers latent in dreams, drawing from them the gossamer dream stuff out of which their illusory existence is formed. Gathering this power Dream Crafters can create objects from nothing save their own imagination, forming armaments of dream, tools at a need, and even imitating the enchantments of items wrought by mages. Masters of the art can dream entire worlds into existence, create steel that has true form and permanence, and even some say create truly living creatures.

Adventures: Familiar with the world of dreams Dream Crafters are often bored by mundane life. Instead they seek out the fantastic in the real world, searching for the greatest wonders that you can find. Others turn to find these wonders not due to boredom, but a desire to emulate them and build upon them creating ever more wondrous objects with their own powers.

Characteristics: Dream Crafters are masters of improvisation able to create items on a whim. As far as mundane gear is concerned a Dream Crafter has what he needs at a moment’s notice. When it comes to problem which a mere grapple will not solve a dream crafter can form magic items from the gossamer dream stuff, pulling forth from the aether a tool to solve their current problem. If these tools are not enough they can fall back on armor and weapons forged from dreams and their natural talent with these armaments. Eventually a dream crafter can also rely upon walls and impediments to slow and divide foes and monstrous creations drawn directly from the communal nightmares of sentient beings.

Alignment: Dream Crafters have tasted the finest dreams and the direst nightmares. Some aspire to the first others revel in the idea of becoming the latter. As a whole the class shows no clear inclination towards good or either. Most Dream Crafters are Chaotic, the connection to the powers and worlds of dreams born from freedom of the soul and coming most easily to a free spirit. Some Dream Crafters are Lawful, though, bringing order to the chaos of dream stuff by forcing it into the mold of reality, but these are the minority.

Religion: Many Dream Crafters find that their artistic predilection leads them to the worship of gods of art, craft, and creativity. Others find themselves worshipping gods of dreams, illusions and the fey. Finally some see themselves the rivals to the gods, able to wield the power of creation and therefore not bound by subservience to gods; some even going as far as to set themselves up as gods on the earth.

Background: One does not become a Dream Crafter due simply to training and desire, the connection to the world of dreams is a thing of lucky chance as opposed to anything you can learn from training. That said training does factor in for those with the natural aptitude. Dream Crafters often take others as apprentices to teach them the subtle art. A Dream Crafter whose powers blossom without training, rare and far between things, finds that they run the risk of losing control of their powers, simply becoming a conduit of their own nightmares. Those who do this rarely survive to regain control of their abilities, and often others die in the process.

Races: Gnomes are the most common Dream Crafters, their natural penchant for craftsmanship, as well as creativity honed from childhood with their inborn illusions giving them the right mixture of skills and talents that a Dream Crafter needs. Elves, also, often become Dream Crafters their trance placing them into closer connection with the world of dreams than most creatures. Humans, with their adaptable ways, make good dream crafters, although elves and gnomes find the path easier. Dwarves, despite their natural inclination for craft, tend to be detached from the world of dreams although those that do become Dream Crafters become great ones. The more savage humanoids, the orcs, goblins, and their half-breeds, find it difficult to become Dream Crafters, and when they do they create the horrors of nightmare realms every bit as fowl as the gold and silver wonders of their elven counterparts are fair.

Other Classes: Dream Crafters get along well with wizards and psions, all of them drawing out the grand powers of infinity to wield as they wish through force of will. Druids tend to get along well with Dream Crafters, their talents natural things as the world of dreams is interwoven with the real world at all times but some druids see them as drawing something new into the world unnaturally. Sorcerers and Wilders share with Dream Crafters a powerful inborn talent that can prove dangerous to themselves during its development. Clerics are split on Dream Crafters, some see them neutrally, but others see them as dabbling in the realms of the gods or as charlatans who with false heavens of golden dreams would tear the faithful away.

Role: At low levels a Dream Crafter’s dream weapon and dream armor allows them to serve as competent melee combatant, and at higher levels continues to allow them to serve as a well-equipped warrior. Combine with your create magic item ability you can pull out many useful tricks at a moment’s notice. You may also serve to limit an enemy’s options by creating walls of dream stuff, and eventually can even use your Nightmare Beast to augment your combat capabilities.

Adaptation: One could divorce a Dream Crafter from dreams entirely; give them the Wild Talent feat at 1st level and you can easily re-interpret their powers as psionic in nature (remove Knowledge the Planes as well), or one could say that they are a type of elementalist calling objects into creation from the Inner Planar energies which suffuse reality.

GAME RULE INFORMATION
Dream Crafters have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d8
Starting Age: As Fighter
Starting Wealth: As Barbarian.
Class Skills:
The Dream Crafter’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (psionics) (Int), Knowledge (the Planes) (Int), Lucid Dreaming (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

DREAM CRAFTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Dream Weapon
Dream Armor/Shield
Create Magic Item


1st

+0

+0

+0

+2
Dream Crafting, Dream Weapon, Create Lesser Mundane Object
Mundane
-
-


2nd

+1

+0

+0

+3
Dream Armor and Shields, Create Mundane Object
Mw
Mundane
-


3rd

+2

+1

+1

+3
Craft Exotic Weapon, Resist Dreams +2
Exotic
Mw
-


4th

+3

+1

+1

+4
Create Magic Items (400 gp/character level daily; may qualify for Magic Item Creation) (10 minutes), Craft Exotic Armor, Unreal Augmentation
+1
Exotic
1600 GP


5th

+3

+1

+1

+4
Bonus Feat, Re-create Armaments (1 full round action)
+1
+1
2000 GP


6th

+4

+2

+2

+5
Create Magic Items (600 GP/character level daily), Change Enchantments 1/day (5 minutes)
+2 (+1)
+1
3,600 GP


7th

+5

+2

+2

+5
Create Wall (Least), Create Magic Items (1 minute), Mystic Materials
+2 (+1)
+2 (+1)
4,200 GP


8th

+6

+2

+2

+6
Create Magic Items (800 gp/character level daily), Re-create Armaments (1 swift action)
+2 (+1)
+2 (+1)
6,400 GP


9th

+6

+3

+3

+6
Create Lesser Portal, Weightless Armor, Change Mystic Materials (1/day, full round action)
+3 (+2)
+2 (+1)
7,200 GP


10th

+7

+3

+3

+7
Bonus Feat, Create Magic Items (1 full round), Resist Dreams +4
+3 (+2)
+3 (+2)
8,000 GP


11th

+8

+3

+3

+7
Create Magic Items (1,000 GP/character level daily), Re-create Armaments (1 free action)
+4 (+2)
+3 (+2)
11,000 GP


12th

+9

+4

+4

+8
Change Enchantments 2/day (1 full round action), Create Wall (Lesser)
+5 (+3)
+4 (+2)
12,000 GP


13th

+9

+4

+4

+8
Create Magic Items (3,000 gp/character level daily), Change Mystic Materials (3/day, standard action)
+5 (+3)
+5 (+3)
39,000 GP


14th

+10

+4

+4

+9
Create Magic Items (1 standard action), Unimpeding Armor
+6 (+3)
+5 (+3)
42,000 GP


15th

+11

+5

+5

+9
Bonus Feat, Create True Object
+7 (+4)
+6 (+3)
45,000 GP


16th

+12

+5

+5

+10
Create Magic Item (5000 GP/character level daily), Change Mystic Materials (at-will, swift action
+7 (+4)
+7 (+4)
80,000 GP


17th

+12

+5

+5

+10
Create Greater Portal, Create Magic Items (swift action), Resist Dreams +6, Create Wall (Greater)
+8 (+4)
+7 (+4)
85,000 GP


18th

+13

+6

+6

+11
Create Magic Item (10,000 GP/character level daily), Change Enchantments 3/day (1 swift action)
+9 (+5)
+8 (+4)
180,000 GP


19th

+14

+6

+6

+11
Create Dimension, Transcendent Gossamer (weapons gain all benefits, and none of the penalties, of 3 special materials at once, armor gains benefits of two special materials at once)
+10 (+5)
+9 (+5)
190,000 GP


20th

+15

+6

+6

+12
Bonus Feat, Create Magic Item (20,000 GP per character level daily), Create Life
+10 (+5)
+10 (+5)
400,000 GP



Dream Crafting (Su): All of a Dream Crafter’s class features (except bonus feats and Resist Dreams) spring from their ability to craft dream stuff into physical realities. To do so a Dream Crafter must dream and any class features they may possess which have daily limits do not recover unless a Dream Crafter sleeps at least 2 hours as part of resting for at least 8 hours (an elf’s trance counts as sleep for this purpose), and any abilities that have not ended immediately do so after 1 hour of sleep any that somehow do not count against a Dream Crafter’s daily limits.

