qazzquimby
2015-06-03, 12:37 AM
DREAMSCAPE CONDUIT
Dreamspeaker (http://www.giantitp.com/forums/showsinglepost.php?p=13328705&postcount=10)Dreamspeaker
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Extractor (http://www.giantitp.com/forums/showthread.php?253301-sirpercival-s-Incarnum-menagerie-(PEACH)&p=14629720#post14629720)Extractor
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Sleepwalker (http://www.giantitp.com/forums/showthread.php?359834-Life-is-but-a-dream-Sleepwalker-(Base-class)-(PEACH))
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DreamwalkerDreamwalker (http://www.giantitp.com/forums/showthread.php?205419-Base-Class-The-Dreamwalker)
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Resider-in-DreamsResider-in-Dreams (http://www.giantitp.com/forums/showsinglepost.php?p=13157506&postcount=3)
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You know, stuff I did.
http://img09.deviantart.net/03f1/i/2009/309/0/4/sandman_by_faqy.jpg
This is intended to be tier 2, and is probably harder to play than most casters due to its nuances. Later level abilities give a lot of power to alter the world around them, and they could be terrifying villains.
"See the world through my eyes. See the milk drip from the glass sky, see dead feet pile up like snow. You're docking now, spent most your life away from home. With your eely memories looking around your daily betrayal, concepts burned to never. No one else breathes the lies and no one else can save you."
-Name unknown, Dreamscape Conduit
The planes collide at times, as is widely known. Underground rifts to the plane of fire spew magma to the surface. These tears do not discriminate when they rupture our aether, and it is possible, though impossibly unlikely, for a person to be the line of least resistance. This person does not always die, but may become a stopper, withholding and channeling the infinite power trying to push through them. So it goes with the dreamscape.
Rather than having great power thrust upon them, some have, through study or ritual, determined the location of the next rift and guided it to their bodies. Such powers are not without cost as the unending torrent can drive some mad, and will never allow a normal life. In most cases, dreamscape conduits are misunderstood at best, and hunted at worst.
MAKING A DREAMSCAPE CONDUIT
Adventures: Few Dreamscape Conduits follow the same path. The afflicted often try to stay hidden, knowing that their powers will often be feared and hated, and but may adventure to try to deny that life, or prove themselves. Those with a great goal or passion might become a Dreamscape Conduit to futher that goal. Those with such focus are by far the most dangerous.
Characteristics:Dreamscape Conduits take the role of a controller, easily painting the battlefield and eliminating key targets, but not comfortable in melee. There are usually many ways a Dreamscape Conduit can approach a problem.
Alignment: Many Dreamscape Conduits lose their alignments after ascending, as the vast scope of things makes their previous ideals seem small and pointless. Others remain true to their past selves and use further their goals or ideals. Evil creatures may be more drawn to the Dreamscape Conduit for its meddling and manipulative nature, while good creatures may utilize its non-lethal and protective abilities.
Races: While humans and other power hungry races are most likely to subject their body to a Dreamscape rift, some shamanic races may do the same to become more in tune with the mutliverse, and/or some ancestors they might have. Absolutely any race can have the power given to them unwillingly, though most unintelligent races are quickly destroyed by it. Dream Dwarves need not be mentioned.
Other Classes: Most mundane classes might treat the Dreamscape Conduit as a generic caster, though those more in tune with magic are likely to have much stronger feelings. Wizards often feel uncomfortable with the wild and uncontrolled nature of their power, while sorcerers are more understanding. Xenotheurgists and Dreamscape Conduits see each other as cut from the same cloth, and will often provide help and shelter to one another.
Abilities: Dreamscape Conduits can be effective no matter what the shape of their mind. Intelligence gives them a wider variety of spells to emulate, while Wisdom will enhance their lucid dreaming and allow them to attempt more difficult spells. Charisma is their casting stat, so that matters too. Constitution will help the Dreamscape Conduit maintain concentration, as well as stay alive, if that interests them.
Starting Gold: 5d4 x 10gp (125 gp)
Starting Age: As rogue
CLASS SKILLS
The Dream Conduit's class skills (and the key ability for each skill) are Autohypnosis(Wiz), Bluff (Cha), Concentration (Con), Decipher Script(Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Listen (Wis), Lucid Dreaming (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis)
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Hit Dice: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Oneiric self, Dream channeler, Dreamwalker (send message), Fugue state (2 maneuvers)
2nd
+1
+0
+0
+3
Exhausting presence, Fugue stance
3rd
+1
+1
+1
+3
Dreamwalker (observe dream, divination)
4th
+2
+1
+1
+4
Neverwaking mind suffocation, Lucid projection, Fugue state (3 maneuvers)
5th
+2
+1
+1
+4
Wading through dreams I, Dreamwalker (1 hour minimum)
6th
+3
+2
+2
+5
Absentminded teleport (single), Fugue state (4 maneuvers)
7th
+3
+2
+2
+5
Untethered dream, Lucid life (full round minimum)
8th
+4
+2
+2
+6
Unaware/never care (obstacles), Dreamwalker (30 minute minimum, 2 saves)
9th
+4
+3
+3
+6
Wading through dreams II, Rift to dreamscape (black labyrinth), Fugue state (5 maneuvers)
10th
+5
+3
+3
+7
Unaware/never care (attacks), Lucid life (5 round delay for swift action), Dreamwalker (15 minute minimum, durations doubled), Oneiric Self (4 hour recovery)
11th
+5
+3
+3
+7
Neverwaking mind suffocation (stalking), Fugue state (6 maneuvers)
12th
+6/+1
+4
+4
+8
Unaware/never care (penalties), Lucid life (no concentration, possible standard)
13th
+6/+1
+4
+4
+8
Wading through dreams III, Absentminded teleport (mass), Dreamwalker (5 minute minimum, two dreamselves)
14th
+7/+2
+4
+4
+9
Unaware/never care (saves), Rift to dreamscape (1/2 level in spells), Fugue state (7 maneuvers)
15th
+7/+2
+5
+5
+9
Lucid life (3 round delay for swift action), Dreamwalker (1 minute minimum, 3 saves), Oneiric self (2 hour recovery)
16th
+8/+3
+5
+5
+10
Neverwaking mind suffocation (restless sleep), Fugue state (8 maneuvers)
17th
+8/+3
+5
+5
+10
Wading through dreams IV, Lucid life (minimum time standard, possible move)
18th
+9/+4
+6
+6
+11
Rift to dreamscape (1.5 x level in spells), Dreamwalking (full round minimum, quadrupled duration, infinite dreamselves)
19th
+9/+4
+6
+6
+11
Fugue state (9 maneuvers), Dream disruption
20th
+10/+5
+6
+6
+12
Oneiric Somnolence, Oneiric self (1 hour recovery)
This class encourages the use of Qwertystop's Lucid Dreaming fix, though using Wisdom instead of the original Charisma.
