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Qwertystop
2014-09-07, 11:58 AM
THE SLEEPWALKER

Merrily // merrily // merrily // merrily // life is but a dream…
That dream can be what I want it to be.

and



so



the city



changed.


Quote paraphrased from Stefan Gagne's City of Angles (http://stefangagne.com/cityofangles/), vol://001, chapter //005: Wound up Toys.

Requirements:
Skills: Lucid Dreaming 4 ranks
Invocations: 3 invocations known

Hit Die: d6

Skill Points: 2+Int

Class Skills: Bluff (Cha), Concentration (Con), Craft (any) (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Lucid Dreaming (Cha) (Rewritten in Post 3), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)


Level
BAB
Fort
Ref
Will
Special
Invocations


1
+0
+0
+0
+2
Dream Invasion, Dream Scion, Oneiric Invocations (Primary)
+1 level of existing invocation-using class


2
+1
+0
+0
+3
Life is but a Dream, Dream Invasion
+1 level of existing invocation-using class


3
+2
+1
+1
+3
Fantasy Benefit, Oneiric Invocations (Secondary)

+1 level of existing invocation-using class


4
+3
+1
+1
+4
Lingering Nightmare
+1 level of existing invocation-using class


5
+3
+1
+1
+4
Lucid Dreamer, Oneiric Mastery
+1 level of existing invocation-using class




Class Features:

Weapon and Armor Proficiency: Sleepwalkers gain no new weapon or armor proficiencies.

Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a sleepwalker, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Dream Scion: You gain the Dream Scion (http://dndtools.eu/feats/secrets-of-sarlona--14/dream-scion--757/) feat (Secrets of Sarlona, page 116) as a bonus feat, even if you do not meet the prerequisites. If you already have the Dream Scion feat, you may instead take any other [Dreamtouched] feat, but must meet the prerequisites for it.

Oneiric Invocations: The main power of a Sleepwalker is access to a wider variety of invocations than most invocation-using classes can reach. Choose a Fantasy (below) to be your Primary Fantasy. When taking a level in this class would allow you to learn a new invocation (this includes learning a new invocation by the advancement of a previous invocation-using class, replacing an old invocation with a new one by that same advancement, and the Extra Invocation feat), you may choose it from your selected Fantasy instead of from the normal invocation list of the class advanced. At third level, you may instead choose an invocation from one of the other two Fantasies, but as one grade higher than they are listed below (a Least invocation from a non-primary Fantasy would be learned as a Lesser invocation, for example).

Oneiric Invocations of a grade higher than Least require more skill to use - you must have at least 6 ranks in Lucid Dreaming to use a Lesser Oneiric Invocation, at least 12 ranks to use a Greater Oneiric Invocation, and at least 19 ranks to use a Dark Oneiric Invocation.

Dream Invasion (Su): The most basic skill unique to a Sleepwalker is the ability to find and enter the dreams of others. This requires a Lucid Dreaming check (and can only be done while you are asleep), with a variable DC according to the following table (Base DC 20). Once in the dream, you can make Lucid Dreaming checks as normal. If you make the person aware that they are dreaming, they will remember it after they wake. If not, they will remember, or not, as usual for their dreams (pretty unlikely, if they didn’t realize they were dreaming on their own, but some hints might remain). You can choose to manifest (in which case you appear to be present in the dream, and can act as normal for dreams, or not, in which case you cannot make any actions other than non-magical speech and Lucid Dreaming checks that affect other people only cosmetically or not at all (but also cannot be affected in any way).



Condition
Modifier


Person is in the same area as you*
-10


Person is on another plane
+15


Person is friendly (or Helpful) to you
-5


Person is a very dear personal friend, spouse, etc
-10


Person is unfriendly (or Hostile) to you
+5


Person is a personal nemesis or similar.
-10


Person knows of this ability (in a general sense - “that guy can sneak into dreams” or similar) and is resolved to keep you out.
+[their Will save modifier]


Person is Mind Blanked, in an area warded against divination, or has other magical or magic-like protections.
Apart from the Lucid Dreaming check, you must make a caster level check against the protective effect.



* “area” here is not a specific distance so much as an idea. A single town or city is an area, but so is a great desert or plain. In general, think of whether those who live in or frequent the area consider it to be one place or several - a city with very strong social divisions between districts would be several areas.


Life is but a Dream (Su): By second level, a Sleepwalker is defined partly by their own idea of themselves. If unaware of an attack, they cannot easily incorporate it into that image - thus, it does not harm them as much. While flat-footed, you gain DR/- equal to your caster level in the invocation-using class advanced by Sleepwalker, and a bonus to all saves equal to your Charisma modifier.


Fantasy Benefit (Su): The Sleepwalker’s focus in their chosen Fantasy gives them increased use from invocations of that Fantasy. At fourth level you gain the Fantasy Benefit from your primary Fantasy (as selected at first level). These benefits are provided with the invocation lists for each Fantasy, below.

