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.
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.