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
Realize you are dreaming: Exactly what it says. Also, if you do not know you are dreaming, you cannot make other Lucid Dreaming checks. If someone in a shared dream makes a Lucid Dreaming check that affects you, you automatically know you are dreaming.
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. However, the target (creature being changed) gets a Will save to resist, and can oppose the change (see Oppose) at the same time (without having to ready an action). 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,” possibly 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).
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 a 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 a readied 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 subtracted from the check of the person trying to make a change. If the result, after subtraction, does not pass the DC to make the change, the change does not occur.
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,” “Cause aesthetic change to yourself or the environment,” “Create mundane object,” and opposed checks.
Synergies: Autohypnosis, Concentration
CLASS FEATURES
Weapon Proficienceis: As a Dreamscape Conduit, you gain proficiency with all simple wapons and with light armor, but not with shields.
/1/ Oneiric Self (Ex): As soon as you take the 1st level of this class, you are permanently treated as if you are asleep. You dream of the reality you are sleepwalking through in major respects, but aesthetic details my change frequently, and need not have any semblance to reality. This is mostly internal; outwardly, you seem perfectly awake, if a bit odd. While in this default state, you are said to be in your waking dream.
You are effectively blind, but dream about your body's experiences. Though your dream may mismatch reality in some ways, these never disadvantage you. If it is ever important for a detail to be preserved, you can see it normally. In less critical cases, you may see things in a generic or symbolic manner, such as seeing a dog as a generic fuzzy creature, or as another animal that loosely resembles the dog. If the DM wishes, they may describe your waking dream, usually to include some sort of subtle symbolism, though in most cases the player is able to detail the dream as they see fit. This should never mechanically effect you unless the DM is describing the dream.
You are immune to sleep effects or anything that would affect your dreams (such as the nightmare spell), though you can lift the latter immunity at will, on a per-effect basis. You automatically pass any Lucid Dreaming checks to know if you are dreaming.
If you spend 8 hours without using any abilities with limited uses (maneuvers, spells from other classes, x/day effects, etc.), you gain the benefits of an 8 hour rest, and can trigger any effects caused by having an 8 hour rest, such as readying maneuvers. Note that this is intended to allow you to stay active during party downtime when you would normally have to sleep. Meticulously keeping track of how long its been since you last used a limited use ability will be a huge pain for everyone, so keep it to party downtime.
/10/ At 10th level, you must only spend 4 hours without using limited abilities to gain the same benefits.
/15/ At 15th level, you must spend only 2 hours.
/20/ At 20th level, you must spend only 1 hour.
/1/ Your consciousness can move between dreams you have access to, though initially this is only your waking dream and dreams of creatures you can target (see Dreamwalker). Sending your consciousness (or a consciousness, if you have more than one) to any other dream takes a swift action, unless noted otherwise. If your consciousness leaves your waking dream, you are considered to be outside of your waking dream. In this state, your body is entirely unresponsive, as if in a deep trance, and are considered helpless. Upon leaving your waking dream, you may either stop moving and perform no actions, or perform a move action, and repeat that exact move action every round until returning to your waking dream, as far as is possible. Leaving your waking dream always provokes an opportunity attack. While outside your waking dream you are considered to be in a dreamtouched state for the purpose of prerequisites, but gain no other benefits of a dreamtouched state. While outside of your waking dream, you are aware of damage taken by your body, but can sense nothing else your body senses.
/1/ Dream Channeler (Su): You are able to force creature's minds into the dreamscape, regardless of whether they were designed to enter. If a creature is not immune to compulsions, it is considered a creature that sleeps for all purposes of your abilities, losing any immunity to sleep effects. As such, while the creature may not sleep naturally, it can be put to sleep and partake in dreams.
/1/ Dreamwalker (Su): You learn to push into the dreams of those around you. You gain a dreamwalking radius of 100ft per class level. You can invade the dream of any sleeping creature you touch, though doing so causes you to be out of your waking dream for the duration. You can use lucid dreaming in any of the dreams you invade. Entering a creature's dream is a swift action, though exiting is considerably harder and requires two consecutive full round actions. If a creature is wary of forces entering its dreams or is trained to resist compulsions, a Will save is allowed to block entry. If they succeed, you cannot attempt to invade their dream until they have awoken and fallen asleep again.
At 1st level, you can insert your presence into a dream, though only barely. You cannot sense the dream, and can only interact subtly with the sleeping creature. You can appear in the creature's dream, and can choose any appearance, or make yourself appear in context with the setting. You may relay messages, vague feelings, or premonitions to the creature, as the dream spell. Because you cannot sense the dream, you cannot hear any response from the creature. In many regards, this acts like a more flexible Minor Dream.
Whenever you are in another creature's dream, when you are first within line of effect with the creature, even if they cannot detect you, you must make succeed at a bluff vs sense motive check or they identify the intruder as you. If they have not met you before, they will recognize you from their dream if they later encounter you.
/3/At 3rd level, you can observe the dreams you invade. Being able to sense the dream makes you able to interact more naturally with the sleeping creature, and use Lucid Dreaming beyond just blindly mucking about. In addition, you can try to learn from the dream. This functions as a Divination (http://www.d20srd.org/srd/spells/divination.htm) spell with no components, usable once per uninterrupted sleep, though the subject of the question must be in relation to the sleeping creature's thoughts, feelings, knowledge, or memories.