Lingering Nightmare (Su): At fourth level, you have gained enough power to make the dreams you cause have effects that last long after waking. If you enter someone else’s dreams via Dream Invasion and force them to wake up, you can choose one effect or condition on them (which must have been caused by you during that dream) to make linger. It has a reduced effect according to the following table:




Effect or condition
Lingering effect


Ability damage/drain/burn (per 4 points)
-1 to corresponding ability-based checks


Death
-2 on attack rolls, saving throws, skill checks, ability checks


Lethal damage
Prevents an equal amount of natural healing from the interrupted rest


Mind control (Confused, Charmed, Dominated, etc.)
-2 on Will saves, double duration


Negative levels (any amount, nonstacking)
-1 on attack rolls, saving throws, skill checks, ability checks




Other effects should be determined by DM. All lingering effects last one hour per point of your Charisma modifier (max 6 hours), or until the target gets a full hour of sleep. Also, they can be made to recur within one week given a specific stimulus - on selecting one effect to make linger, choose an image, sound, taste, smell, or texture that was strongly associated with it in the dream. If the target sees/hears/tastes/smells/feels the stimulus within a week, it brings the dream to mind, causing the same penalty for one minute, Will save negates (DC 10+caster level+Charisma) and prevents recurrence. No more than one dream can be linked to a given stimulus at once, and the target can only get a recurrence from one such stimulus per round. The stimulus must be both specific and uncommon - no triggering penalties off of seeing "anything green," though "maple leaves" would be valid if they are not a common sight for the target (not from an area where there are many maple trees).

Lucid Dreamer (Ex): After much time as a Sleepwalker, the practice of lucid dreaming becomes immeasurably easier. After fifth level, you gain Lucid Dreaming as a class skill for any class levels you might take after this one.

Oneiric Mastery (Ex): At this point, you have fully integrated your dreaming into whatever path you trod before. After fifth level, you may learn an Oneiric Invocation of your Path at any point you would normally learn a new invocation from a different class’ list. This does not include abilities which grant specific invocations known (such as several of the Enlightened Spirit’s abilities).

Qwertystop
2014-09-07, 12:04 PM
ONEIRIC INVOCATIONS

All Oneiric Invocations that produce a lasting effect (damage is not a lasting effect) have the following restriction, unless otherwise noted: If the target or effect of the invocation leaves the range of that invocation (whether by moving or because the Sleepwalker moved), the effect ends.

Fantasy of the World
The path of the World represents the dreamer who exults in creating elaborate vistas within his own mind. It includes the creation of both illusions and real objects.

A Sleepwalker who follows the Path of the World has likely chafed against the restrictions on her creations in reality, that they can only exist in contact with her, and that she must focus to keep them present. At third level, this restriction loosens. All of the Sleepwalker’s invocations in the Path of the World with a duration of Concentration instead last a number of rounds equal to the Sleepwalker’s Charisma modifier after she stops concentrating. In addition, she may resume concentrating on any still-active invocation that she had stopped concentrating on, which resets the duration back to [Concentration + [Charisma modifier]] rounds. This can be used to keep multiple such invocations active at once, by shifting concentration between them continually before they expire. In addition, any such invocations may be outside their normal range from her without expiring, though they must be inside their range to be concentrated on.


Least Invocations:
All My Things (Least, 1st): As a standard action, you can create any nonmagical nonmasterwork object you can hold in one hand. It lasts as long as you concentrate on it, but concentrating on it and using it (attacking with a sword, blocking with a shield, building with a hammer) can be done in the same action (use the larger action type of the two). This has a range of Touch - even if you can use the object at a distance, you cannot concentrate on it to maintain it without contact.
Figment (Least, 1st): This invocation allows you to use silent image as the spell, except that the range is Touch (the image must remain in contact with you).

Lesser Invocations:
Congealed Hallucination (Lesser, 3rd): This invocation allows you to use major image as the spell, with the following modifications: The range is touch (the image must remain in contact with you), the duration is concentration, and touching the image does not automatically let someone disbelieve it unless they are actively trying to push through it. For example, resting a hand on a wall made by this invocation would give the feeling of touching the wall (if the Will save granted by interaction is failed), but trying to break the wall down would skip the save and allow an automatic pass as usual.
Easy Passage (Lesser, 2nd): Using this invocation as a swift action allows you to move across any surface, whether fragile, unstable, vertical, or liquid, by hardening it beneath your feet (or hands). Mechanically, it has several effects. First, it gives you the effect of the body equilibrium power. Second, you get a Climb speed equal to your land speed. Third, as you move, you leave behind a series of small stepping-stones, handholds, or similar. If moving normally (across a surface not slanted enough to require a Climb check), these allow other creatures to follow you if they make a Dex check every 5’. The DC of the check is based on the distance you move: DC 10 if you move 30’, ±1 per 5’ more/less than 30’. Failing the Dex check results in being unable to move farther; failing by more than 5 results in falling off the platforms, landing on whatever surface is beneath. If climbing, these give other creatures +8 to Climb checks to follow you if they use the handholds. All of this lasts as long as you concentrate on the invocation.

Greater Invocations:
Platonic Images (Greater, 4th): This invocation allows you to use Shadow Conjuration as the spell, with added limitations: Only Conjuration (Creation) spells can be mimicked, any spell mimicked becomes Touch range. Instantaneous conjurations become Concentration-duration (effect does not linger after).
Sudden Obstruction (Greater, 5th): This invocation allows you to create a small wall, bush, cabinet, self-portrait, dead sheep, etc. as an immediate action, adjacent to you. The distinction is merely cosmetic; regardless of appearance its only mechanical effect is to obstruct. Whatever you make, it is solid, does not move on its own, and is of sufficient size to act as cover if positioned appropriately. It lasts for one round.