Any object created by a Dream Crafter’s Dream Crafting vanishes if brought into a dead magic zone or an anti-magic zone larger than the item. If the item is worn it will reappear when the wearer leaves the zone (assuming any duration it has is not expended), if it is not it will reappear should the dead or anti-magic zone move or be destroyed and its own duration is not yet expended. A targeted dispel magic can also destroy those objects made by Dream Crafting, though that varies from ability to ability.

Objects cannot be created by Dream Crafting on other creatures, or upon a surface that cannot sustain their weight or otherwise in the air.

Any objects created by Dream Crafting are recognizable as such on close inspection, regardless of any attempts to disguise them, by any creature capable of dreaming or which have memories from a time in which they could (this includes outsiders and elementals which can dream though they rarely have reason to, as well as undead that can remember their past lives). Some instinct informs them that these items are not quite real and are but temporary phantasms.

The exceptions to these are Create True Object, Create Dimension and Create Life all of which are instantaneous effects and therefore not magical once made (although creating a second dimension still destroys the first) and completely “real” and your Dream Weapon, Dream Armor, and Dream Shield. These latter three may be maintained in an anti-magic field, although they lose their magical enhancement bonuses and abilities, and cannot be dispelled even a disjunction effect merely renders them suppressed for 1 round per caster level of the disjunction effect.

If you should need to make a Craft check as part of using a Dream Crafting ability you gain a +10 circumstance bonus, or a bonus equal to your Dream Crafter level whichever is higher.

Dream Weapon (Su): A Dream Crafter may meditate for 10 minutes to create a weapon of pure dream-stuff. These weapons tend towards the fantastic, swords with blades unlike any forged by mortal smiths made from transparent blue, spears whose shafts are snakes and heads fangs, bows which move like eels. At 1st level you may create any martial or simple weapon costing 100 or less gold. By reperforming the meditation to create the weapon you may change it to another weapon. If your Dream Weapon leaves your hand it will rematerialize either within your hand or holstered somewhere on your person within moments, this allows you to make thrown weapon attacks, or fire arrows created through this ability, and have the thrown weapon reappear in your hand to make another attack (ammunition made with this ability simply vanishes but can be made as part of loading a weapon). It also means that if you are disarmed or drop your weapon it will reappear in your hand before your next action (or immediately if during your action) and that you cannot loan your weapon to another. Creating a Dream Weapon destroys any other Dream Weapon you may have created. If used to create a double weapon only one side of the weapon gains the listed bonus (but see Dream Shield below).

You are automatically proficient in your dream weapon, and treat your Base Attack Bonus derived from your Dream Crafter levels as +1 per class level instead of +3/4ths (this may never raise your effective BAB above +20 or your character level whichever is lower). In addition you may take feats and special abilities which would normally require you to select a specific weapon (such as Weapon Focus or Improved Critical) for your Dream Weapon in which case it applies to any weapon you create with this ability instead of just one variety. You may not use this effective Base Attack Bonus for qualifying for prerequisites except for feats which specifically apply to your Dream Weapon such as Weapon Focus (Dream Weapon) and Improved Critical (Dream Weapon) but not Weapon Finesse or Great Cleave.
In an anti-magic or dead magic zone you may make a DC 20 Autohypnosis or Concentration check or a Will save to maintain or create a Dream Weapon. While in an anti-magic zone your weapon loses any magical qualities it may possess including those due to being a Dream Weapon, but maintains special material benefits.

Beginning at 2nd level you may create any martial or simple weapon (no GP cap on weapon type) and they are considered masterwork.

Beginning at 3rd level you may also create exotic weapons.

Beginning at 4th level any Dream Weapon you create is automatically a +1 magic weapon. This bonus, and any other weapon enhancements, is applied to any ranged weapon you create, but not its ammunition.

Beginning at 6th level you may apply certain weapon enhancements to your weapon. When you create your weapon for the first time each day you choose a set of weapon enhancements of up to +2 effective value including enhancement bonus (you may not select enhancements with gold piece values not related to effective enchantment, but may spend gold from your Create Magic Item pool to give them to your Dream Weapon until it is un-created). These enchantments do not change if you choose to recreate your weapon (but you do gain an ability that lets you change them). The maximum enhancement bonus to your weapon, or used in one property is based on your level. As you progress in levels you gain a greater total of properties on your weapon, and a higher maximum enhancement bonus/single power value (see table below). For example at 12th level you may have a weapon with enchantments valued at +5 effective enhancement but no more than a +3 enhancement value, no single property worth more than +3, and a minimum enhancement bonus of +1; this means you could have a +3 Holy weapon, a +1 Shocking Holy Dragon Bane weapon, or a +2 Speed weapon, but not a +1 Dancing Weapon, a +5 weapon or a Vorpal weapon with no enhancement.

Once you have reached 4th level in Dream Crafter you may add 3/4th your level in other classes to your Dream Crafter level to determine the your effective level for your dream weapon.

Dream Weapon Advancement: Included in shorthand total enhancement (max single enhancement) in main class table.


Dream Crafter Level
Maximum Single Effect
Total Effects


Lv 4
+1
+1


Lv 6
+1
+2


Lv 9
+2
+3


Lv 11
+2
+4


Lv 12
+3
+5


Lv 14
+3
+6


Lv 15
+4
+7


Lv 17
+4
+8


Lv 18
+5
+9


Lv 19
+5
+10



Create Lesser Mundane Item (Su): You may create a single object worth up to 20 GP. It must be within 60-ft of you and should the distance between you and it ever be greater it dissolves; items created this way cannot be created on other creatures and must be created on a surface capable of sustaining their weight (like summoned creatures). This object must be less than your light load and items created this way are automatically dispelled by any Dispel effect which would affect them.

Dream Armor and Dream Shield: Beginning at 2nd level as part of the same action in which you create a Dream Weapon you may also create one buckler, heavy or light shield and one suit of armor from among those listed in the Player’s Handbook. As with your Dream Weapon if removed this item automatically reappears on your person ready for use, and you are automatically proficient in any armor or shield made this way.

As with Dream Weapon you may take feats that require you to specify a type of shield or armor (such as Shield Specialization) in your Dream Shield or Dream Armor and it applies to all dream shields or dream armors you make that fit any further prerequisites (such as if it must be heavy). Likewise you can create these items in an anti-magic field.

You may choose to create a second Dream Weapon, or enchant the second side of a double weapon, instead of create your Dream Shield in which case it is only masterwork if your Dream Shield would be and uses your Dream Shield’s progression of item enhancements instead of your Dream Weapon’s.

Beginning at 3rd level your dream shield and dream armor are considered masterwork.

Beginning at 4th level you may also create tower shields, as well as armor and shields not in the Player’s Handbook including Exotic Armor and Shields (see Races of Stone).

Beginning at 5th level your Dream Armor and Dream Shield are considered +1 items.

Beginning at 7th level you may apply certain armor and shield enhancements to your weapon. When you create your armor and shield for the first time each day you choose a set of armor enhancements of up to +2 effective value including enhancement bonus, and a set of shield enhancements of equal value (you may not select enhancements with gold piece values not related to effective enchantment, but may spend gold from your Create Magic Item pool to give them to your Dream Armor or Shield until it is un-created). These enchantments do not change if you choose to recreate your armor or shield (but you do gain an ability that lets you change them). The maximum enhancement bonus to your armor or shield, or used in one property is based on your level. As you progress in levels you gain a greater total of properties on your armor and shield, and a higher maximum enhancement bonus/single power value (see table below). For example at 13th level you may have a suit of armor and a shield with enchantments valued at +5 effective enhancement on each but no more than a +3 enhancement value, no single property worth more than +3, and a minimum enhancement bonus of +1; this means you could have a +3 animated shield, a +2 shield of moderate fortification, or a +1 animated shield of anchoring, and +3 full plate of axeblock or +2 heavy plate of blurring, displacement, and light fortification but not a +1 heavy shield of spell resistance 17, a +4 light shield, or armor of freedom with no enhancement.

Once you have reached 5th level in Dream Crafter you may add 3/4th your level in other classes to your Dream Crafter level to determine the your effective level for your dream armor and shield.

Dream Armor/Shield Advancement: Included in shorthand total enhancement (max single enhancement) in main class table.


Dream Crafter Level
Maximum Single Effect
Total Effects


Lv 5
+1
+1


Lv 7
+1
+2


Lv 10
+2
+3


Lv 12
+2
+4


Lv 13
+3
+5


Lv 15
+3
+6


Lv 16
+4
+7


Lv 18
+4
+8


Lv 19
+5
+8


Lv 20
+5
+10



Create Mundane Item (Su): You may create up to 1 object per class level, as a standard action each, each of which may be up to 100 GP in value per Dream Crafter level and must be within line of sight and line of effect, no single object can be more than your medium load (this ability is in addition to Create Lesser Mundane Item and these limits apply instead of those upon Create Lesser Mundane Item); items created this way cannot be created on other creatures and must be created on a surface capable of sustaining their weight (like summoned creatures). Items created this way are dispelled as if they were spell effects with a DC of 11 + your Dream Crafter level on the dispel check to do so.