/5/ At 5th level, you can easily toy with the minds of your victims. You know a number of Dreamwalking spells equal to twice your Intelligence modifier, minimum 2 spells. None of the Dreamwalking spells can be higher than half your level, and can change up to half of the Dreamwalking spells you know after a full rest. Dreamwalking spells can only be Enchantment (compulsion) spells, or spells that only target sleeping creatures. You cannot emulate a spell with an xp cost.
You may attempt to emulate a Dreamwalking spell you know by spending the casting time (minimum of one hour) taking consecutive full round actions in the target creature's dream. You ignore all other components of the spell. If the target is allowed a will save, they make it immediately (despite being asleep). If they pass the save, you are immediately ejected from the dream, and cannot reenter their dream until they have awoken and fallen asleep again. No Dreamwalking spell can function outside of your dreamwalking radius. All Dreamwalking spells come into effect when the creature next wakes up.
Rather than needing to touch the target, you may attempt to enter the dreams of any creature you are aware of within your dreamwalking radius.
/8/ At 8th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to 30 minutes. If the target makes their Will save, you may immediately force another Will save. If they pass, you are ejected as usual. If they fail, your spell still fails, but you are not ejected from the dream.
/10/ At 10th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to 15 minutes. The duration of all your Dreamwalking spells is doubled, when applicable.
/13/ At 13th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to 5 minutes. Your consciousness can exist in two places at once, such as existing in a creature's dream and your waking dream, or existing in two dreams at the same time. Each dreamself you maintain simultaneously (including your physical body) has a full set of actions, but share resources such as health and maneuvers. You can never have multiple of your consciousnesses in the same dream (You could have one in your untethered dream and one in your waking dream, but could not have two in one dream).
/15/ At 15th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to 1 minute. If the target fails their second Will save, the spell succeeds and you are not ejected as normal. If they pass, you may force a third save, functioning as the second save previously did.
/18/ At 18th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to a full round action. All durations are quadrupled, instead of doubled, where appropriate. You consciousness can exist in any number of places at once.
/1/ Fugue State (Su): After a full rest, you choose and ready a number of maneuvers from the Infinite Shore (http://www.ruleofcool.com/smf/index.php/topic,776.0.html) discipline, based on your class level. You may ready one maneuver at 1st level, and additional maneuvers as shown on the class table. The maximum level of a maneuver you can use is equal to half your level, rounded up. You can only have one maneuver of any given level, unless you forgo having a maneuver of a higher level (for example, if you have access to 5th level maneuvers, you could not have two 5th level maneuvers readied, but if you had no 5th level maneuvers, you could have two 4th level maneuvers. This is similar to using spell slots to hold lower level spells.) Your initiator level is equal to your class level (plus half levels in non-initiating classes, as normal). You need not meet the prerequisites, other than minimum initiator level, for the maneuvers you choose. You begin each encounter with all your maneuvers readied. Any time you spend a round outside of your waking dream, in which you do not take damage, you may recover one expended maneuver you have readied.
After your next full rest, you ready new maneuvers and lose any unexpended maneuvers, though you can select the same maneuvers to ready again. You cannot ready the same maneuver multiple times to use it more than once between rests.
/2/ Fugue Stance (Su): When readying your maneuvers for the day, you may choose to ready one fewer maneuver that day. If you do, you choose one Infinite Shore stance for which you meet the initiator level prerequisite. You may leave and enter that stance freely throughout the day, using the normal rules for stances.
/2/ Exhausting presence (Su): As a full round action spent outside your waking dream, you may expend a maneuver to pressure the minds of a creature within 15ft of your body towards sleep. You do not recovery maneuvers during this round. Whatever effect is being applied, a Will save (DC 10 + 1/2 Class level + Charisma modifier) negates.
A creature with HD up to 3 times the level of the maneuver or less is fatigued for one minute per level.
A creature with HD up to 2 times the level of the maneuver or less is instead exhausted for one minute per level.
A creature with HD up to the level of the maneuver or less is instead put to sleep, as per the sleep (http://www.d20srd.org/srd/spells/sleep.htm) spell, for one minute per level.
/4/ Neverwaking Mind Suffocation (Ex): At 4th level, you may expand your ever-sleeping nature outwards, making all sleep within your dreamwalking radius sluggishly deep. Any creature that would wake up within the radius must make a Will Save (DC of 10 + 1/2 Class Level + Charisma modifier), or continue sleeping. If they were waking naturally, such as after a night’s rest or at the end of the duration of a sleep effect, they continue sleeping for 1d4 hours more, at which point they must attempt the save again. You can activate or deactivate this ability as a free action. You are aware of the locations all creatures sleeping within your dreamwalking radius, though you cannot find specific creatures this way.
/11/ At 11th level, as a free action, you can learn the location of a specific sleeping creature within your dreamwalking radius.
/16/ At 16th level, you can choose to have sleep within your dreamwalking radius not count as rest for any purpose. This does not affect you.
/4/ Lucid Projection (Su): Your subconscious is a powerful thing, able to affect the world around you even when you don't intend. Often the result is helpful, but other times it can sabotage your plans, as your mental skeletons escape the closet.
At 4th level, you gain a Lucid Projection, which functions as a cohort of your Class level -3. However, the Projection does not exist all the time. At the beginning of each encounter, there is a 20% chance that the Lucid Projection appears from a place no one is looking within 100ft of you. The DM determines if and where the Lucid Projection appears. In addition, the Lucid Projection will always appear if you are under 1/4 your max health and in a dangerous situation.
When a Lucid Projection appears, it has all your knowledge of the situation, and is initially Friendly towards you and your allies. However, the Projection is fickle; each round that it exists, you must make a Will save (DC 13 + Projection's HD +2 x the number of successful saves) or the Projection turns Hostile towards you and your allies.
/5/ Wading through Dreams (Ex): You have some awarness of your body while outside of your waking dream. At 5th level, you are no longer helpless, and may make saving throws, albeit at a -4 penalty. However, you are still considered to be flat-footed. You may make listen checks at a -8 penalty.
/9/ At 9th level, you may make saving throws while outside your waking dream at no penalty. You may now make listen checks at a -4 penalty. Returning to your waking dream from another dream requires only one full round action.