Dark Invocations:
Material Gain (Dark, 5th): This invocation allows you to use Major Creation as the spell, except that the duration is Concentration and the duration listed in the spell description is the maximum amount of time the invocation can be concentrated on (maximum duration).
Emerging Prison (Dark, 8th):
This invocation allows you to create a 20-ft radius zone of some constricting material within medium range. Enemies in the area when the spell is cast, or those that end their turn in the area, are entangled and immobilized as it seals them in. Stone that shifts like quicksand is a common manifestation of this invocation, but it could be nearly anything (though the choice of material has no mechanical effects beyond those listed here).
At the start of a creature's turn, they can make a Strength check. Large and larger creatures receive a +4 bonus on this check per size category they are larger than medium. Succeeding on this check allows them to break free from the effects of the prison, while failing the check deals them 5d6 damage as the stone grabs tighter around them.
This invocation must be concentrated on and lasts up to 1 round per level.

Fantasy of the Warrior
The path of the Warrior represents the dreamer who wishes for perfection, completing Herculean tasks one after another throughout their nights. It includes many self-improvements, mostly to physical ability.
A Sleepwalker who follows the Path of the Warrior will often find herself troubled by the limited scope of her invocations, that she cannot improve more than one aspect of herself at a time. At third level, her changes have become ingrained enough to build upon each other. All of the Sleepwalker’s invocations in the Path of the Warrior with a duration of one round (or that produce an instantaneous effect) and a swift-action activation can (from that point) bundle together. More specifically, if the Sleepwalker uses one such invocation at the beginning of a round when another invocation of that kind is just expiring (or when an instantaneous one was used the previous round), both are used in the same swift action. This can be maintained for up to one minute from the use of the initial invocation, after which the entire stack expires and must be built up from scratch. No more than a number of invocations equal to the Sleepwalker’s Charisma modifier can be bundled this way at once; attempting to go beyond this limit results in the newest previous invocation (whichever has been in the current stack for the lowest continuous time) expiring.

Least Invocations:
Impenetrable Self (Least, 2nd): As a swift action, you can use this invocation to get your Charisma modifier in DR/- for one round.
Eldritch Thrash (Least, 1st, Blast Shape): As a swift action, you may use this invocation to add your Eldritch Blast damage to all attacks of opportunity you make for one round, in addition to the weapon’s normal damage.

Lesser Invocations:
Dreamborn Arete (Lesser, 3rd): As a swift action, you may use this invocation to increase your Base Attack Bonus by your Charisma bonus (which may give you additional attacks), up to a maximum resulting BAB of your caster level, for one round.
Self-Confirmation (Lesser, 4th): As a swift action, you heal yourself of 3d8 plus your Charisma modifier points of damage.

Greater Invocations:
Acceleration Jaunt (Greater, 5th): You can use this invocation as a swift action to teleport up to 1.5 times the distance you have already moved by some other means in the same round. The teleportation must be in the same direction as the most recent other movement. This action can be taken in the middle of a move action to move part of your speed, teleport a distance based on the distance moved, and then move the rest of your speed.
Scene Transition (Greater, 5th): You can teleport up to 60’ to make a full attack on a creature within your reach from your arrival point as a full-round action. Before teleporting you must have line of effect to the point at which you arrive, and line of sight to the creature you are attacking. You must attack the targeted enemy after the teleportation - no teleporting without a target, and no changing targets after arrival.

Dark Invocations:
Phase (Dark, 3rd): This invocation allows you to use gaseous form as the spell, with the following modifications. You may only target yourself, you can move through solids and liquids at a speed of 5’ per full-round action, and are not subject to the effects of wind. Activating this is a swift action, and it lasts for one round.
Shifting Self (Dark, 4th): This invocation allows you to use Polymorph as the spell, with the following modifications: It is a swift action to use, and has a duration of one round. You may only target yourself. The creature type of the assumed form must be of either your own creature type or a related type, as listed here: Giant, Humanoid, and Monstrous Humanoid are related; Animal, Magical Beast, and Vermin are related. Knowing this invocation gives you the Shapechanger subtype.


Fantasy of the Weaver
The path of the Weaver represents the dreamer who imagines bending the minds of others to their will, ruling over all either overtly or from the shadows. It includes invocations to confuse or distract, to command others or to form servants from nothing.
A Sleepwalker who follows the Path of the Weaver will often find herself annoyed that her servants must remain close, that those created from nothing will fade to nothing while those sculpted from ordinary people will revert to their original minds. At third level, her skill at this increases so that she can weave a web from her power, sustaining her changes while keeping them at several degrees of separation from herself. The range of all of the Sleepwalker’s invocations in the Path of the Weaver can instead measure their range from the nearest other such target or effect which is itself in range of the Sleepwalker to determine whether or not they end due to being out of range. This can chain up to a total number of degrees of separation equal to the Sleepwalker’s Charisma modifier. In addition, the Sleepwalker can use any of these invocations from the location of anyone in the chain, though must still be able to perceive her targets herself somehow. When doing this, she can decide whether to apply the effects of her invocations relative to herself or to who/whatever she is invoking them from (if it matters, such as in the case of Nothing to See).

Least Invocations:
Psychic Erosion (Least, 1st): This invocation allows you to use Hypnotism as the spell.
Wearying Blast (Least, 1st, Essence): This essence allows you to change your eldritch blast into a wearying blast. A wearying blast does nonlethal damage, and any creature struck by it must make a Will save or fall asleep.