Resist Dreams (Ex): You gain the listed bonus to Will saves versus illusions and sleep effects.

Create Magic Items (Su): Each day you can create up to 400 gp per character level in magic items (total daily value if single classed is listed in table). Creating a magic item takes 10 minutes and it may not be heavier than your medium load. These magic items last until you sleep for 1 hour or longer, or until you no longer have line of effect to them. You may not create items which have charges, or limited uses (including magic ammunition), which are not recharged on a daily or shorter basis. Once you have used this ability to create an item its market price in gold is subtracted from your daily Create Magic Items pool until you recover your pool by sleeping; if an item is extant you cannot recover that portion of your pool. To recover your ability to create magic items you must rest for at least 4 hours and at least 2 of these hours must be spent sleeping. By increasing the cost of an item by 50% you or any creature it is given can ignore the item slot requirement of that item when dealing with normal magic items, by doubling it the item ignores item slot requirements completely; neither of these prices must be paid for common magic item effects as defined by the Magic Item Compendium.

A dispel magic effect which beats the item’s caster level suppresses it as normal. While dispel magic cannot destroy magic items you create with this ability, stronger versions of the effect (such as Break Enchantment or Greater Dispel Magic) which beats a DC of 16 + your Dream Crafter level temporarily causes the item to vanish completely for 10 minutes, and one that beats a DC 21 + your Dream Crafter level destroys it entirely. Disjunction automatically destroys any such item.

At level 6 the amount of magic items you can create each day increases to 600 gp per character level.

At level 7 creating a magic item this way requires only 1 minute of activation.

At level 8 the amount of magic items you can create each day increases to 800 gp per character level.

At level 10 creating a magic item this way becomes even quicker, requiring only 1 full round of concentration.

At level 11 the amount of magic items you can create each day increases to 1000 gp per character level.

At level 13 the amount increases further to 3000 gp per character level.

At level 14 you may create a magic item as a standard action.

At level 16 the amount of items increases to 5000 gp per character level.

At level 17 you may create a magic item as a swift action (but no more than once per round).

At level 18 the amount of items you may create increases to 10,000 gp per character level.

At level 20 the amount of items you may create increases to 20,000 gp per character level.

Unreal Augmentation: A Dream Crafter is able to weave the powers of their dreams into more permanent items. Beginning at 4th level you may use qualify for magic and psionic item creation feats using your Dream Crafter level as your caster and manifester level. When crafting magic items this way you may emulate any spell on the Cleric, Druid, or Sorcerer/Wizard spell list and any power on the Psion or Metacreativity power lists that could be cast or manifested by a character of one of those classes of your Dream Crafter level or lower but only for the purposes of creating magic items.

Re-create Weapon: Beginning at 5th level you may change the base item type (for example Spiked Chain or Halberd, Battle Plate or Leather, Extreme Shield or Buckler) for your Dream Weapon, Dream Armor and Dream Shield by spending 1 full round action, you may change all three at once or just one or two with a single use of this ability.

Beginning at 8th level you may do so as a swift action, and beginning at 11th level you may do so as a free action. You are not limited to using this ability once per turn and in fact could use this ability to change your weapon before each attack you make in a turn while hasted and then again after the final attack.

Bonus Feat: At 5th level, and every 5th level thereafter a Dream Crafter gains a bonus feat from the list below, if it requires you to select a variety of weapon, armor, or shield when taking it (such as Weapon Focus, or Shield Specialization) you may only select Dream Weapon, Dream Armor, or Dream Shield. You must still fulfill any prerequisites of the selected feat. Feats marked with a * are listed below.

Bonus Feat List: Active Shield DefensePHBII, Agile Shield FighterPHBII, Appraise Magic ValueCAdv, Armor SpecializationPHBII, Boost ConstructXPH, Brew Potion, Brutal StrikePHBII, Combat Expertise, Craft Cognizance CrystalPHBII, Craft ConstructMonster Manual, Craft Magic Arms and Armor, Craft Psionic Arms and ArmorPHBII, Craft Psionic ConstructPHBII, Craft Rod, Craft Universal ItemPHBII, Craft Wondrous Item, Create Dream Castle*, Create Dream Nectar*, Create Greater Dream Nectar*, Create Shield Spikes*, Ectopic FormCPsi, Far Shot, Forge Ring, Greater Two-Weapon DefenseCW, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Sunder, Improved Trip, Improved Two-Weapon DefenseCW, Improved Two-Weapon Fighting, Magic Deice AttunementCM, Mundane Object Mastery*, Nightmare Engine*, Oversized Two-Weapon FightingCAdv, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Scribe TattooPHBII, Shield SlingerPHBII, Shield SpecializationPHBII, Shield WardPHBII, Short HaftPHBII, Skill Focus (Craft [choose one]), Throw AnythingCW, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon PouncePHBII, Two-Weapon RendPHBII, Weapon Finesse, Weapon Focus, Weightless Creations*.

Change Enchantments: Beginning at 6th level, once per day, you may spend 5 minutes in meditation to change any or all enhancements applied to your Dream Weapon, Dream Armor, and Dream Shield. The new set of enhancement bonuses must be a legal option for you to create when first making your Dream Weapon/Armor/Shield.

Beginning at 12th level you may do so twice per day and it only requires one full round action which provokes attacks of opportunity.

Beginning at 18th level you may do so three times per day and it only requires a swift action which no longer provokes attacks of opportunity.

Mystic Materials: When you craft a dream weapon, dream armor, or dream shield the first time each day (for each type of item) you may select one special material. For the rest of that day each time you create an item of that type through the appropriate ability (or ammo for your dream weapon) it is considered to be made of that material gaining all bonuses and penalties for being such.

Beginning at 9th level once per day you may change your choice on any one of these as a full round action; this change immediately applies to any item of that type you currently have created with one of the abilities. Beginning at 13th level you may do so 3 times per day as a standard action. Beginning at 17th level you may do so at-will as a swift action.

Create Wall (Su): Once per day you may create a 10-ft tall wall up to 10-ft long per Dream Crafter level, though you may halve its length to double its height. The wall does not have to be a straight line but must be a single continuous structure and may not connect with itself. If an area between turns is not in a 10-ft increment, round up to the nearest 10-ft increment for determining how much of your wall crafting that area costs. This wall is made of pure dream stuff and can be rough or smooth as you design it (climb check DC can range from 10 to 25), this material can be as soft and easily destroyed or as hard as adamantine (Hardness of up to your Dream Crafter level). This wall has 5 hp per character level you possess and remains for 1 round per class level. A successful Dispel Magic effect against a DC of 11 + your Dream Crafter level dispels this wall.

Beginning at 12th level you may use this ability twice per day, and its hp doubles to 10 hp per character level you possess. You may also use two daily uses of this ability to create a more permanent wall (hardness +5, duration 1 minute per Dream Crafter level), or a wall covered in damaging spikes, blades, or sharp protrusions which deal your Dream Crafter level in damage to any creature moving into or out of a space adjacent to a face of the wall (you may choose to have only one or both sides of the wall covered in spikes), a creature that moves into a space adjacent while also moving out of a space adjacent to the wall takes only one instance of damage for that square of movement; the wall’s damage is magic and one of slashing or piercing and if the wall’s hardness is 20 or higher it is considered adamantine. The climb DC of a spiked wall is always 15 as the spikes offer a hand hold for a careful climber.

Beginning at 17th level you may use this ability three times per day and its hp increases to 20 hp per character level you possess. You may use three daily uses of this ability to create a long lasting wall covered in spikes (combining the two options above), or to create a wall that will remain in place until you next sleep for at least 1 hour and has Hardness of twice your Dream Crafter level. Like other Dream Crafter abilities you must sleep for at least 2 hours and rest for 8 to regain your daily uses of this ability and if you manage to circumvent this requirement you may not recover those uses in Create Wall while this one is active. A wall of this permanency is hard to dispel requiring a DC 16 + your Dream Crafter level dispel effect to destroy it entirely.

Create Lesser Portal (Su): Once per day, through a ritual that takes 1 minute, you may create a portal in a surface adjacent to you. This portal does not immediately open, instead at any time you may, as a standard action, create the second side of the portal in a surface adjacent to you linking the two locations even across planes. This portal fills a 5-ft square allowing any creature stepping through it to instantly travel to the other side of the portal. This portal stays open until you go to sleep for at least 1 hour or close it by spending a standard action for three rounds in a row. If a creature emerges from the portal to a different orientation (such as stepping through a vertical portal to a horizontal one) they must make a Balance check (DC 15) or fall prone, and if they emerge from a ceiling they fall the appropriate distance.