/13/ At 13th level, you are no longer considered flat-flooted against melee attacks, though you are till considered flat-flooted against ranged attacks. You may make listen checks at a -2 penalty. Returning to your waking dream from another dream requires only a standard action.
/17/ At 17th level, you are not flat-flooted against ranged attacks. You may make listen checks at no penalty. Returning to your waking dream from another dream requires only a swift action.
/6/ Absentminded Teleport (Su): The relationship with the world becomes closer to that of a dream, and the strength of narrative grows more important than the rules of logic. While not engaged in any activity, and with nothing of interest going on around you, you may teleport to any location you have seen within your dreamwalking radius.
/13/ At 13th level, you may bring any number of willing creatures within 10ft when you teleport.
/7/ Untethered Dream (Ex): You gain a new dream to send your consciouness, called your untethered dream, which releases it from the confines of your body, but continues dreaming the world around you. While your consciousness is in your untethered dream, you project an invisible, silenced and incorporeal dreamself that cannot leave your dreamwalking radius. It can be seen (by things that can see invisible silenced incorporeal creatures) but not otherwise affect the world in any way.
/7/ Lucid Life (Su): At 7th level, your waking dream bleeds into the world around you. You know a number of Lucid Life spells equal to twice your Intelligence Modifier, minimum 2 spells. Each spell you know can be of any level, and can change half the spells you know after a full rest. Lucid Life spells can only be conjuration(summoning), conjuration(creation), evocation and illusion(shadow) spells. Any Lucid Life spell you emulate is considered to be an illusion(shadow) spell, and has a quasireality of 10%*spell level, if it did not have one already. You may (and are very much encouraged to) refluff any spell you emulate in any way that does not obscure its function. You cannot emulate a spell with an xp cost.
You may attempt to emulate a Lucid Life spell you know by spending the casting time (minimum of a full round action) and expending a maneuver, which provokes an opportunity attack. You ignore all other components of the spell. You may then make a lucid dreaming check against a DC of 20 + double the spell level. When making this check, you add the maneuver level to the roll, and ignore and modifiers besides your ranks, wisdom mod, and the maneuver level. If you are successful, the spell is emulated with a caster level equal to your level. On failure, the maneuver is still expended. After emulating the spell, if you lose concentration during the spell’s duration, the effect ends. No Lucid Life spell can function outside of your dreamwalking radius.
/10/ At 10th level, by delaying the emulation of the spell by 5 rounds, you may make the check as a swift action.
/12/ At 12th level, your spells no longer require concentration to maintain. By increasing the DC of a spell emulation by 6, you may lower the minimum action to perform it as a standard action
/15/ At 15th level, by delaying the emulation of the spell by 3 rounds, instead of 5, you may make the check as a swift action which does not provoke opportunity attacks.
/17/ At 17th level, the minimum action to perform a spell emulation is always a standard action, and by increasing the DC of a spell emulation by 6, you may perform it as a move action.
/8/ Unaware/Never Care (Ex): Your physical form is just another dreamself, and if everything's all in your head, what does that say about the things you don't know about? At 8th level, obstacles which you are unaware of cannot obstruct you. Locks and bars on the other side of a door do not prevent you from opening it (though when the door is closed again, they remain in place), pressure plates and tripwires do not trigger, and you will never collide with an exceptionally clean pane of glass. Locks, traps, and similar things that would normally require a check to bypass, can only be bypassed automatically if their Open Lock or Disable Device DC is less than your Class level + 10. Those which are higher can still be bypassed with a Lucid Dreaming check (made automatically when attempting to bypass them) against the same DC. If bypassed, you remain unaware of the obstacle.
/10/ At 10th level, you can add your Charisma modifier as an untyped bonus to your AC when flat-footed or otherwise unaware of the attack. If such an attack misses you, you do not notice, but to anyone else the attack appears to connect.
/12/ AT 12th level, you can negate any penalties to your attack and damage rolls (up to your Charisma modifer for each, per attack) that are caused by things which you are unaware of (such as spells without visible effects).
/14/ At 14th level, you can add your Charisma modifier to your saving throws when flat-footed or otherwise unaware of what you're saving against. If the save negates, you notice nothing.
/9/ Rift to Dreamscape (Ex): Upon falling into negative hit points, the portal to the dreamspace inside you tears open into the world. This functions as a heavily refluffed Black Labyrinth (http://archive.wizards.com/default.asp?x=dnd/we/20070307a) spell targeting the area within your dreamwalking radius. If you have a lucid projection at the time, it regains all lost health and immediately turns its attention to whoever or whatever killed you, if applicable, resetting the number of successful saves to prevent it from becoming hostile. You remain conscious and alive as long as you maintain concentration, with all concentration DCs increased by the number of hit points you are below 0. If your hp is increased to 0 or higher, your dreamwalking radius for all new effects (not effects ongoing, such as the black labyrinth effect or Lucid Life spells) is reduced to 5ft, and doubles every time you take an 8 hour rest, until it reaches its normal value. You may lower your health to -1 as a swift action, though this does not cause your lucid projections to attack you.
/14/ At 14th level, upon falling into negative hit points, in addition to as causing the black labyrinth effect, you may cast any Lucid Life spells you know that affect a radius of at least 100ft per level, so long as the total of the spell levels is not higher half your level. These spells target your entire dreamwalking radius, and never distinguish allies or the caster from enemies. If you do not have a lucid projection when you fall into negative hp, one appears.
/18/ At 18th level, the total of spell levels you may cast is increased to three times your level. When you fall into negative hp, lucid projections appear until you have a total of 5 lucid projections.
/19/ Dream Disruption (Ex): As a full round action spent outside of your waking dream, you can change the planar traits within your dreamwalking radius. The area gains Subjective Directional Gravity, Erratic Time, Strongly Chaos-Aligned and Wild Magic (as detailed here (http://paizo.com/pathfinderRPG/prd/mastery/planarAdventures.html)) traits until you lose concentration.
/20/ Oneiric Somnolence (Su): At 20th level, you can no longer be hindered. You gain the incorporeal and Void (http://archive.wizards.com/default.asp?x=dnd/mm/20031219a) subtypes. While within 5ft of a sleeping creature, you may teleport as a free action to a point within 5ft of any other sleeping creature within your dreamwalking radius.