Lesser Invocations:
Open the Mind (Lesser, 4th):
You can grant yourself the ability to observe the presence of intelligent minds within 60 feet of you (as if you had studied the area with detect thoughts for 2 rounds) with a duration of 24 hours. In addition, you can converse with any creature that you detect with this effect as though you were under the effects of tongues.
Oneiric Servant (Lesser, 3rd):
You can conjure one unseen servant with special enhancements that constantly serves you. Unlike the regular spell, this servant lasts until dismissed (but you can only have one at a time), has no maximum range, is created in your square, is visible, and cannot take area damage. Its exact appearance is up to you, but is always servile and unintimidating (though probably a bit creepy). The servant can occupy the same square as another creature (becoming invisible when it does so), and a creature sharing its space with the servant takes a -2 morale penalty to all saving throws. Creatures affected by this penalty know that it has to do with the Oneiric Servant. You are immune to the penalty.

Greater Invocations:
False Friends (Greater, 6th): This invocation allows you to use Animate Objects as the spell, except that the range is Close.
Nothing to See (Greater, 6th): This invocation allows you to use Mass Cloud Mind as the power, with a manifester level equal to your caster level.

Dark Invocations:
Eldritch Summons (Dark, 7th, Essence):
Whenever you deal damage with an eldritch blast, you can summon a formless creature called an Eldritch Minion within 5 feet of the damaged target. This minion has hit dice equal to the creating eldritch blast's damage dice (using the same rolls to determine exact hit points). Unlike most constructs, it does not get bonus hit points based on its size. It can only take one standard action at the end of your turn and it cannot move on its own. The minion disappears after 1 round per caster level.


Monster: Eldritch Minion
Size/Type: Medium Construct
Speed: 0 ft.
Armor Class: 30 (25 touch, 25 flat-footed)
Grapple: +15
Attack: +25 (creator's unmodified eldritch blast damage)
Full Attack: +30 (creator's unmodified eldritch blast damage)
Special Qualities: DR 10/-
Saves: Fort +12 Ref +12 Will +12
Abilities: STR 10, DEX 10, CON -, INT -, WIS 1, CHA 1


You can also create an Eldritch Minion within short range as a standard action without using eldritch blast, in which case it has maximum hit points (hit dice equal to your unmodified eldritch blast). You may only have one Eldritch Minion from this invocation at a time.
Living Nightmare (Dark, 9th):
You force all targets within a cone of up to medium range to suffer the effects of phantasmal killer. You can grant any target you can see a +6 bonus to both saves against this effect. Each consecutive round you use this invocation, you must make a Will save (DC 10 + 5 for each consecutive round you used the invocation beforehand) or fall helpless for 1 round as you are wracked by the nightmares that you send at your enemies.

Credit for the Emerging Prison (originally Earthen Prison), Open the Mind, Oneiric Servant, Eldritch Summons, and Living Nightmare invocations goes to Just to Browse, who gave them here (http://www.giantitp.com/forums/showsinglepost.php?p=18058623&postcount=1307).

Qwertystop
2014-09-07, 12:05 PM
Lucid Dreaming (Cha):


Use
DC


Realize you are dreaming
15


Cause aesthetic change to yourself or the environment
15


Cause aesthetic change to someone else
20, but see text


Create mundane object

10


Replicate spell effect
See text


Replace save
See text



Oppose
See text


Wake
5 (self) or 20 (other)



To make Lucid Dreaming checks, you must be asleep, dreaming, and know you are dreaming.

Realize you are dreaming: Exactly what it says. Also, this check is made secretly, and you are unaware if you fail. If you want, you can make this check on someone else’s behalf. If someone in a shared dream makes a Lucid Dreaming check that affects you, you can reroll the check with a +1 (stacking) bonus.

Cause aesthetic change to yourself or the environment: Aesthetic changes to the environment include such things as lighting, non-obstructive scenery, decorations, and non-hazardous weather. If something is dangerous, obstructive, or otherwise mechanically meaningful, it cannot be created or destroyed with this check, but it can be cosmetically modified (a hailstorm changed into a sandstorm, a stone pillar replaced with a tree of similar girth). Aesthetic changes to yourself are anything within the range of the Disguise Self spell.

Cause aesthetic change to someone else: The range of changes is the same as for making aesthetic changes to yourself - anything as long as it’s only cosmetic. However, the target (creature being changed) gets a Will save to resist, and can oppose the change (see Oppose) at the same time if they have Lucid Dreaming trained. Note that people who are figments of a particular dream count as part of the environment, not other people, for purposes of modifying them with Lucid Dreaming checks.

Create mundane object: This can be any non-magical, non-masterwork object that you can hold in one hand. Larger objects must be made using “Replicate spell effect” for the relevant creation spell, possibly along with fabricate, perhaps in multiple uses.

Replicate spell effect: Most complex modifications will be improvised out of this. For this use, the DC is the same as that of a Use Magic Device check to cast the spell from a scroll, but without needing a scroll of the selected spell. This includes the need to roll high enough to emulate the required ability score, if you do not have a high enough score. Any spell that directly affects another dreamer can be opposed by that dreamer in the process of making a save (without having to ready an action). Note that in a dream, the “effect” of some spells (most notably instant-killing spells) is different (see “Dreams and Reality” below).