If you open a portal beneath a medium or smaller creature it is allowed a DC 15 Reflex save to avoid falling through it. Large or larger creatures are too big to pass through without squeezing and as such suffer no chance of falling through.

A successful Dispel Magic effect (DC 11 + your Dream Crafter level) cast on either end of this portal ends it immediately.

Weightless Armor: Weapons, armor, and shields created by your Dream Weapon, Dream Armor, and Dream Shield abilities are completely weightless. In addition armor and shields created this way have no armor check penalty, and their maximum Dexterity modifiers are increased by 2.

Unimpeding Armor: Armor and shields created by your Dream Armor and Dream Shield abilities have no arcane spell failure, or maximum Dex modifier. In addition any armor made through those abilities does not reduce your speed and counts as light armor for abilities de-activated by wearing armor of a too heavy type.

Create Greater Portal (Su): You may now use your Create Lesser Portal ability to create up to 2 linked sets of portals at a time. In addition once per day, as a standard action, you may create a portal from any surface adjacent to you to a surface at any place you are familiar with regardless of the plane of existence. This portal is identical to one created by Create Lesser Portal except that you open both sides simultaneously.

A successful Dispel Magic effect (DC 11 + your Dream Crafter level) cast on either end of this portal still ends it immediately.

Create True Object (Su): When using your Create Mundane Object ability you may pay XP equal to one-fifth the created item’s market price to create a real version of that item rather than a temporary copy made of dream stuff. For all extents and purposes this is a real copy of such an item and is treated as such by all spells and effects.

Create Dimension (Su): While on the Astral Plane (or Deep Ethereal or Plane of Dreams if used in the cosmology) a Dream Crafter reaching the pinnacle of their powers can weave the stuff of dreams into a new dimension, forging a demiplane. This functions as the Genesis spell except you may explicitly not alter the time or magic traits of your created demiplane. You may expand this demiplane 1/month as if using the Genesis spell to do so. While on the demiplane you, or any other Dream Crafter, can recover your Dream Crafter abilities without sleep by resting or meditating for 8 hours; doing so causes any creations which would normally be destroyed by sleeping to vanish at the end of your meditation. In addition while on your own demiplane your natural healing rate for both hit point and ability damage is increased to five times its normal rate.

Transcendent Alloy: Your weapons crafted by Dream Weapon gain all the benefits, and none of the penalties, of 3 special weapons materials instead of the benefits and penalties of just one. When you change this with Mystic Materials you may change one material at a time as a swift action. Your armors and shields crafted with Dream Armor and Dream Shield likewise gain all the benefits and none of the penalties of 2 special armor/shield materials instead of the benefits and penalties of just one; and you can change these materials one at a time with Mystic Materials.

Create Life (Su): In a lengthy ritual, taking 15 hours a day for 1 week, a Dream Crafter can create a truly living creature. The Dream Crafter has no innate control of this creature and it may be any creature CR 4 or lower with no class level or with 1 class level if it has 1 or less racial hit dice and 3+ Intelligence.

Zaydos
2013-10-23, 11:12 AM
Feats

Create Dream Castle:
Your dreams are grandiose and magnificent, towering over the world and manifesting in the physical world as your own great castle.
Prerequisites: Dream Crafter Level 9+.
Benefit: You can create a castle of dream stuff, a semi-permanent abode of great standing and power. To do so requires 1 week of meditation (8 hours a day) at the spot where your castle will be (any part of the area within its walls). This castle is made as per the rules in The Stronghold Builder’s Guide and can be valued at up to 20% more than the wealth that would be given to you by the Landlord feat. You may only have one Dream Castle created at a time and creating a new one destroys the old (the actual destruction taking place over the last hour of the week of meditation to create the new). Unlike most objects you create a Dream Castle while obviously supernatural is not obviously fake to those which view it. An anti-magic field only suppresses a Dream Castle if the entire Dream Castle is within it although it may still suppress any wondrous architecture within the castle. You can make modifications on a Dream Castle with 8 hours of meditation, but may not change more than 50% of the (physical) structure of the castle in one day this way and must be done within the Dream Castle.
You may instead use your Dream Castle to augment an existing physical castle, but any physical additions are obviously different and somehow less real in close contrast to a real castle. Magical effects of wondrous architecture woven into the real castle is less obvious.
Additionally two or more Dream Crafters with this feat working together may pool their collective effective gold for the design of a single shared castle. Any Dream Crafter who was part of this gestalt design can change the Dream Castle created this way as described above.
Special: Like the feat this feat was based upon (Landlord) this feat may prove disruptive or worthless and one should check with their DM before taking this feat; it is advised that this feat only be allowed in campaigns that allow the Landlord feat.

Create Dream Nectar:
Distilling the very essence of dreams into the prime you can create Dream Nectar a precious substance that carries with it the magical powers of hopes and dreams imbuing those who imbibe it with its strength and power.
Prerequisites: Dream Crafter Level 6+.
Benefit: You may use Create Magic Items to create magical potions. When you do so you may create any potion that could be made by a cleric (without domains), druid, or wizard of one-half your Dream Crafter level (you may still use your full Dream Crafter level for your caster level) and its cost is multiplied by 4 for the purpose of determining how much it costs you of your daily value for Create Magic Items. In addition you may create psionic potions, priced as Psionic Tattoos (with the same times 4 for how much of your daily pool it costs), of any effect a Psion with the Metacreativity discipline of up to ½ your Dream Crafter level could make as a psionic tattoo. You may only create one Dream Nectar per Dream Crafter level.

If the taste quality of your Dream Nectar is ever important you gain a +2 circumstance bonus to your Craft (Winemaking) check to determine its quality per Dream Crafter level.

Create Greater Dream Nectar:
The distillation of your dreams has grown more adept, allowing you to form both tastier liquor and more powerful spell effects.
Prerequisites: Dream Crafter Level 12+.
Benefit: You may use Create Magic Items to create more powerful potions. The spell (or power) level limit on your potions is reduced allowing you to create ones with spells (or powers) of any level, up to that which could be made by a a cleric (without domains), druid, or wizard of one-half your Dream Crafter level and its cost is multiplied by 8 for the purpose of determining how much it costs you of your daily value for Create Magic Items. In addition you may create psionic potions, priced as Psionic Tattoos (with the same times 8 for how much of your daily pool it costs), of any effect a Psion with the Metacreativity discipline of up to ½ your Dream Crafter level could make as a psionic tattoo with the power level 3 limit removed. You may only create one Greater Dream Nectar per two Dream Crafter levels.

If the taste quality of your Greater Dream Nectar is ever important you gain a +3 circumstance bonus to your Craft (Winemaking) check to determine its quality per Dream Crafter level.

Create Shield Spikes:
Instead of crafting a second weapon you have learned to turn your shield into a weapon fighting with shield and sword as one.
Prerequisites: Improved Shield Bash, Dream Crafter level 5+.
Benefits: When you create a shield with your Dream Armor and Shield ability you may add shield spikes to it. These shield spikes are fully enchanted with a total enhancement (and maximum single enhancement) equal to that of the shield. Shield spikes created this way may not have the Defending quality. These shield spikes gain benefits from Transcendent Alloy as a weapon, not as the shield they are attached to.

Dream Adept:
Your skills at dream crafting improves granting you limited ability to create magic items each day.
Prerequisites: Character level 6+, Minor Dreamcrafting, Lucid Dreaming 4 ranks (or Autohypnosis 4 ranks if Lucid Dreaming is not used).
Benefits: You gain the ability to Create Magic Items as a 4th level Dream Crafter. You use your 1/2 your character level instead of your Dream Crafter level for determining the difficulty to dispel these items. At character level 12 your GP pool from this feat increases to 600 GP per character level and at character level 18 increases further to 1000 GP per character level. The time required to create magic items with this ability, though, never changes remaining 10 minutes per item.

This feat does not allow you to take item creation feats as a Dream Crafter with the Create Magic Items ability can, nor does it qualify you for feats that build off of it and require Dream Crafter levels.

Minor Dreamcrafting:
You are able to perform certain minor acts of dream crafting despite no formal training in it.
Prerequisites: Character level 3+, Lucid Dreaming (if used) 3 ranks or Autohypnosis (if Lucid Dreaming is not used) 3 ranks.
Benefits: You gain the ability to Create Lesser Mundane Object and Create Mundane Objects as a Dream Crafter 1/3rd your class level; this means you do not gain Create Mundane Objects through this feat until 6th level.

If you gain levels in Dream Crafter (or already have them) you may instead add 1/3rd your levels in classes which do not progress Dream Crafting to your Dream Crafter level for the purposes of Create Lesser Mundane Object and Create Mundane Objects.

Mundane Object Mastery:
Your skill at creating non-magical items has improved allowing you to create boulders, vehicles, and weapons of war.
Prerequisites: Dream Crafter Level 6+.
Benefit: You may create objects with your Create Object ability up to twice your heavy load, and may create vehicles and siege engines with your Create Object ability ignoring their weight. In addition you may create items that cost up to 5000 GP per Dream Crafter level as opposed to 100 GP per Dream Crafter level.

