PDA

View Full Version : [ISLE] Uni Isle



Lord Tataraus
2007-12-13, 12:51 PM
The shadows flickered, watching as we passed. I felt the breath of the wind, unearthly yet familiar. The whisper of the shadows, I could hear them, but not comprehend. I dared not sleep as I saw the shadows stalk me. Yet I was dreary, so tired...the shadows, they...strike....

The Island
http://img138.imageshack.us/img138/809/uniisleyr4.jpg
At first glance, the island is a typical tropical island, no more than 5 miles across and 1 mile in width. Key features include the central gorge and the Crown bluffs. Most of the island is covered in tropical flora of mundane nature and all seems fair and well. The creatures of the island are few and rarely seen, mostly small rodents and insects, though there are a few boars that roam the island. The interior of the island holds the Gorge of Dreams where the Uni people live. Here the Night Creatures stalk such as the Dreameaters and Figment Dragons.

The gorge itself is at least a mile deep with only the a few secret paths into it, one in the south and one in the north. These paths are guarded by Figment Dragons.

The island is actually on a separate plane from the material plane, but is anchored to the material plane during the day. At night, the demi-plane is severed from the material plane. Anyone traveling on the island at night would notice that no creatures are awake and the entire island seems to be sleeping. In reality, the outsider is walking on the physical shadow of the true island which is no more real than a dream. However, once the outsider falls asleep he enters the true island, in a world of dreams.

While the island itself looks the same except the inhabitants of the island are more chaotic due to the chaotic nature of dreams and thus become more dangerous.

Dream Creature Template
This template is applied to any creature without the Dream subtype that enters the dream world (referred to hereafter as the base creature).
Size and Type: Same as base creature
Speed: Same as base creature
Armor class: Same as base creature except all natural armor is lost but the creature gains a deflection bonus equal to the lost nature armor bonus. This bonus stacks with existing deflection bonuses.
Special Attacks: The base creature retains all existing special attacks.
Special Qualities: The base creature retains all special qualities and gains the following qualities: Dream Body, Oneiromic Control, and Blindsight 120ft. Additionally, when the creature leaves the dream world all penalties, damage, or drain to strength or dexterity are removed and all constitution damage and drain are applied to wisdom while constitution penalties are removed. Furthermore, all hit point damage is removed, but the creature takes 1 point of wisdom damage per 10 hit points removed this way. If a creature would have their wisdom score reduced to 0 or less they do not leave the dream world and their body is considered dead while thier consciousness is stuck in the dream world where the creature gains the Dream subtype. If a creature would die while in the dream world, that creature is automatically ejected from the dream world and wakes up, taking damage as noted except that a resulting wisdom score of 0 or less kills the creature.
Abilities: Same as base creature except as noted in the Dream Body quality.
Challenge Rating: Same as base creature
Level Adjustment: +0

While in the dream island outsiders and the natives have limited control of their surroundings if they realize it. By succeeding on a DC20 wisdom check or Knowledge (the planes) or a DC15 Knowledge (oneiromancy) check an outsider learns these control and all abilities it grants him. All outsiders entering the dream world gains the Dream Creature template except he must succeed in the previously mentioned checks before he may use any of the abilities.

The Natives
There are two sentient races of Uni Isle, Figment Dragons and the Uni or Deamwalkers.

The Figment Dragons belong to one of two small family groups that live near the paths into the Gorge of Dreams. The first group are the Friendlies and the second are the Fearsome as named by the Dreamwalkers.

Friendly Figment Dragon

Type: Dragon [Dream]
Environment: Uni Isle, forests and bluffs
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling ?; very young ?; young ?; juvenile ?; young adult ?; adult ?; mature adult ?; old ?; very old ?; ancient ?; wyrm ?; great wyrm ?
Treasure: Triple standard
Alignment: CG
Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +?; very young +?; young +?; juvenile +?; others

{table=head]
Age|
Size|
Hit Dice (hp)|
Str|
Dex|
Con|
Int|
Wis|
Cha|
Base Attack/Grapple|
Attack|
Fort Save|
Ref Save|
Will Save|
Breath Weapon (DC)|
Sleep Aura DC

Wyrmling|
T|
5d12+5 (37)|
11|
10|
13|
12|
13|
12|
+5/-3|
+7|
+5|
+4|
+5|
1d4 (13)|


Very young|
S|
8d12+8 (60)|
12|
10|
13|
12|
13|
13|
+8/+5|
+10|
+7|
+6|
+7|
2d4 (15)|


Young|
M|
11d12+22(93)|
14|
10|
15|
14|
15|
15|
+11/+13|
+13|
+9|
+7|
+9|
3d4 (17)|