Replace save: If you have at least 10 ranks in Lucid Dreaming, you can roll a Lucid Dreaming check instead of a saving throw once per round. Treat the result of the check as your saving throw result. This is clearly different from making a normal saving throw – a Reflex save for half damage from a fireball is probably dodging, but a Lucid Dreaming check might be a thin wall appearing to block it, a not-previously-noticed dip in the floor becoming apparent, or the fire simply flowing around its target.

Oppose: Lucid Dreaming can be used to try to prevent someone else's changes as an immediate action. This is a special kind of opposed check. Each person trying to prevent the change rolls a Lucid Dreaming check, and all of these are added together before comparing them to the check of the person trying to make a change. If the combined check of the opposition succeeds, the change does not occur.

Wake: Wake up yourself (DC 5) or another dreamer (DC 20). If trying to wake someone who does not want to wake up, they can make an opposed Lucid Dreaming check or Will save to remain asleep. If they aren’t aware that they are dreaming, the opposed check or Will save is made unconsciously. If trying to wake someone who is being kept asleep by an outside effect such as a spell, the Lucid Dreaming check is made with a -3 penalty and opposed by a caster level check or the nearest equivalent for the effect.

Taking 10: Only for “Realize you are dreaming,” “Cause aesthetic change to yourself or the environment,” and “Create mundane object.”

Use untrained: Only for “Realize you are dreaming” and “Cause aesthetic change to yourself.”

Synergies: If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Lucid Dreaming checks. If you have 5 or more ranks in Concentration, you get a +2 bonus on Lucid Dreaming checks. If you have 5 or more ranks in Lucid Dreaming, you get a +2 bonus on Autohypnosis checks.

Dreams and Reality:
You may note that these rules offer a great deal of power inside a dream. This is intentional. These rules are not intended for use in a setting where dreams are a real place - dreams are not another plane like the Astral or the Elemental planes, they’re a thing in your head (though it’s possible that they’re related to some actual other plane that might share some traits of dreams). Assuming no magic or similar abilities to share a dream with someone else, someone with ranks in Lucid Dreaming is basically just using them for RP. Perhaps they’re working as hard overnight to plan as they are to explore in the day; perhaps they just want to have fun every night without missing sleep, but Lucid Dreaming on its own will not allow you to spy on or assassinate people - using Lucid Dreaming to replicate plane shift just changes the scene of the dream, for example, and there’s no reason to expect scrying to give accurate results on reality.

With some magic, options open up. Then, you might be able to find someone else’s dreams and enter them. Even then, though, it has no real effect - you kill someone in their dreams and the dream will end. Usually, someone who dies in a dream will wake up; someone who is being kept asleep magically or wants to stay asleep might just start dreaming about something else, though (see the “wake” use of the Lucid Dreaming skill). Mind-control magic is similarly ineffective, though the dream will be remembered and might eventually have some small influence. The main use at this point, apart from trying to wake people up, is long-range communication. A general form for this ability is Dream Invasion, above in the Sleepwalker class, though different sources can have modifications to it.

And finally, there can be additional magic that allows the effects to linger. This is where things start having real effects after waking. Typically, though, these are still not the full effects - penalties that last a little while, and recur if similar situations are encountered within a longer duration. A general form for this ability is Lingering Nightmare, above in the Sleepwalker class, though different specific sources can have modifications.

Posting may now begin!

Amechra
2014-09-07, 12:08 PM
Sleepwalker, Sleepwalker, who's there?

Sleepwalker, sleepwalker, take care. (http://www.youtube.com/watch?v=fVJ6xDYrLg4)

You may be making just the right accompaniment to the Resider-in-Dreams.

Therefore, I love you.

I will be in all of your dreams and you'll love me forever and I'll get rid of all the other people in the way of OUR PERFECT LOVE!

Qwertystop
2014-09-07, 12:09 PM
Sleepwalker, Sleepwalker, who's there?

Sleepwalker, sleepwalker, take care. (http://www.youtube.com/watch?v=fVJ6xDYrLg4)

You may be making just the right accompaniment to the Resider-in-Dreams.

Therefore, I love you.

I will be in all of your dreams and you'll love me forever and I'll get rid of all the other people in the way of OUR PERFECT LOVE!

Well, this is, like, my third go at it. Fourth? Not sure. Hopefully the last, though. Hang on, still fixing some copypasta formatting issues.

Amechra
2014-09-07, 12:19 PM
You need to specify the durations for all of the Invocations; they don't really have a default.

Also, have some names!

Platonic Images (Greater, 4th): This invocation allows you to use Shadow Conjuration as the spell, with added limitations: Only Conjuration (Creation) spells can be mimicked, any spell mimicked becomes Touch range. Instantaneous conjurations become Concentration-duration (effect does not linger after).

Eldritch Thrash (Least, 1st): As a swift action, you may use this invocation to deal your Eldritch Blast damage to all attacks you make with a weapon for one round, in addition to the weapon’s normal damage.

Dreamborn Arete (Lesser, 3rd): As a swift action, you may use this invocation to increase your Base Attack Bonus by your Charisma bonus (which may give you additional attacks), up to a maximum resulting BAB of your caster level.

Also, Eldritch Thrash is... a bit strong, isn't it? I mean, yes, Hideous Blow is garbage, but this blows Eldritch Glaive out of the water. Also, is it a Blast Shape?