Creating a vehicle or a siege engine is a more time consuming process requiring 1 full round if they are large or smaller size, 2 full rounds if they are huge, 5 full rounds if they are gargantuan, and 1 minute if they are colossal.

Nightmare Engine:
Your nightmares empower you to create a Dream Weapon made not for personal combat but as a weapon of war.
Prerequisites: Dream Crafter Level 6+, Mundane Object Mastery
Benefit: You may create one siege weapon of any price. You treat your Base Attack Bonus from Dream Crafter levels as equal to your class level instead of 3/4th it for the purpose of operating this siege engine, you gain a competence bonus to Profession (Siege Engineer) checks to use it equal to your Dream Crafter level, and are automatically treated as proficient with this siege engine (even if it is a battering ram which one normally cannot be proficient in). Any siege engine made with this ability’s weight is considered to be 1/10th for you (other creatures treat its weight as normal). You may load a light ballista, light mangonel, or scorpion as a standard action, a heavy ballista, heavy mangonel, or a light trebuchet as a full round action, and a heavy trebuchet as 2 full round actions. Aiming a scorpion requires only a standard action, a light trebuchet requires 3 full round actions, and a heavy trebuchet requires 6 full round actions (for any other creature they must make the normal number of actions with your dream catapult). You also count as 8 creatures of your size for the use of a battering ram.

In addition to these benefits, your nightmare engine is magical granting an enhancement bonus on all attack rolls and profession (siege engineer) checks made to use the Nightmare Engine equal to the value of the single highest enhancement which you may place on your Dream Weapon and an enhancement bonus to damage rolls equal to the total enhancement value of your Dream Weapon.

Creating a Nightmare Engine takes 10 minutes, but you may change it to a different variety of siege engine with a 1 minute action once you gain Re-create Armaments (swift) and further to 1 full-round when you gain Re-create Armaments (free).

Portal Gun:
Your dream weapon is able to launch portal seeds which allow you to travel quickly and more distantly.
Prerequisites: Dream Weapon +2 (total) or better, Create Lesser Portal.
Benefit: Your dream weapon may project portal generating energy allowing you to use its reach/range for determining a surface you can create a portal on. You may use this to create portals with your Create Lesser Portal and Create Greater Portal abilities. Doing so is still a standard action.

You may also use your Dream Weapon to create least portals. These portals work as your lesser portals, but are independent of them. They are made as an attack action, or by replacing an attack in your attack routine. Least portals must be within 30-ft of each other per level you possess in a class which grants Dream Crafting, this range is waived when creating a linked portal when you have both line of effect and line of sight to the first of the two portals. You may only have one linked set of least portals at a time but may choose which of the two to replace when opening a new portal.

If you open a least portal underneath a medium or smaller creature it is allowed a DC 15 Reflex save to avoid falling through the portal. A large or larger creature requires no save as it must squeeze through a portal to move through it.

Weightless Creations:
Your gossamer creations are weightless, allowing you, or others, to carry them with ease.
Prerequisites: Weightless Armor, Dream Crafter level 1+.
Benefits: Items you create with your Dream Weapon, Create Magic Items, and Create Mundane Items abilities are effectively weightless (although if unsupported they fall as if they had their normal weight).

This applies even to vehicles and siege engines you create should you have the Mundane Object Mastery feat.

Zaydos
2013-10-23, 11:13 AM
Enlightened Dreamer

You have awoken to the reality that what others call reality is simply a greater dream, and with this realization comes the power to warp this dream, manipulate it, and control it as you see fit.

Prerequisites:
Dreamcrafting: Create Magic Items.
Create Magic Items: 5,000 GP daily or greater.
Feats: Iron Will, any Item Creation feat or Mundane Item Mastery.
Skills: Lucid Dreaming 11 ranks (if used), Autohypnosis 11 ranks (if Lucid Dreaming is not used).




Level

BAB

Fort

Ref

Will

Special

1st

2nd

3rd

4th

5th

6th

7th

8th
9th


1
+0
+2
+0
+2
Dream Crafting, Dream Casting, Shield of Awareness
3
-
-
-
-
-
-
-
-


2
+1
+3
+0
+3
Greater Resist Dreams, +1 level Create Magic Items
4
3
-
-
-
-
-
-
-


3
+1
+3
+1
+3
+1 level Create Magic Items
4
4
3
-
-
-
-
-
-


4
+2
+4
+1
+4
+1 level Create Magic Items, Undream Objects
5
4
4
3
-
-
-
-
-


5
+2
+4
+1
+4
Re-dream 1/day
5
5
4
4
2
-
-
-
-


6
+3
+5
+2
+5
+1 level Create Magic Items, Undream 1/day
5
5
5
4
3
2
-
-
-


7
+3
+5
+2
+5
+1 level Create Magic Items, Re-Dream 2/day
5
5
5
4
4
3
1
-
-


8
+4
+6
+2
+6
+1 level Create Magic Items
5
5
5
4
4
4
2
1
-


9
+4
+6
+3
+6
Re-Dream 3/day
5
5
5
4
4
4
3
2
1


10
+5
+7
+3
+7
+1 level Create Magic Items, Undream 2/day, Dream Lord
5
5
5
4
4
4
3
3
2



Hit Dice Type: d4.

Class Skills: The Enlightened Dreamer’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (psionics) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Lucid Dreaming (Wis), Perform (Cha), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Use Magic Device (Cha), and Use Psionic Device (Cha).

Skill Points per Level: 2 + Int modifier.

Weapon and Armor Proficiencies: An Enlightened Dreamer gains no new weapon or armor proficiencies.

Dream Crafting (Su): An Enlightened Dreamer continues to progress in Dream Crafting. In any level in which an Enlightened Dreamer gains a +1 level of Create Magic Items they also progress their effective Dream Crafter level for Create Mundane Objects, and any feat that counts Dream Crafter levels except those based on Dream Weapon/Armor/Shield. An Enlightened Dreamer does not treat their BAB from Enlightened Dreamer levels as full when wielding a Dream Weapon. At each level except 1st, 5th, and 9th an Enlightened Dreamer advances their ability to Create Magic Items as if they had gained another level in Dream Crafter; this increases both their gp pool per character level and how quickly they may create these items.

Dream Casting: An Enlightened Dreamer gains the ability to cast spells. These spells are neither arcane nor divine in nature, but come from a sublime understanding of the unreality of reality and lie somewhere closer to arcane but distinct from it. An Enlightened Dreamer does not need to sleep to regain spells, or their Dream Crafting abilities, but may instead regain them once per day after 8 hours of restful meditation. An Enlightened Dreamer no longer needs to sleep nor gains any benefit from doing so. Each day when an Enlightened Dreamer regains spells for that day they may select 3 spells from their class spell list of each spell level they have access to, these are considered their spells known for the day. An Enlightened Dreamer's caster level is equal to his levels in Enlightened Dreamer plus any other class levels which advanced Dream Crafting. An Enlightened Dreamer must have a Wisdom of at least 10 + the spell's level to cast it and any save DCs are based off of their Wisdom. Any Dream Cast spell does not require Material, Focus, Somatic, or Verbal components; they retain any XP, Sacrifice, Abstinence, Corrupt, Demon, Archon, etc component they may possess. Instead of possessing these components, an Enlightened Dreamer's spells release a mental ripple; other sentient creatures within 60-ft of the Enlightened Dreamer can sense such ripples as they occur, making them aware of such spells being cast and allowing a DC 20 + spell level spellcraft check to identify them as they are cast.

Shield of Awareness (Su): An Enlightened Dreamer has woken to the reality that life is a dream, and has become able to resist some of the most obvious dreams. An Enlightened Dreamer gains Spell Resistance 15 + class level, this is increased to 20 + class level against mind-affecting effects or transmutation effects.

Greater Resist Dreaming (Ex): An Enlightened Dreamer gains a +4 bonus on Will saves against Illusion effects, and is immune to sleep effects.

Undream Object (Su): By concentrating for 1 full round an Enlightened Dreamer may destroy up to 1 10-ft cube of non-magical matter within 120-ft. Attended items are immune to this effect, as are creatures. Any matter destroyed this is utterly destroyed not even leaving ashes. Once an Enlightened Dreamer has used this ability they must wait 10 rounds - 1 round per class level before using it again.