Juvenile|
M|
14d12+28 (119)|
14|
10|
15|
14|
15|
17|
+14/+17|
+17|
+11|
+9|
+11|
4d4 (19)|


Young adult|
L|
17d12+51 (161)|
16|
10|
17|
16|
17|
19|
+17/+25|
+20|
+13|
+10|
+13|
5d4 (21)|
21

Adult|
L|
20d12+80 (210)|
16|
10|
17|
16|
19|
23|
+20/+30|
+25|
+16|
+12|
+15|
6d4 (24)|
23

Mature adult|
H|
23d12+115 (264)|
18|
10|
19|
18|
21|
27|
+23/+39|
+29|
+18|
+13|
+17|
7d4 (26)|
25

Old|
H|
26d12+130 (299)|
18|
10|
19|
18|
21|
29|
+26/+43|
+33|
+20|
+15|
+19|
8d4 (28)|
27

Very old|
H|
29d12+174 (362)|
20|
10|
21|
20|
23|
31|
+29/+47|
+37|
+22|
+16|
+21|
9d4 (30)|
29

Ancient|
H|
32d12+192 (400)|
20|
10|
21|
20|
23|
33|
+32/+51|
+41|
+24|
+18|
+23|
10d4 (32)|
31

Wyrm|
G|
35d12+245 (472)|
22|
10|
23|
22|
25|
35|
+35/+59|
+43|
+26|
+19|
+25|
11d4 (34)|
33

Great wyrm|
G|
38d12+304 (551)|
22|
10|
23|
22|
27|
37|
+38/+63|
+47|
+29|
+21|
+27|
12d4 (37)|
35

[/table]

{table=head]
Age|
Speed|
Initiative|
AC|
Special Abilities|
Caster Level|
SR

Wyrmling|40 ft., fly 100 ft. (average)|
+0|16 (+2 size, +4 natural), touch 12, flat-footed 16|Immunity to mental drain, figment|
|


Very young|40 ft., fly 100 ft. (average)|
+0|18 (+1 size, +7 natural), touch 11, flat-footed 18|-|
|


Young|40 ft., fly 150 ft. (poor)|
+0|20 (+10 natural), touch 10, flat-footed 20|-|
1st|


Juvenile|40 ft., fly 150 ft. (poor)|
+0|23 (+13 natural), touch 10, flat-footed 23|-|
3rd|


Young adult|40 ft., fly 150 ft. (poor)|
+0|25 (-1 size, +16 natural), touch 9, flat-footed 25|DR 5/magic|
5th|
19

Adult|40 ft., fly 150 ft. (poor)|
+0|28 (-1 size, +19 natural), touch 9, flat-footed 28|Greater figment|
7th|
21

Mature adult|40 ft., fly 150 ft. (poor)|
+0|30 (-2 size, +22 natural), touch 8, flat-footed 30|DR 10/magic|
9th|
23

Old|40 ft., fly 150 ft. (poor)|
+0|33 (-2 size, +25 natural), touch 8, flat-footed 33|Force Awake|
11th|
25

Very old|40 ft., fly 150 ft. (poor)|
+0|36 (-2 size, +28 natural), touch 8, flat-footed 36|DR 15/magic|
13th|
26

Ancient|40 ft., fly 150 ft. (poor)|
+0|39 (-2 size, +31 natural), touch 8, flat-footed 39|?|
15th|
28

Wyrm|40 ft., fly 200 ft. (clumsy)|
+0|40 (-4 size, +34 natural), touch 6, flat-footed 40|DR 20/magic|
17th|
29

Great wyrm|40 ft., fly 200 ft. (clumsy)|
+0|43 (-4 size, +37 natural), touch 6, flat-footed 43|Consume Dream Essence|
19th|
31

[/table]

Combat
Friendly Figment Dragons prefer to protect rather than harm and are always considered helpful or friendly towards every creature unless that creature takes an offensive action. Friendly Figment Dragons prefer to fight in the dream world where they are the most powerful, immediately using their Sleep Aura then entering the dream world to attack with its breath weapon and various abilities. If it cannot cause its enemies to fight in the dream world, it uses its figment ability to attack them.

Breath Weapon (Su): A Figment Dragon's breath weapon is a cone of force damage, but it may only use its breath weapon while in the dream world.

Sleep Aura (Su): A Figment Dragon gives off an aura of magical sleep, causing all in its radius to instantly fall into a deep slepp, thereby entering the dream world.

Immunity to mental drain: A Friendly Figment Dragon is immune to all effects that drain or damage intelligence, wisdom, or charisma.