That's actually an issue I noticed with the way you listed the different invocations; you haven't specified range or duration, or whether or not they are Blast Shapes or Eldritch Essences. The only time you can avoid specifying that is if you are duplicating a spell or group of spells exactly.

Qwertystop
2014-09-07, 12:39 PM
You need to specify the durations for all of the Invocations; they don't really have a default.

Also, have some names!

Platonic Images (Greater, 4th): This invocation allows you to use Shadow Conjuration as the spell, with added limitations: Only Conjuration (Creation) spells can be mimicked, any spell mimicked becomes Touch range. Instantaneous conjurations become Concentration-duration (effect does not linger after).

Eldritch Thrash (Least, 1st): As a swift action, you may use this invocation to deal your Eldritch Blast damage to all attacks you make with a weapon for one round, in addition to the weapon’s normal damage.

Dreamborn Arete (Lesser, 3rd): As a swift action, you may use this invocation to increase your Base Attack Bonus by your Charisma bonus (which may give you additional attacks), up to a maximum resulting BAB of your caster level.

Also, Eldritch Thrash is... a bit strong, isn't it? I mean, yes, Hideous Blow is garbage, but this blows Eldritch Glaive out of the water. Also, is it a Blast Shape?

That's actually an issue I noticed with the way you listed the different invocations; you haven't specified range or duration, or whether or not they are Blast Shapes or Eldritch Essences. The only time you can avoid specifying that is if you are duplicating a spell or group of spells exactly.

Thanks for the names.

Re. duration: I just looked through, and I think everything in World has a duration... checking Warrior... oh. Derp. I was thinking in terms of my general rule that everything in Warrior was a swift-action that lasted one round, to work with the Fantasy Benefit, but then I forgot to actually write that in except where it was a modification to a spell. Fixed.

Re. marking shapes/essences: I just looked through them all, and except for Thrash, I don't think I forgot any - there aren't many Shapes or Essences here.

Range: Where did I forget? I'm not seeing anything missing that.

EDIT: As far as Thrash goes... yeah. Wow. Didn't consider Glaive somehow... is there an in-between, or should I just scrap it for something else? Maybe half damage, to balance that you also get a weapon?

Amechra
2014-09-07, 12:48 PM
You can crib this (http://www.minmaxboards.com/index.php?topic=13957.140;msg=255009) for mechanics.

Basically, the best idea is to just limit what attacks get the benefit; maybe all attacks of opportunity, or only attacks made as part of a full attack.

Qwertystop
2014-09-07, 01:01 PM
You can crib this (http://www.minmaxboards.com/index.php?topic=13957.140;msg=255009) for mechanics.

Basically, the best idea is to just limit what attacks get the benefit; maybe all attacks of opportunity, or only attacks made as part of a full attack.

Hm... making it just work on all AOOs (nothing else) seems good.

_____________________
ION:
My end goal is to have three invocations per degree per fantasy, so that it's possible (though not required) to have only invocations from your own path by the end (including shuffling out the Leasts at every opportunity). That's a lot more ideas than I actually had, though, so I set two-per as my minimum before posting (and eventually asked for help reaching that in the Request thread).

There were a couple of other ideas that I couldn't figure out how to crunch, though. Any ideas?

Infinite range increments without penalty - your combat range with a ranged weapon is your Spot range. (ranking unsure)
Wielding a ranged weapon, can make AOOs out to one increment. (ranking unsure, balance unsure - this is spitballing)
Astral Construct?
Suggestion, if they fail the save they don’t realize they’re doing whatever was Suggested unless some external-to-the-action circumstance calls their attention to it, if they pass they cannot be affected for 24 hours.

Qwertystop
2014-09-07, 06:34 PM
Got a few comments from someone else who didn't want their name attached publicly to their comments, posting here for context/discussion:


In "Oneiric Invocations," you've worded the following oddly:

" At third level, you may instead choose an invocation from one of the other two Fantasies, but as one grade higher than they are listed below (a Least invocation from a non-primary Fantasy would be learned as a Lesser invocation, for example)."

I would recommend looking at the "Extra Invocation" feat in Complete Arcane for the way 3.5 worded it, which I think reads a bit easier.

In the table of conditional modifiers, I would sort them both by value (-15 to +15 to difficulty) and by what affects them (location vs acquaintance/attitude). Speaking of attitude, could use the table in Diplomacy for saying "+5 to DC for each step above Neutral towards Hostile, or -5 to DC for each step below neutral towards Friendly".

"Life Is But A Dream" can become a very easily abused ability if you're not careful. It's very easy to be rendered flat-footed (say, by being feinted against) so if you have a hireling spend every action they have feinting against you, you can maintain a very high DR (which, by the way, I'd make DR X/Magic, since magic can pierce dreams, or whatever) and a decent bonus to saves which stacks with the Paladin and Hexblade's bonuses.

In "Lingering Nightmare", "effect or condition on them" should be "effect or condition affecting them". As well, the line, "Also, they can recur within one week..." should probably be something more to the affect of, (as part of a new paragraph)

"Additionally, these effects may be designed to affect the target within one week. To do this, a "trigger" stimulus must be declared on selecting the effect to make linger."

The "Lucid Dreamer" class feature is a bit odd; I might suggest replacing it with "Skill Focus (Lucid Dreamer)", as that makes more sense for the system.