Re-dream (Su): As a standard action an Enlightened Dreamer can re-dream into existence a dream that has been shattered within the last round. This allows the Enlightened Dreamer to heal a target of all damage, ability damage, ability drain, negative levels, and even death restoring them to the health they were at 1 round earlier. Alternatively an Enlightened Dreamer can use this ability to restore an object or a spell effect to the state it was in one round previously. Using this ability is draining on an Enlightened Dreamer as long as there was another sentient creature to witness the damage which occurred; if any sentient creature (other than the Enlightened Dreamer) is aware of the effect that is being undone then the Enlightened Dreamer is left fatigued for 1 minute after using this ability. At 5th level an Enlightened Dreamer may use this ability 1/day, and they may do so an additional time per day at 7th level, and at 9th.

Undream (Su): As a standard action an Enlightened Dreamer can unbind even tightly woven dreams. An Enlightened Dreamer may destroy one creature, magic item, or attended item within 60-ft with this ability leaving not even ashes. A successful Will save (DC 10 + Enlightened Dreamer levels + Wisdom modifier) negates this effect. At 6th level an Enlightened Dreamer may use this ability once per day, and at 10th level they may do so an additional time each day.

Dream Lord (Su): You are a lord of the Dream that all beings share. You are continuously affected as if by a Planar Perinarch spell save that it functions on the Prime Material Plane as easily as a Divinely Morphic one. In addition 3 times per day, as an immediate action, you may make a DC 40 Lucid Dreaming (or Autohypnosis if that skill is not used) check to negate one attack or harmful effect directed at you, if used against an attack or effect that affects and area or multiple targets this only negates it against you.

Enlightened Dreamer Spell List: Currently PHB SpC, PHBII, CM, and CC I might extend through Frostburn, Sandstorm, Stormwrack, RotD and DraMag.
1st Accelerated MovementSpC, Alarm, Animate Rope, Appraising TouchSpC, Arcane TurmoilCM, Babau SlimeSpC, Bane, Benign TranspositionSpC, Bless, Charm Person, Command, Comprehend Languages, ConvictionSpC, Create Water, Dead EndSpC, Detect Magic, Detect Secret Doors, Disguise Self, Dispel WardSpC, Dispelling TouchPHBII,Ebon EyesSpC, Endure Elements, Enlarge Person, Erase, Feather Fall, Greater Mage HandSpC, Guided ShotSpC, Hoard GulletDrM, Hypnotism, Identify, InhibitSpC, Instant SearchSpC, Jump, Low-Light VisionSpC, Mend Serious Wounds, Karmic AuraCM, Make Whole, Moon LustSpC, Mount, Net of ShadowsSpC, NightshieldSpC, Obscuring Mist, Omen of PerilSpC, Reduce Person, Resist Planar AlignmentSpC, ResurgenceSpC, Rot of AgesDrM, RousePHBII, Sanctuary, Shield of Faith, Serene VisageSpC, SignSpC, Silent Image, StabilizeSpC, True CastingCM, True Strike, Unseen Servant, Ventriloquism, Vigilant SlumberCM, Wall of SmokeSpC, WhelmPHBII.

2nd: Aid, Aiming at the TargetSpC, Alter Self, Animalistic PowerPHBII, Augury, Aura Against FlameSpC, Avoid Planar EffectsSpC, Baleful TranspositionSpC, Bear's Endurance, Black Karma CursePHBII, Bigby's Striking FistPHBII, Bigby's Warding HandPHBII, Blinding Color SurgePHBII, Blindness/Deafness, Body BladesSpC, Bull's Strength, Cat's Grace, Cloak PoolSpC, Cloud of BewildermentSpC, Darkness, Darkvision, Dark WaySpC, Delusions of GrandeurSpC, Detect Thoughts, Dimension HopPHBII, Discern ShapechangerSpC, Discolor PoolSpC, Disguise UndeadSpC, Dispel Magic, Dissonant ChantSpC, Divine InsightSpC, EarthbindSpC, Entice GiftSpC, Extend TentaclesSpC, Fearsome GrappleSpC, Fins to FeetSpC, Fog Cloud, Fox's Cunning, Fuse ArmsSpC, Eagle's Splendor, Enthrall, Glitterdust, Greater AlarmSpC, Gust of Wind, Healing LorecallSpC, Heart of AirCM, Invisibility, Iron SilenceSpC, Karmic BacklashCM, Knock, Lesser Spell ImmunitySpC, Levitate, Locate Object, Mechanus MindSpC, Mend Critical Wounds, Mindless RageSpC, Minor Image, Mirror Image, Obscure Object, Owl's Wisdom, Portal AlarmSpC, Lesser CelerityPHBII, Lesser Restoration, Phantasmal AssailantsSpC, Protection from Arrows, Quick PotionSpC, Reflective DisguiseSpC, Remove Blindness/Deafness, Remove Paralysis, Resist Energy, Rope Trick, Scale WeakeningSpC, See Invisibility, Shadow RadianceSpC, Share TalentsPHBII, Shatter, Sound Burst, Spider Climb, Surefooted StrideSpC, SwimSpC, Tenacious DispellingCM, Veil of ShadowSpC, VertigoPHBII, Wall of GloomSpC, Web, Whelming BlastPHBII

3rd: Adoration of the FrightfulDrM, Air BreathingSpC, Air Walk, Alter FortunePHBII, Analyze PortalSpC, Anticipate TeleportationSpC, Arcane Sight, Attune FormSpC, Bestow Curse, Bigby's Disrupting HandPHBII, BlacklightSpC, Blade of Pain and FearSpC, BlindsightSpC, Bolster AuraCC, Bothersome BabbleCM, Capricious ZephyrSpC, Circle DanceSpC, Clairaudience/Clairvoyance, Contagion, Contagious FogSpC, Create Food and Water, Crown of ClarityPHBII, Crown of the GravePHBII, Crown of MightPHBII,Crown of ProtectionPHBII, Crown of SmitingPHBII, Daylight, Deceptive FacadeCM, Deeper Darkness, Deeper DarkvisionSpC, Dimension StepPHBII, DowndraftSpC, Earthen GraceSpC, Enduring ScrutinyCM, Evard's Menacing TentaclesPHBII, False GravitySpC, Gentle Repose, Ghost LanternCM, Girallon's BlessingSpC, GraceSpC, HaltPHBII, Hamatula BarbsSpC, Haste, Heart of WaterCM, HesitatePHBII, Hood of the CobraCM, Inevitable DefeatPHBII, Invisibility Purge, Invisibility Sphere, Knight's MoveSpC, Know OpponentSpC, Know VulnerabilitiesSpC, Least DragonshapeDrM, Legion of SentinelsPHBII, Lesser Telepathic BondSpC, Locate Object, Major Image, Mark of DoomPHBII, Mask of the IdealCM, Mass AidSpC, Mass ConvictionSpC, Mass Lesser VigorSpC, Mass Mend Light Wounds, Mass Resist EnergySpC, Mass ResurgenceSpC, Minor Creation, Miser's EnvySpC, Pall of TwilightCM, Phantasmal StranglerCM, Phantom Steed, Prayer, Prismatic MistPHBII, Protection from Energy, Rage, Regal ProcessionSpC, Remove Curse, Remove Disease, Repelling ShieldCM, SafetySpC, Shadow PhaseSpC, Shape of the Hellspawned StalkerCM, SinkSpC, Servant HordeSpC, Shadow BindingSpC, Slashing DispelPHBII, Slow, Spellcaster's BaneCM, Stinking Cloud, Stone Shape, Subdue AuraCC, Suggestion, Tiny Hut, Tongues, TremorSpC, TremorsenseSpC, UnluckSpC, Vertigo FieldPHBII, VigorSpC, Vision of the Omniscient EyeDrM, Wall of LightSpC, Water Breathing, Water Walking, Wind Wall

4th: Aspect of the Icy HunterCM, Assay Spell ResistanceSpC, Black Tentacles, Break Enchantment, Call to StonePHBII, CelerityPHBII, Charm Monster, ConfoundCC, Confusion, Contingent Dampen MagicCC, Energy ResistanceSpC, Control Water, Corporeal InstabilitySpC, Death Ward, Detect Scrying, Dimension Door, Discern Lies, Displacer FormSpC, Ethereal MountSpC, ForcewardSpC, Freedom of Movement, Greater BlindsightSpC, Greater Invisibility, Greater Mirror ImagePHBII, Greater ResistanceSpC, Halucinatory Terrain, Heart of EarthCM, Illusory Wall, Lesser Globe of Invulnerability, Life WardSpC, Locate Creature, Mass Enlarge Person, Mass Mend Moderate Wounds, Mass Reduce Person, Mass Shield of FaithSpC, Mass WhelmPHBII, Metal MeltSpC, Mystic AegisPHBII,Mystic SurgePHBII, Neutralize Poison, Nightmare TerrainCM, Otiluke's Suppressing FieldCM, PanaceaSpC, Passage of Shifting SandsDrM, PerinarchSpC, Phantasmal Killer, Planar ToleranceSpC, Poison, Polymorph, Raise from the DeepSpC, Ray DeflectionSpC, Rebirth of IronCM, RecitationSpC, Restoration, Scramble PortalSpC, Scrying, Secure Shelter, Sending, Sensory DeprevationSpC, Shadow Conjuration, Shadow WellSpC, Silence, Solid Fog, Spell Immunity, Spell VulnerabilitySpC, Spiritual AdvisorCC, Stifle SpellPHBII, Touch of YearsCM, Trance of the Verdant DomainDrM, Translocation TrickSpC, TrollshapePHBII, Voice of the DragonSpC, Wall of SandSpC, Wall of WaterSpC.