Figment (Sp): A Friendly Figment Dragon has the ability to manifest a quasi-real form in the material plane while it is in the dream world. A Friendly Figment Dragon may use this ability at will as the spell figment, except there is no duration.

Greater Figment (Sp): A Friendly Figment Dragon may use the greater figment spell as a spell-like ability 3/day.

Heal Dream Essence (Su): A Friendly Figment Dragon may heal the dream essence of itself or others. While in the dream world, a Friendly Figment Dragon may use the spell heal 3/day. This is not a positive energy effect.

Fearsome Figment Dragon

Type: Dragon [Dream]
Environment: Uni Isle, forests and bluffs
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling ?; very young ?; young ?; juvenile ?; young adult ?; adult ?; mature adult ?; old ?; very old ?; ancient ?; wyrm ?; great wyrm ?
Treasure: Triple standard
Alignment: CE
Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +?; very young +?; young +?; juvenile +?; others

{table=head]
Age|
Size|
Hit Dice (hp)|
Str|
Dex|
Con|
Int|
Wis|
Cha|
Base Attack/Grapple|
Attack|
Fort Save|
Ref Save|
Will Save|
Breath Weapon (DC)|
Sleep Aura DC

Wyrmling|
T|
5d12+5 (37)|
11|
10|
13|
12|
13|
12|
+5/-3|
+7|
+5|
+4|
+5|
1d4 (13)|


Very young|
S|
8d12+8 (60)|
12|
10|
13|
12|
13|
13|
+8/+5|
+10|
+7|
+6|
+7|
2d4 (15)|


Young|
M|
11d12+22(93)|
14|
10|
15|
14|
15|
15|
+11/+13|
+13|
+9|
+7|
+9|
3d4 (17)|


Juvenile|
M|
14d12+28 (119)|
14|
10|
15|
14|
15|
17|
+14/+17|
+17|
+11|
+9|
+11|
4d4 (19)|


Young adult|
L|
17d12+51 (161)|
16|
10|
17|
16|
17|
19|
+17/+25|
+20|
+13|
+10|
+13|
5d4 (21)|
21

Adult|
L|
20d12+80 (210)|
16|
10|
17|
16|
19|
23|
+20/+30|
+25|
+16|
+12|
+15|
6d4 (24)|
23

Mature adult|
H|
23d12+115 (264)|
18|
10|
19|
18|
21|
27|
+23/+39|
+29|
+18|
+13|
+17|
7d4 (26)|
25

Old|
H|
26d12+130 (299)|
18|
10|
19|
18|
21|
29|
+26/+43|
+33|
+20|
+15|
+19|
8d4 (28)|
27

Very old|
H|
29d12+174 (362)|
20|
10|
21|
20|
23|
31|
+29/+47|
+37|
+22|
+16|
+21|
9d4 (30)|
29

Ancient|
H|
32d12+192 (400)|
20|
10|
21|
20|
23|
33|
+32/+51|
+41|
+24|
+18|
+23|
10d4 (32)|
31

Wyrm|
G|
35d12+245 (472)|
22|
10|
23|
22|
25|
35|
+35/+59|
+43|
+26|
+19|
+25|
11d4 (34)|
33

Great wyrm|
G|
38d12+304 (551)|
22|
10|
23|
22|
27|
37|
+38/+63|
+47|
+29|
+21|
+27|
12d4 (37)|
35

[/table]

{table=head]
Age|
Speed|
Initiative|
AC|
Special Abilities|
Caster Level|
SR

Wyrmling|40 ft., fly 100 ft. (average)|
+0|16 (+2 size, +4 natural), touch 12, flat-footed 16|Immunity to mental drain, figment|
|


Very young|40 ft., fly 100 ft. (average)|
+0|18 (+1 size, +7 natural), touch 11, flat-footed 18|-|
|


Young|40 ft., fly 150 ft. (poor)|
+0|20 (+10 natural), touch 10, flat-footed 20|-|
1st|


Juvenile|40 ft., fly 150 ft. (poor)|
+0|23 (+13 natural), touch 10, flat-footed 23|-|
3rd|


Young adult|40 ft., fly 150 ft. (poor)|
+0|25 (-1 size, +16 natural), touch 9, flat-footed 25|DR 5/magic|
5th|
19

Adult|40 ft., fly 150 ft. (poor)|
+0|28 (-1 size, +19 natural), touch 9, flat-footed 28|Greater figment|
7th|
21

Mature adult|40 ft., fly 150 ft. (poor)|
+0|30 (-2 size, +22 natural), touch 8, flat-footed 30|DR 10/magic|
9th|
23

Old|40 ft., fly 150 ft. (poor)|
+0|33 (-2 size, +25 natural), touch 8, flat-footed 33|Force Awake|
11th|
25