Dreamspeaker (http://www.giantitp.com/forums/showsinglepost.php?p=13328705&postcount=10)Dreamspeaker
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Extractor (http://www.giantitp.com/forums/showthread.php?253301-sirpercival-s-Incarnum-menagerie-(PEACH)&p=14629720#post14629720)Extractor
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Sleepwalker (http://www.giantitp.com/forums/showthread.php?359834-Life-is-but-a-dream-Sleepwalker-(Base-class)-(PEACH))
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DreamwalkerDreamwalker (http://www.giantitp.com/forums/showthread.php?205419-Base-Class-The-Dreamwalker)
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Resider-in-DreamsResider-in-Dreams (http://www.giantitp.com/forums/showsinglepost.php?p=13157506&postcount=3)
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You know, stuff I did.
http://img09.deviantart.net/03f1/i/2009/309/0/4/sandman_by_faqy.jpg
This is intended to be tier 2, and is probably harder to play than most casters due to its nuances. Later level abilities give a lot of power to alter the world around them, and they could be terrifying villains.
"See the world through my eyes. See the milk drip from the glass sky, see dead feet pile up like snow. You're docking now, spent most your life away from home. With your eely memories looking around your daily betrayal, concepts burned to never. No one else breathes the lies and no one else can save you."
-Name unknown, Dreamscape Conduit
The planes collide at times, as is widely known. Underground rifts to the plane of fire spew magma to the surface. These tears do not discriminate when they rupture our aether, and it is possible, though impossibly unlikely, for a person to be the line of least resistance. This person does not always die, but may become a stopper, withholding and channeling the infinite power trying to push through them. So it goes with the dreamscape.
Rather than having great power thrust upon them, some have, through study or ritual, determined the location of the next rift and guided it to their bodies. Such powers are not without cost as the unending torrent can drive some mad, and will never allow a normal life. In most cases, dreamscape conduits are misunderstood at best, and hunted at worst.
MAKING A DREAMSCAPE CONDUIT
Adventures: Few Dreamscape Conduits follow the same path. The afflicted often try to stay hidden, knowing that their powers will often be feared and hated, and but may adventure to try to deny that life, or prove themselves. Those with a great goal or passion might become a Dreamscape Conduit to futher that goal. Those with such focus are by far the most dangerous.
Characteristics:Dreamscape Conduits take the role of a controller, easily painting the battlefield and eliminating key targets, but not comfortable in melee. There are usually many ways a Dreamscape Conduit can approach a problem.
Alignment: Many Dreamscape Conduits lose their alignments after ascending, as the vast scope of things makes their previous ideals seem small and pointless. Others remain true to their past selves and use further their goals or ideals. Evil creatures may be more drawn to the Dreamscape Conduit for its meddling and manipulative nature, while good creatures may utilize its non-lethal and protective abilities.
Races: While humans and other power hungry races are most likely to subject their body to a Dreamscape rift, some shamanic races may do the same to become more in tune with the mutliverse, and/or some ancestors they might have. Absolutely any race can have the power given to them unwillingly, though most unintelligent races are quickly destroyed by it. Dream Dwarves need not be mentioned.
Other Classes: Most mundane classes might treat the Dreamscape Conduit as a generic caster, though those more in tune with magic are likely to have much stronger feelings. Wizards often feel uncomfortable with the wild and uncontrolled nature of their power, while sorcerers are more understanding. Xenotheurgists and Dreamscape Conduits see each other as cut from the same cloth, and will often provide help and shelter to one another.
Abilities: Dreamscape Conduits can be effective no matter what the shape of their mind. Intelligence gives them a wider variety of spells to emulate, while Wisdom will enhance their lucid dreaming and allow them to attempt more difficult spells. Charisma is their casting stat, so that matters too. Constitution will help the Dreamscape Conduit maintain concentration, as well as stay alive, if that interests them.
Starting Gold: 5d4 x 10gp (125 gp)
Starting Age: As rogue
CLASS SKILLS
The Dream Conduit's class skills (and the key ability for each skill) are Autohypnosis(Wiz), Bluff (Cha), Concentration (Con), Decipher Script(Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Listen (Wis), Lucid Dreaming (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis)
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Hit Dice: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Oneiric self, Dream channeler, Dreamwalker (send message), Fugue state (2 maneuvers)
2nd
+1
+0
+0
+3
Exhausting presence, Fugue stance
3rd
+1
+1
+1
+3
Dreamwalker (observe dream, divination)
4th
+2
+1
+1
+4
Neverwaking mind suffocation, Lucid projection, Fugue state (3 maneuvers)
5th
+2
+1
+1
+4
Wading through dreams I, Dreamwalker (1 hour minimum)
6th
+3
+2
+2
+5
Absentminded teleport (single), Fugue state (4 maneuvers)
7th
+3
+2
+2
+5
Untethered dream, Lucid life (full round minimum)
8th
+4
+2
+2
+6
Unaware/never care (obstacles), Dreamwalker (30 minute minimum, 2 saves)
9th
+4
+3
+3
+6
Wading through dreams II, Rift to dreamscape (black labyrinth), Fugue state (5 maneuvers)
10th
+5
+3
+3
+7
Unaware/never care (attacks), Lucid life (5 round delay for swift action), Dreamwalker (15 minute minimum, durations doubled), Oneiric Self (4 hour recovery)
11th
+5
+3
+3
+7
Neverwaking mind suffocation (stalking), Fugue state (6 maneuvers)
12th
+6/+1
+4
+4
+8
Unaware/never care (penalties), Lucid life (no concentration, possible standard)
13th
+6/+1
+4
+4
+8
Wading through dreams III, Absentminded teleport (mass), Dreamwalker (5 minute minimum, two dreamselves)
14th
+7/+2
+4
+4
+9
Unaware/never care (saves), Rift to dreamscape (1/2 level in spells), Fugue state (7 maneuvers)
15th
+7/+2
+5
+5
+9
Lucid life (3 round delay for swift action), Dreamwalker (1 minute minimum, 3 saves), Oneiric self (2 hour recovery)
16th
+8/+3
+5
+5
+10
Neverwaking mind suffocation (restless sleep), Fugue state (8 maneuvers)
17th
+8/+3
+5
+5
+10
Wading through dreams IV, Lucid life (minimum time standard, possible move)
18th
+9/+4
+6
+6
+11
Rift to dreamscape (1.5 x level in spells), Dreamwalking (full round minimum, quadrupled duration, infinite dreamselves)
19th
+9/+4
+6
+6
+11
Fugue state (9 maneuvers), Dream disruption
20th
+10/+5
+6
+6
+12
Oneiric Somnolence, Oneiric self (1 hour recovery)
This class encourages the use of Qwertystop's Lucid Dreaming fix, though using Wisdom instead of the original Charisma.