Overall, this seems like a rather weak class though. I don't know the Dream Scion feat, and have never used the dream feats from Heroes of Horror, (nor have I read them, as I dislike that book for other easily-abused reasons [coughcoughUndeadTaintedScholar]). "Life is but a dream" is the strongest feature, and while it seems the most like a "sleepwalker" ability, the others seem more to be dream-based than actually functioning while you're "sleepwalking" (which is referred to as "somnambulism").

Anyways, those are my thoughts on the class. Take it or leave it.
There was also a note of a copypaste error, which I will fix.

Tempestfury
2014-09-13, 07:20 AM
Wow... this is impressive. Not just a PrC, but an entirely new skill. I have to say, that it is an impressive class. Has crunch reasons to take it, but at the same time, amazing fluff that could lull people to take it, even if it doesn't fit them best mechanically. I'm not sure what I'll be able to comment on, but for Lingering Nightmare, what's the DC for the Will Save to negate the recur?

Apart from that, I'm not sure what else to say that isn't just a compliment... which PEACHing isn't really about imo.

Qwertystop
2014-09-13, 09:34 AM
Wow... this is impressive. Not just a PrC, but an entirely new skill. I have to say, that it is an impressive class. Has crunch reasons to take it, but at the same time, amazing fluff that could lull people to take it, even if it doesn't fit them best mechanically. I'm not sure what I'll be able to comment on, but for Lingering Nightmare, what's the DC for the Will Save to negate the recur?

Apart from that, I'm not sure what else to say that isn't just a compliment... which PEACHing isn't really about imo.

Thanks. Lucid Dreaming was actually already a (3.0) skill in Manual of the Planes, actually. It was just horribly done - it was made with the assumption that all dreaming was actually subconscious mental-only Plane Shifting to the plane of Dream. You could do nothing noncosmetic with it, except for the ability to pull someone else into the Dreamheart (place where everything is crazy, and if you die there you die in real life) and then leave. So most of it was fluff, except for one no-save-just-die at DC 25 and a Grapple check. So I fixed it.

Lingering Nightmare... yeah, that's a mistake. Standard Will save (half caster level plus ten plus Charisma mod), but I'll edit that in so it's actually written there now.

EDIT: I also just restricted Lingering Nightmare a little bit, because as written you could probably get away with triggering massive penalties off of "touching anything rough" for a guy who works in a quarry. Now it has to be more specific and not something they see all the time.

Jeff the Green
2014-09-14, 08:16 AM
Lessee. First, the nitpicky stuff:

"Fantasy benefit" is "Path benefit" in the table.
Emerging prison allows a Strength check but doesn't specify a DC.
The text of scene transition is missing something ("You can teleport over up to 60’ to make a full attack on a creature within as a full-round action."
How long does wearying blast keep them asleep?
A lot of your language is non-standard. E.g. "when doing so gives that creature a -2 morale penalty to saves" would usually read something like "a creature sharing its space with your unseen servant takes a -2 morale penalty to all saving throws." It's not a huge deal, but it's a good practice to avoid the confusion that can sometimes occur.
The "oppose" function says at one point that it's used as a readied action and in another as an immediate action.
You need to specify what kind of synergy it has with Autohypnosis and Concentration—which skill needs 5 ranks and which gets the bonus?



And more meaty.

Platonic images is kinda weird. What if you use it to cast orb of fire? Does the damage heal when you stop concentration?
Your Eldritch Minion needs at a minimum Wisdom, Charisma, and Dexterity scores. Otherwise it cannot attack (Dex - means its sessile) and cannot perceive its environment or distinguish between self and non-self—it is, in fact, an object. Also, its AC should be "30 (25 touch, 25 flat-footed)", and you should specify that it uses its creator's eldritch blast damage, as well as whether hellfire blast applies. Finally, it needs HD. Otherwise it gaining max HP if you just create it is meaningless.



Otherwise, I like this, particularly the juggling act of the Fantasy of the Warrior. I'd recommend a significant revision of the fantasy benefits, though. They're an ugly block of text and hard to read, a fact that isn't helped by some of the awkward wording.

I come from the PEACH exchange and would appreciate a look at the Hæmaturge in my sig.

Qwertystop
2014-09-14, 12:11 PM
Lessee. First, the nitpicky stuff:

"Fantasy benefit" is "Path benefit" in the table.
Emerging prison allows a Strength check but doesn't specify a DC.
The text of scene transition is missing something ("You can teleport over up to 60’ to make a full attack on a creature within as a full-round action."
How long does wearying blast keep them asleep?
A lot of your language is non-standard. E.g. "when doing so gives that creature a -2 morale penalty to saves" would usually read something like "a creature sharing its space with your unseen servant takes a -2 morale penalty to all saving throws." It's not a huge deal, but it's a good practice to avoid the confusion that can sometimes occur.
The "oppose" function says at one point that it's used as a readied action and in another as an immediate action.
You need to specify what kind of synergy it has with Autohypnosis and Concentration—which skill needs 5 ranks and which gets the bonus?


Nitpick responses:

Oops. Fixing as I write this.
Hm. You're right. Now to figure out what seems balanced. Any idea where I could find a list of average values (Strength scores, in this case) for certain CRs to balance this by? I remember seeing something like that but can't figure out where it was. The normal save DC formula doesn't work, because it's not a save.
Fixing as I write this - it's within reach from where you arrive.
My initial intent was that it just put them to sleep, after which point they wake up or not as normal. Thinking on it now, that's kind of weak. Does 1 minute per level or until woken up by (same terms as Sleep) sound good?
Fixing. Any other examples?
Supposed to be immediate, that was a relic of a previous version. Fixing.
Oops. Mutual with autohypnosis (5 ranks in either gives the bonus to the other), Concentration gives the bonus to Lucid Dreaming. Writing it in.