5th: Animal Growth, Awaken, Baleful Polymorph, Bewildering MischanceCC, Circle of Death, Cloudkill, Commune, Crawling DarknessSpC, Dimension JumperCM, Dimension ShufflePHBII, Dispel Chaos/Evil/Good/Law, Divine AgilitySpC, Dominate Person, DoomtideSpC, Door of DecayCC, DragonsightSpC, Dream, Fabricate, Fever DreamCM, Field of ResistancePHBII, Flaying TendrilsCM, Form of the Desert HunterDrM, Form of the Threefold BeastCM, Friend to FoePHBII, Globe of Invulnerability, Greater Command, Greater Dimmension DoorSpC, Greater Dispel Magic, Greater Stone ShapeSpC, Greater VigorSpC, Heart of FireCM, Hidden LodgeSpC, ImpedeCC, Incorporeal NovaSpC, IndomitabilitySpC, Interposing Hand, Lesser IronguardSpC, Mage's Private Sanctum, Magic ConvalescencePHBII, Major Creation, Mana FluxPHBII, Mass ContagionSpC, Mass Mend Serious Wounds, Mass SanctuarySpC, Mirage Arcana, Nightmare, Passwall, Phantasmal ThiefSpC, Persistent Image, Plane Shift, Renewed VigorPHBII, Retributive ImageCM, RevivifySpC (replace material component with an XP cost of 100 XP), Secret Chest, Seeming, Sending, Shadow FormSpC, Shadow HandSpC, Slay Living, Spell Resistance, Stoneskin, Surge of FortuneCC, Swift EtherealnessPHBII, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, True Seeing, Undeath to Death, Wall of Stone, Word of Recall, Xorn MovementSpC, Zone of RespiteSpC, Zone of RevelationSpC


6th: Acid Fog, Analyze Dweomer, Animate Objects, Antimagic Field, BenedictionCC, Bewildering VisionsCC, Blade Barrier, Chasing PerfectionPHBII, Control Water, Dream CastingSpC, Energy ImmunitySpC, Eyes of the OracleDrM, ExecrationCC, Find the Path, Flesh to Stone, Forbiddance, Forceful Hand, Freezing FogSpC, Guards and Wards, Greater Anticipate TeleportationSpC, Heroes' Feast, Hide the PathSpC, Illusory PitSpC, Interplanar Telepathic BondSpC, Lore of the GodsCC, Karmic RetributionCM, Lesser DragonshapeDrM, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass ContagionSpC, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Insight, Mass Reflective DisguiseSpC, Mass Suggestion, Mislead, Move Earth, Ooze PuppetSpC, OverwhelmPHBII, Permanent Image, Prismatic AuraCM, Programmed Image, Repulsion, Shadowy GrapplerSpC, Spiritual GuardianCC, Steal SummoningCM, Stone to Flesh, Superior ResistanceSpC, Tactical TeleportationCM, Teleport, Tunnel SwallowSpC, True Mend, Veil, Vigorous CircleSpC, Wall of Iron, Wind Walk

7th: As the FrostPHBII, Awaken UndeadSpC, Blasphemy, Blood to WaterSpC, Body of WarSpC, Clenched Fist, Contingency, Control Weather, Destruction, Dictum, Elemental BodySpC, Energy AbsorptionCM, Ethereal Jaunt, Glass StrikeSpC, Grasping Hand, Greater Arcane Sight, Greater Bestow CurseSpC, Greater Plane ShiftSpC, Greater Restoration, Greater Shadow Conjuration, Greater Scrying, Greater Teleport, Holy Word, Insanity, Instant Summons, IronguardSpC, Kiss of the Wyrm KingDrM, Limited Wish, Mage's Magnificent Mansion, Mass Animalistic PowerPHBII, Mass Invisibility, Mass Mend Critical Wounds, Mass RestorationSpC, Mass Spell ResistanceSpC, Planar BubbleSpC, Project Image, Refuge, Regenerate, Resurrection (replace GP with 2000 XP), Retributive EnervationCM, Reverse Gravity, Sequester, SolipsismSpC, Spell Turning, Sympathy, Symphonic NightmareSpC, Teleport Object, Vision, Word of Chaos

8th: Antipathy, Chain DispelPHBII, Cloak of Chaos, Clone, Dimensional Lock, Discern Location, Dreaded Form of the Eye TyrantCM, Earthquake, GhostformSpC, Greater CelerityPHBII, Greater Spell Immunity, Holy Aura, Incendiary Cloud, Maddening WhispersSpC, Mass AwakenSpC, Mass Charm Monster, Mass Death WardSpC, Maze, Mind Blank, Mind of the LabyrinthDrM, Moment of Prescience, Mysterious RedirectionCM, PlaguePHBII, Polymorph Any Object, Prismatic Wall, Protection from Spells, Scintillating Pattern, Screen, Shield of Wall, Shifting PathsSpC, Temporal Stasis, Unholy Aura, Unyielding Form of Inevitable DeathCM, Visions of the FuturePHBII.

9th: AbsorptionSpC, Astral Projection (replace GP cost with 100 XP), Awaken ConstructSpC, Crushing Hand, DetonatePHBII, Dominate Monster, DragonshapePHBII, Effulgent EpurationSpC, Energy Drain, Etherealness, Foresight, Freedom, Imprisonment, Gate (may not use to summon creatures), Greater Dimension JumperCM
, Mage's Disjunction, Magic MiasmaSpC, Mass Mend, Maw of ChaosSpC, Implosion, Miracle, Planar PerinarchSpC, Prismatic DelugeCM, Prismatic Sphere, Programmed AmnesiaSpC (Material component is replaced with 100 XP), Reality MaelstromSpC, Reaving DispelSpC, Replicate CastingSpC, UnbindingSpC, Shades, Shapechange, Sphere of Ultimate DestructionSpC, Storm of Vengeance, Teleportation Circle, Time Stop, Transcend MortalityCM, Transmute Rock to LavaSpC, True Resurrection (replace GP with 4000 XP), Weird


New Spell Line: Mend:

Mend X Wounds spells function like the corresponding Cure X Wounds spells except they heal any creature regardless of its type (including constructs) and never damage creatures. They may also be used to repair hit point damage dealt to objects as long as the object has not been destroyed.

True Mend and Mass True Mend works like Heal and Mass Heal respectively but heal any creature regardless of its type (including constructs) and never damage creatures. They may also be used to repair hit point damage dealt to objects.

Zaydos
2013-10-25, 11:12 AM
Dream Smith

Few dwarves become dream crafters, the connection to the world of dreams is weak in them or they lack that spark of pure creativity needed to make it more than a tenuous thing. Few people recognize that not all dwarves are the same, though. Hill, and mountain, dwarves may be the most common, but in some dwarven communities there are a subrace of dwarves called dream dwarves.Races of Stone

While most dwarves rarely become Dream Crafters it is theorized that dream dwarves invented the art such is their skill with it. Where other races stumble to make enough gossamer gear to equip themselves these dwarven Dream Smiths can equip a whole squad of their brethren for war against the goblinoids in times of need when magical supplies are slim. The dwarves keep this as a distinctly dwarven art, and some say that few other races could even potentially learn it as dwarves as it draws upon their nature which leads to cohesion and unity; the dream of a dwarf is the dream of all.

Prerequisites:
Dreamcrafting: Ability to create +1 or better Dream Armor or Shield.
Feats: Mundane Object Mastery and one of Craft Magic Arms and Armor, Craft Psionic Arms and Armor, Craft Universal Item, or Craft Wondrous Item.
Skills: Craft (Weaponsmithing) 9 ranks or Craft (Armorsmithing) 9 ranks.
Race: Dwarf.



Level
BAB
Fort
Ref
Will
Special
Dreamcrafting


1
+0
+0
+0
+2
Crafting Gift, Dreamcrafting, Dream Arsenal
+1 level Dreamcrafting


2
+1
+0
+0
+3
Share Dreams
+1 level Dreamcrafting


3
+1
+1
+1
+3
Craft Constructs
+1 level Dreamcrafting


4
+2
+1
+1
+4
Change Enchantments
+1 level Dreamcrafting


5
+2
+1
+1
+4
Create Nightmare Guard
+1 level Dreamcrafting



HD type: d8.