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
Realize you are dreaming: Exactly what it says. Also, if you do not know you are dreaming, you cannot make other Lucid Dreaming checks. If someone in a shared dream makes a Lucid Dreaming check that affects you, you automatically know you are dreaming.
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. However, the target (creature being changed) gets a Will save to resist, and can oppose the change (see Oppose) at the same time (without having to ready an action). 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,” possibly 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).
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 a 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 a readied 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 subtracted from the check of the person trying to make a change. If the result, after subtraction, does not pass the DC to make the change, the change does not occur.
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,” “Cause aesthetic change to yourself or the environment,” “Create mundane object,” and opposed checks.
Synergies: Autohypnosis, Concentration
CLASS FEATURES
Weapon Proficienceis: As a Dreamscape Conduit, you gain proficiency with all simple wapons and with light armor, but not with shields.
/1/ Oneiric Self (Ex): As soon as you take the 1st level of this class, you are permanently treated as if you are asleep. You dream of the reality you are sleepwalking through in major respects, but aesthetic details my change frequently, and need not have any semblance to reality. This is mostly internal; outwardly, you seem perfectly awake, if a bit odd. While in this default state, you are said to be in your waking dream.
You are effectively blind, but dream about your body's experiences. Though your dream may mismatch reality in some ways, these never disadvantage you. If it is ever important for a detail to be preserved, you can see it normally. In less critical cases, you may see things in a generic or symbolic manner, such as seeing a dog as a generic fuzzy creature, or as another animal that loosely resembles the dog. If the DM wishes, they may describe your waking dream, usually to include some sort of subtle symbolism, though in most cases the player is able to detail the dream as they see fit. This should never mechanically effect you unless the DM is describing the dream.
You are immune to sleep effects or anything that would affect your dreams (such as the nightmare spell), though you can lift the latter immunity at will, on a per-effect basis. You automatically pass any Lucid Dreaming checks to know if you are dreaming.
If you spend 8 hours without using any abilities with limited uses (maneuvers, spells from other classes, x/day effects, etc.), you gain the benefits of an 8 hour rest, and can trigger any effects caused by having an 8 hour rest, such as readying maneuvers. Note that this is intended to allow you to stay active during party downtime when you would normally have to sleep. Meticulously keeping track of how long its been since you last used a limited use ability will be a huge pain for everyone, so keep it to party downtime.
/10/ At 10th level, you must only spend 4 hours without using limited abilities to gain the same benefits.
/15/ At 15th level, you must spend only 2 hours.
/20/ At 20th level, you must spend only 1 hour.
/1/ Your consciousness can move between dreams you have access to, though initially this is only your waking dream and dreams of creatures you can target (see Dreamwalker). Sending your consciousness (or a consciousness, if you have more than one) to any other dream takes a swift action, unless noted otherwise. If your consciousness leaves your waking dream, you are considered to be outside of your waking dream. In this state, your body is entirely unresponsive, as if in a deep trance, and are considered helpless. Upon leaving your waking dream, you may either stop moving and perform no actions, or perform a move action, and repeat that exact move action every round until returning to your waking dream, as far as is possible. Leaving your waking dream always provokes an opportunity attack. While outside your waking dream you are considered to be in a dreamtouched state for the purpose of prerequisites, but gain no other benefits of a dreamtouched state. While outside of your waking dream, you are aware of damage taken by your body, but can sense nothing else your body senses.
/1/ Dream Channeler (Su): You are able to force creature's minds into the dreamscape, regardless of whether they were designed to enter. If a creature is not immune to compulsions, it is considered a creature that sleeps for all purposes of your abilities, losing any immunity to sleep effects. As such, while the creature may not sleep naturally, it can be put to sleep and partake in dreams.
/1/ Dreamwalker (Su): You learn to push into the dreams of those around you. You gain a dreamwalking radius of 100ft per class level. You can invade the dream of any sleeping creature you touch, though doing so causes you to be out of your waking dream for the duration. You can use lucid dreaming in any of the dreams you invade. Entering a creature's dream is a swift action, though exiting is considerably harder and requires two consecutive full round actions. If a creature is wary of forces entering its dreams or is trained to resist compulsions, a Will save is allowed to block entry. If they succeed, you cannot attempt to invade their dream until they have awoken and fallen asleep again.
At 1st level, you can insert your presence into a dream, though only barely. You cannot sense the dream, and can only interact subtly with the sleeping creature. You can appear in the creature's dream, and can choose any appearance, or make yourself appear in context with the setting. You may relay messages, vague feelings, or premonitions to the creature, as the dream spell. Because you cannot sense the dream, you cannot hear any response from the creature. In many regards, this acts like a more flexible Minor Dream.
Whenever you are in another creature's dream, when you are first within line of effect with the creature, even if they cannot detect you, you must make succeed at a bluff vs sense motive check or they identify the intruder as you. If they have not met you before, they will recognize you from their dream if they later encounter you.
/3/At 3rd level, you can observe the dreams you invade. Being able to sense the dream makes you able to interact more naturally with the sleeping creature, and use Lucid Dreaming beyond just blindly mucking about. In addition, you can try to learn from the dream. This functions as a Divination (http://www.d20srd.org/srd/spells/divination.htm) spell with no components, usable once per uninterrupted sleep, though the subject of the question must be in relation to the sleeping creature's thoughts, feelings, knowledge, or memories.