And more meaty.

Platonic images is kinda weird. What if you use it to cast orb of fire? Does the damage heal when you stop concentration?
Your Eldritch Minion needs at a minimum Wisdom, Charisma, and Dexterity scores. Otherwise it cannot attack (Dex - means its sessile) and cannot perceive its environment or distinguish between self and non-self—it is, in fact, an object. Also, its AC should be "30 (25 touch, 25 flat-footed)", and you should specify that it uses its creator's eldritch blast damage, as well as whether hellfire blast applies. Finally, it needs HD. Otherwise it gaining max HP if you just create it is meaningless.



Otherwise, I like this, particularly the juggling act of the Fantasy of the Warrior. I'd recommend a significant revision of the fantasy benefits, though. They're an ugly block of text and hard to read, a fact that isn't helped by some of the awkward wording.

I come from the PEACH exchange and would appreciate a look at the Hæmaturge in my sig.


That's odd. I had a good long explanation of what is and isn't a lasting effect, but it seems to have gone missing. I'll try to rewrite it - how's this sound: Anything caused directly by the spell disappears, but secondary effects caused by how things react to it don't. For example, casting Orb of Fire deals damage and stuns, so the damage would go away and the stun would end, but if someone's dead from the damage, they remain dead, just with a less burned corpse. Similar for healing or walls or whatever - someone healed out of being disabled would lose the HP restored, but if the healing enabled them to get to somewhere that could heal them further or bandage their wounds, they'd keep that. A Wall of Stone would vanish, but someone who ran into it and broke their nose would not have their nose healed. The goal is to make it not the most useful for blasting.
Bleh. Such are the hazards of asking around for ideas and then not thinking to error-check them. STR 10, DEX 10, CON -, INT -, WIS 1, CHA 1. HD equal to the damage dice of the Eldritch Blast that created it, so anything that gives bonus dice (Hellfire, assorted magic items I can't remember the name of, some more esoteric thing) would boost it (flat +X would not). Making it without an Eldritch Blast gives it maximum HP for HD equal to your unboosted Eldritch Blast. And I think it should probably be a Construct, not an Outsider.


Anyone got any ideas for how to reword the Benefits? I did my best, but won't deny they're pretty clumsy.

Will start on a look-through of the Haematurge now.

infinitetech
2014-10-05, 05:25 PM
cant decide where this would be of most use, maybe monk, or...

Qwertystop
2014-10-05, 06:01 PM
cant decide where this would be of most use, maybe monk, or...

Um. How do you get the idea this would fit with Monk at all? Because that's definitely not anywhere near what I intended.

infinitetech
2014-10-06, 01:54 AM
hehehe, i play certain monk types that are normally npc only, due to alignment... ce monks tend to be... scary... and they work, trust me, only other thing that would work with this would be my old puppeteer build, no matter what this is a good option,

Qwertystop
2014-10-06, 08:34 AM
hehehe, i play certain monk types that are normally npc only, due to alignment... ce monks tend to be... scary... and they work, trust me, only other thing that would work with this would be my old puppeteer build, no matter what this is a good option,

No, seriously. This has a prerequisite of three invocations known, advances invocations every level, and has a new invocation list as its main class feature.

Monk is not an invocation-using class.

infinitetech
2014-10-06, 11:48 PM
not normally, but a couple of the old C.E. monk variants counted almost as gestalt casters, they were banned often for a reason(besides what comes next -->). one i use in particular can take one class ability/feat/spell/most stuff of any sentient creature or character they kill in this one particularly gruesome way, basically think Silas from Heros, it is broken, aside from how it make you get a warping CE aura around you to mess up all social attempts and a few other things as well, but yeah, you basically end up being the one whom cannibalizes your fallen team, pun intended, of the bbg or... a lot of stuff counts, not some creatures, but once you get this one ability that lets you upgrade int/wis by draining yours by 1 temp and/or give an ability that you have knowledge of(this comes after the first one due to what its from) and/or take a permanent +1 to your stat if they had a higher stat than your base, (none of these specify ally just usually there isn't a reason to buff enemies) and this makes it so that you would have... plenty of those invocations to say the least, mwahhaha, just ignore the quiet little doctor in the robes, it doesn't matter that some of his patients seem to become recluses shortly after appointments, he tends to be funny and stay to himself most of the time, and his stitches seem to be almost magical in how they don't leave scars or anything

infinitetech
2014-10-06, 11:49 PM
broken old school classes for the win, though still not as broken as druid of decay tho i don't have his info anymore

Qwertystop
2014-10-06, 11:49 PM
Does anyone have any idea what this guy is talking about?

EDIT: So you're trying to claim that because of some Monk variant I've never heard of (again, a source would be nice), this prestige class for Invocation-users (so Warlocks and Dragonfire Adepts) is actually only a Monk class?

infinitetech
2014-10-07, 03:38 AM
no, i just never see those classes as a top choice, and thematically they dont fit in most of my campaigns, thus the original comment, sorry for confusion, if i was to use them more this would work great i am sure