Class Skills: A Dream Smith's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (psionics) (Int), Knowledge (the Planes) (Int), Lucid Dreaming (Wis), Open Lock (Dex), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device (Cha).

Skill Points per Level: 2 + Int modifier.

Crafting Gift (Ex): A Dream Smith is still a craftsman, making tools and weapons as a trade. At 1st level they gain one of Craft Magic Arms and Armor, Craft Psionic Arms an Armor, Craft Universal Item, or Craft Wondrous Item as a bonus feat.

In addition a Dream Smith gains 2 bonus skill ranks each level which must be spent in Craft skills.

Dream Crafting: A Dream Smith continues to learn how to craft dream stuff. Levels in Dream Smith stack with your Dream Crafter levels completely for the purposes of Create Mundane Item, and Create Magic Item and (if you have it) Create Nightmare Beast and any Dream Crafting feats you possess (but not for fulfilling their prerequisites). In addition they advance your Dream Weapon, Dream Armor, Dream Shield fully, although when wielding your Dream Weapon your base attack bonus from Dream Smith levels does not become Good, but instead Medium. For other applications of Dream Crafting (include change magical materials, Re-Create Weapon, etc) Dream Smith levels do not increase access to these abilities, but they do stack with your Dream Crafter level for determining how hard they are to dispel.

Dream Arsenal (Su): A Dream Smith is adept at crafting dream weapons, dream armor, and dream shields, when you first make such an item each day you may designate 1 other creature per Dream Smith level and grant them a copy of your Dream Weapon, Dream Armor, and/or Dream Shield. If you use Mystic Materials, or Change Enchantments it effects all copies equally. These copies blink out if they lose line of effect of you, though you may reweave such a copy as an action taking 1 minute.

Share Dream (Su): A Dream Smith learns how to create multiple copies of any magic item they make with their Create Magic Items ability. When a Dream Smith makes an item with Create Magic Items they may double its total cost (after any increase for slot compatibility) to make a copy on each creature with whom they are sharing their Dream Arsenal within 120-ft (and line of effect) which can legally wear it at the moment (no item slot incompatibility issues for example).

Craft Constructs (Ex): A Dream Smith gains the ability to craft constructs, you gain Craft Construct and Craft Psionic Construct as bonus feats.

Change Enchantments: A Dream Smith, like a Dream Crafter, is a master of their Dream Weapon, Armor, and Shield. Beginning at 4th level 1/day through a 5 minute ritual you may change the enhancements on your Dream Weapon, Armor, and Shield (and all copies of them). If you already have this ability, or would gain it from Dream Crafter or another class, you instead gain an extra daily use and the time required reduces by 1 step (from 5 minutes to 1 full round action or from 1 full round action to 1 swift action, or from 1 swift action to a free action).

Create Nightmare Guard (Su): You gain the ability to make a force of nightmarish soldiers. By spending 10 minutes in concentration you may weave a construct from the stuff of nightmares themselves, this functions similarly to an astral construct power manifested by a psion 2 level lower than your total level in classes which advance Dream Crafting except the Nightmare Beast’s color and general appearance is more customizable (within the limits of any obvious features built into its game mechanics such as claw attacks necessitate some claw-like structure, a gore attack requires a horn, etc, but a nightmare beast could easily have 4 eyes which bleed bees of ephemeral substance which fade immediately and be covered in the black feathers of a crow), and the Nightmare Guard remains until killed, dismissed, or you sleep for more than 1 hour. You may create multiple weaker constructs either 3 that could be manifested by a psion 4 levels lower, 6 that could be manifested by a psion 6 levels lower, 12 that could be manifested by a psion 8 levels lower, or 24 that could be manifested by a psion 10 levels lower (it is advised that you generally stick to the 3 constructs option if they will be actively engaging in battle and use the larger groups for times when having a large force is important for story reasons to avoid slowing down the game). All constructs must have the same options chosen and be the same level.

If one or more constructs are destroyed but at least 1 of the batch remains you may recreate it as an action taking 10 minutes. If all are dismissed you must spend the regular 10 minute action but if all were destroyed you must wait 2 hours since the first was destroyed to create more. Dismissing one or more constructs is a standard action.

This ability may be dispelled (DC 11 + your level in classes which advance dream crafting) as if it were a summoned creature, but you may make a new one immediately thereafter as if it were dismissed (as opposed to having to wait 2 hours as if it were killed).

This ability allows you to take Boost Construct and Ectopic Construct feats without fulfilling their normal prerequisites, including being psionic, and you may apply the benefits of either feat to a nightmare beast you create.

Ziegander
2013-10-25, 06:17 PM
Just stopping by to let you know that I think this looks amazing. I haven't gotten the chance to do a detailed look at it, but I'm in love with the general concept and how I imagine it works. Maybe immensely powerful, but in such a cool, cool way.

Zaydos
2013-10-25, 11:03 PM
Thanks. It started with me and my little brother just lobbing ideas and "class about creating the necessary mundane item for the job" came up; I decided it was too narrow and threw in magic items and then looked for a why and I thought dreams and well now I want to explore that more.

As for the power level, when making it I had charts comparing their Create Magic Item, Dream Weapon, Dream Armor, and Dream Shield to WBL and... well that's why Create Magic Item spikes past 11th level; before that just having good weapons and armor is wealth by level or more. Then with the first of the PrCs I went all in and made an accelerated casting PrC which is theoretically intended to be balanced against Cleric or Wizard + PrC (or just plain Druid). Don't really know if it is, and still have to get around to adding spells from sources beyond SpC and PHB.

If you do get around to looking at the PrCs could you tell me your thoughts on Dream Smith's 5th level ability? I feel there should be a more appropriate one which fits them better and that what they have should belong on a class more focused around nightmares, but I haven't figured out what to replace it with yet.

Quilo
2013-10-26, 10:17 AM
It looks wonderful to me, 'cept you might make your DM cry with all your amazing equipment. (and with how easily you can react to situations later on.)
xD~

Demidos
2013-10-26, 07:08 PM
Out of curiousity, as it seems the obvious question -- how does this interact with VOP? Because if they stack as normal, well, you basically have just doubled wealth by level, and while that may sliiightly be balanced by the fact that you only have limited body slots, VOP would make your DM cry for sure (or book to the face, either way works).

Zaydos
2013-10-27, 01:30 AM
In theory either the DM would bar the combination, stating the dream items break the vow of poverty, or they'd stack normally although Exalted Strike and the Exalted bonus to AC would not stack with Dream Weapon/Dream Armor (due to standard bonus stacking rules), you'd probably still want to get better saving throws with a cloak of resistance (which as of Magic Item Compendium can be added to any item with no extra cost already) which would not stack with the resistance bonus from Vow of Poverty. These three bonuses which do not stack amount to approximately 159,000 GP at Lv 20, although pricing the Exalted bonus as Bracers of Armor might unfairly inflate this number as whether Bracers of Armor is a decent acquisition varies heavily on class. Looking over the other bonuses the only ones which are not common magic effects in Magic Item Compendium are Sustenance (which is something that I see people try and obtain for non-power based reasons primarily), True Seeing, and Freedom of Movement.

That said it's probably still less powerful than Druid + Vow of Poverty, Sorcerer + Vow of Poverty, Cleric + Vow of Poverty, or Dream Crafter + Wealth by Level especially as Vow of Poverty's main game mechanic advantage are Exalted feats which none particularly work with Dream Crafter (compare Touch of Golden Ice and Druid) and the +8 enhancement bonus to 1 ability score (which helps a caster more than other classes as they benefit more from each ability increase). At low levels it's actually worse than that as until in the first 5 levels the number of abilities from VoP which actually stack with Dream Crafter are: 2 bonus exalted feats (costs you two feats to get), Sustenance (less than 2,500 GP value), and Endure Elements (1,000 GP on an item with MiC rules). At 6th level You get an additional 2,000 GP common effect and a third bonus feat (so you've actually broken even). It's not till high levels that you start gaining benefits from VoP that might be worrisome which are actually the DR 10/evil and Freedom of Movement.

If the DM is really worried, make them pay the 50% surcharge to get over item stacking for rings, torso, and face items as those are the only non-common magic effects granted by Vow of Poverty, but even that is actually harsh as the Dream Crafter gets less from Vow of Poverty than most classes other than Soul Knife (who also loses the Exalted Strike ability by already having a better version).

Now of course this doesn't apply for certain with Vow of Poverty fixes but there are too many of those for me to keep track of or be familiar with all of them, and when mixing homebrew it is always a good idea to be careful.

And yes I realize the horribleness of comparing to full casters but until I get the chance to test some of this in play (I have two friends currently interested in doing so) that's actually the power level I'm fearing it may be at*.

*with enlightened dreamer this is not a fear but a deliberate balance decision because the concept required a level of power/flexibility only found in full casting classes; that said it gains a substantially lower amount of gold.