/5/ At 5th level, you can easily toy with the minds of your victims. You know a number of Dreamwalking spells equal to twice your Intelligence modifier, minimum 2 spells. None of the Dreamwalking spells can be higher than half your level, and can change up to half of the Dreamwalking spells you know after a full rest. Dreamwalking spells can only be Enchantment (compulsion) spells, or spells that only target sleeping creatures. You cannot emulate a spell with an xp cost.
You may attempt to emulate a Dreamwalking spell you know by spending the casting time (minimum of one hour) taking consecutive full round actions in the target creature's dream. You ignore all other components of the spell. If the target is allowed a will save, they make it immediately (despite being asleep). If they pass the save, you are immediately ejected from the dream, and cannot reenter their dream until they have awoken and fallen asleep again. No Dreamwalking spell can function outside of your dreamwalking radius. All Dreamwalking spells come into effect when the creature next wakes up.
Rather than needing to touch the target, you may attempt to enter the dreams of any creature you are aware of within your dreamwalking radius.
/8/ At 8th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to 30 minutes. If the target makes their Will save, you may immediately force another Will save. If they pass, you are ejected as usual. If they fail, your spell still fails, but you are not ejected from the dream.
/10/ At 10th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to 15 minutes. The duration of all your Dreamwalking spells is doubled, when applicable.
/13/ At 13th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to 5 minutes. Your consciousness can exist in two places at once, such as existing in a creature's dream and your waking dream, or existing in two dreams at the same time. Each dreamself you maintain simultaneously (including your physical body) has a full set of actions, but share resources such as health and maneuvers. You can never have multiple of your consciousnesses in the same dream (You could have one in your untethered dream and one in your waking dream, but could not have two in one dream).
/15/ At 15th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to 1 minute. If the target fails their second Will save, the spell succeeds and you are not ejected as normal. If they pass, you may force a third save, functioning as the second save previously did.
/18/ At 18th level, the minimum time it takes to emulate a Dreamwalking spell is reduced to a full round action. All durations are quadrupled, instead of doubled, where appropriate. You consciousness can exist in any number of places at once.
/1/ Fugue State (Su): After a full rest, you choose and ready a number of maneuvers from the Infinite Shore (http://www.ruleofcool.com/smf/index.php/topic,776.0.html) discipline, based on your class level. You may ready one maneuver at 1st level, and additional maneuvers as shown on the class table. The maximum level of a maneuver you can use is equal to half your level, rounded up. You can only have one maneuver of any given level, unless you forgo having a maneuver of a higher level (for example, if you have access to 5th level maneuvers, you could not have two 5th level maneuvers readied, but if you had no 5th level maneuvers, you could have two 4th level maneuvers. This is similar to using spell slots to hold lower level spells.) Your initiator level is equal to your class level (plus half levels in non-initiating classes, as normal). You need not meet the prerequisites, other than minimum initiator level, for the maneuvers you choose. You begin each encounter with all your maneuvers readied. Any time you spend a round outside of your waking dream, in which you do not take damage, you may recover one expended maneuver you have readied.
After your next full rest, you ready new maneuvers and lose any unexpended maneuvers, though you can select the same maneuvers to ready again. You cannot ready the same maneuver multiple times to use it more than once between rests.
/2/ Fugue Stance (Su): When readying your maneuvers for the day, you may choose to ready one fewer maneuver that day. If you do, you choose one Infinite Shore stance for which you meet the initiator level prerequisite. You may leave and enter that stance freely throughout the day, using the normal rules for stances.
/2/ Exhausting presence (Su): As a full round action spent outside your waking dream, you may expend a maneuver to pressure the minds of a creature within 15ft of your body towards sleep. You do not recovery maneuvers during this round. Whatever effect is being applied, a Will save (DC 10 + 1/2 Class level + Charisma modifier) negates.
A creature with HD up to 3 times the level of the maneuver or less is fatigued for one minute per level.
A creature with HD up to 2 times the level of the maneuver or less is instead exhausted for one minute per level.
A creature with HD up to the level of the maneuver or less is instead put to sleep, as per the sleep (http://www.d20srd.org/srd/spells/sleep.htm) spell, for one minute per level.
/4/ Neverwaking Mind Suffocation (Ex): At 4th level, you may expand your ever-sleeping nature outwards, making all sleep within your dreamwalking radius sluggishly deep. Any creature that would wake up within the radius must make a Will Save (DC of 10 + 1/2 Class Level + Charisma modifier), or continue sleeping. If they were waking naturally, such as after a night’s rest or at the end of the duration of a sleep effect, they continue sleeping for 1d4 hours more, at which point they must attempt the save again. You can activate or deactivate this ability as a free action. You are aware of the locations all creatures sleeping within your dreamwalking radius, though you cannot find specific creatures this way.
/11/ At 11th level, as a free action, you can learn the location of a specific sleeping creature within your dreamwalking radius.
/16/ At 16th level, you can choose to have sleep within your dreamwalking radius not count as rest for any purpose. This does not affect you.
/4/ Lucid Projection (Su): Your subconscious is a powerful thing, able to affect the world around you even when you don't intend. Often the result is helpful, but other times it can sabotage your plans, as your mental skeletons escape the closet.
At 4th level, you gain a Lucid Projection, which functions as a cohort of your Class level -3. However, the Projection does not exist all the time. At the beginning of each encounter, there is a 20% chance that the Lucid Projection appears from a place no one is looking within 100ft of you. The DM determines if and where the Lucid Projection appears. In addition, the Lucid Projection will always appear if you are under 1/4 your max health and in a dangerous situation.
When a Lucid Projection appears, it has all your knowledge of the situation, and is initially Friendly towards you and your allies. However, the Projection is fickle; each round that it exists, you must make a Will save (DC 13 + Projection's HD +2 x the number of successful saves) or the Projection turns Hostile towards you and your allies.
/5/ Wading through Dreams (Ex): You have some awarness of your body while outside of your waking dream. At 5th level, you are no longer helpless, and may make saving throws, albeit at a -4 penalty. However, you are still considered to be flat-footed. You may make listen checks at a -8 penalty.
/9/ At 9th level, you may make saving throws while outside your waking dream at no penalty. You may now make listen checks at a -4 penalty. Returning to your waking dream from another dream requires only one full round action.
/13/ At 13th level, you are no longer considered flat-flooted against melee attacks, though you are till considered flat-flooted against ranged attacks. You may make listen checks at a -2 penalty. Returning to your waking dream from another dream requires only a standard action.
/17/ At 17th level, you are not flat-flooted against ranged attacks. You may make listen checks at no penalty. Returning to your waking dream from another dream requires only a swift action.
/6/ Absentminded Teleport (Su): The relationship with the world becomes closer to that of a dream, and the strength of narrative grows more important than the rules of logic. While not engaged in any activity, and with nothing of interest going on around you, you may teleport to any location you have seen within your dreamwalking radius.
/13/ At 13th level, you may bring any number of willing creatures within 10ft when you teleport.
/7/ Untethered Dream (Ex): You gain a new dream to send your consciouness, called your untethered dream, which releases it from the confines of your body, but continues dreaming the world around you. While your consciousness is in your untethered dream, you project an invisible, silenced and incorporeal dreamself that cannot leave your dreamwalking radius. It can be seen (by things that can see invisible silenced incorporeal creatures) but not otherwise affect the world in any way.
/7/ Lucid Life (Su): At 7th level, your waking dream bleeds into the world around you. You know a number of Lucid Life spells equal to twice your Intelligence Modifier, minimum 2 spells. Each spell you know can be of any level, and can change half the spells you know after a full rest. Lucid Life spells can only be conjuration(summoning), conjuration(creation), evocation and illusion(shadow) spells. Any Lucid Life spell you emulate is considered to be an illusion(shadow) spell, and has a quasireality of 10%*spell level, if it did not have one already. You may (and are very much encouraged to) refluff any spell you emulate in any way that does not obscure its function. You cannot emulate a spell with an xp cost.
You may attempt to emulate a Lucid Life spell you know by spending the casting time (minimum of a full round action) and expending a maneuver, which provokes an opportunity attack. You ignore all other components of the spell. You may then make a lucid dreaming check against a DC of 20 + double the spell level. When making this check, you add the maneuver level to the roll, and ignore and modifiers besides your ranks, wisdom mod, and the maneuver level. If you are successful, the spell is emulated with a caster level equal to your level. On failure, the maneuver is still expended. After emulating the spell, if you lose concentration during the spell’s duration, the effect ends. No Lucid Life spell can function outside of your dreamwalking radius.
/10/ At 10th level, by delaying the emulation of the spell by 5 rounds, you may make the check as a swift action.
/12/ At 12th level, your spells no longer require concentration to maintain. By increasing the DC of a spell emulation by 6, you may lower the minimum action to perform it as a standard action
/15/ At 15th level, by delaying the emulation of the spell by 3 rounds, instead of 5, you may make the check as a swift action which does not provoke opportunity attacks.
/17/ At 17th level, the minimum action to perform a spell emulation is always a standard action, and by increasing the DC of a spell emulation by 6, you may perform it as a move action.
/8/ Unaware/Never Care (Ex): Your physical form is just another dreamself, and if everything's all in your head, what does that say about the things you don't know about? At 8th level, obstacles which you are unaware of cannot obstruct you. Locks and bars on the other side of a door do not prevent you from opening it (though when the door is closed again, they remain in place), pressure plates and tripwires do not trigger, and you will never collide with an exceptionally clean pane of glass. Locks, traps, and similar things that would normally require a check to bypass, can only be bypassed automatically if their Open Lock or Disable Device DC is less than your Class level + 10. Those which are higher can still be bypassed with a Lucid Dreaming check (made automatically when attempting to bypass them) against the same DC. If bypassed, you remain unaware of the obstacle.
/10/ At 10th level, you can add your Charisma modifier as an untyped bonus to your AC when flat-footed or otherwise unaware of the attack. If such an attack misses you, you do not notice, but to anyone else the attack appears to connect.
/12/ AT 12th level, you can negate any penalties to your attack and damage rolls (up to your Charisma modifer for each, per attack) that are caused by things which you are unaware of (such as spells without visible effects).
/14/ At 14th level, you can add your Charisma modifier to your saving throws when flat-footed or otherwise unaware of what you're saving against. If the save negates, you notice nothing.
/9/ Rift to Dreamscape (Ex): Upon falling into negative hit points, the portal to the dreamspace inside you tears open into the world. This functions as a heavily refluffed Black Labyrinth (http://archive.wizards.com/default.asp?x=dnd/we/20070307a) spell targeting the area within your dreamwalking radius. If you have a lucid projection at the time, it regains all lost health and immediately turns its attention to whoever or whatever killed you, if applicable, resetting the number of successful saves to prevent it from becoming hostile. You remain conscious and alive as long as you maintain concentration, with all concentration DCs increased by the number of hit points you are below 0. If your hp is increased to 0 or higher, your dreamwalking radius for all new effects (not effects ongoing, such as the black labyrinth effect or Lucid Life spells) is reduced to 5ft, and doubles every time you take an 8 hour rest, until it reaches its normal value. You may lower your health to -1 as a swift action, though this does not cause your lucid projections to attack you.
/14/ At 14th level, upon falling into negative hit points, in addition to as causing the black labyrinth effect, you may cast any Lucid Life spells you know that affect a radius of at least 100ft per level, so long as the total of the spell levels is not higher half your level. These spells target your entire dreamwalking radius, and never distinguish allies or the caster from enemies. If you do not have a lucid projection when you fall into negative hp, one appears.
/18/ At 18th level, the total of spell levels you may cast is increased to three times your level. When you fall into negative hp, lucid projections appear until you have a total of 5 lucid projections.
/19/ Dream Disruption (Ex): As a full round action spent outside of your waking dream, you can change the planar traits within your dreamwalking radius. The area gains Subjective Directional Gravity, Erratic Time, Strongly Chaos-Aligned and Wild Magic (as detailed here (http://paizo.com/pathfinderRPG/prd/mastery/planarAdventures.html)) traits until you lose concentration.
/20/ Oneiric Somnolence (Su): At 20th level, you can no longer be hindered. You gain the incorporeal and Void (http://archive.wizards.com/default.asp?x=dnd/mm/20031219a) subtypes. While within 5ft of a sleeping creature, you may teleport as a free action to a point within 5ft of any other sleeping creature within your dreamwalking radius.