Very old|40 ft., fly 150 ft. (poor)|
+0|36 (-2 size, +28 natural), touch 8, flat-footed 36|DR 15/magic|
13th|
26

Ancient|40 ft., fly 150 ft. (poor)|
+0|39 (-2 size, +31 natural), touch 8, flat-footed 39|?|
15th|
28

Wyrm|40 ft., fly 200 ft. (clumsy)|
+0|40 (-4 size, +34 natural), touch 6, flat-footed 40|DR 20/magic|
17th|
29

Great wyrm|40 ft., fly 200 ft. (clumsy)|
+0|43 (-4 size, +37 natural), touch 6, flat-footed 43|Consume Dream Essence|
19th|
31

[/table]

Combat
Fearsome Figment Dragons prefer to destroy anything that gets too close and are always considered hostile towards every creature. Fearsome Figment Dragons prefer to fight in the dream world where they are the most powerful, immediately using their Sleep Aura then entering the dream world to attack with its breath weapon and various abilities. If it cannot cause its enemies to fight in the dream world, it uses its figment ability to attack them.

Breath Weapon (Su): A Figment Dragon's breath weapon is a cone of force damage, but it may only use its breath weapon while in the dream world.

Sleep Aura (Su): A Figment Dragon gives off an aura of magical sleep, causing all in its radius to instantly fall into a deep slepp, thereby entering the dream world.

Immunity to mental drain: A Fearsome Figment Dragon is immune to all effects that drain or damage intelligence, wisdom, or charisma.

Figment (Sp): A Fearsome Figment Dragon has the ability to manifest a quasi-real form in the material plane while it is in the dream world. A Fearsome Figment Dragon may use this ability at will as the spell figment, except there is no duration.

Greater Figment (Sp): A Fearsome Figment Dragon may use the greater figment spell as a spell-like ability 3/day.

Consume Dream Essence (Su): A Fearsome Figment Dragon may disrupt the dream essence of others. While in the dream world, a Fearsome Figment Dragon may use the spell harm 3/day. This is not a negative energy effect.

The Dreamwalkers live in one of six tribes on the island, all of which live in the Gorge of dreams save one which lives in the forest on the south-western bluffs. The Dreamwalkers themselves have no differences between tribes except for family bonds and all have good relations with each other except for the Bluff-Dwellers. Each tribe of Dreamwalkers consists mostly of common men and women with small groups of hunters that provide food as well as protection and are each headed by a chief Oneiromancer.

Uni (Dreamwalker) Racial Traits
-2 Str, -2 Dex, -2 Con, +2 Cha
Medium Humanoid [Dream]
Land speed 30ft
Dreamwalk - The Uni can move between the dream world and the material plane at will as a full-round action that provokes attacks of opportunity.
Dream subtype traits
Level adjustment +1


<reserved for Dreamwalker Fighter stats>

<reserved for Dreamwalker Oneiromancer stats>

The Secret
The great secret of the island is that it is the product of a millennium of dreams and latent psionic energy condensed into a physical manifestation on the material plane. The Gods created a separate demi-plane around the island to serve as a place to store the psionic dream energy and keep it safe from greedy hands. However, the Bluff-Dwellers have recently become greedy and are attempting to tap into the psionic energies of the Dream Crystal to throw the into material plane into the dream world indefinitely where the Dreamwalkers will rule over all.

The Treasure
<reserved for the Dream Crystal stats>

Dream subtype: Creatures with the dream subtype are native to the dream world and have unique powers while dreaming. Creatures with the dream subtype gain the following traits unless otherwise noted in their entry:
Blindsight 120ft while in the dream world
Darkvision 60ft, low-light vision
Immunity to Awaken effects
Tongues while in the dream world
Dream Body - While in the dream world, the creature's strength and dexterity scores are replaced by the creature's charisma score and the creature's constitution score is replaced by the creature's wisdom score, this may increase or decrease hit points. Additionally, the creature becomes immune to all effects of positive and negative energy.
Dream Essence - While in the dream world, the creature takes all damage as physical damage after awaking and if the creature is killed while in the dream world it dies and cannot be resurrected. Additionally, once the creature enters the dream world its physical body does as well.
Oneiromic Control - While in the dream world, the creature gains a number of special abilities:

All attacks are made as touch attacks.
The creature may teleport up to its current land speed as a move action that does not provoke attacks of opportunity twice per round.
If a creature would deal 40 or more damage, he may forgo that damage to expel the target from the dream world causing the target to become dazed for 1 round +1 for every 10 damage beyond 40 that would have been dealt.
If the creature can cast arcane or divine spells all prepared spells are lost and may be immediately replaced by spells with the dream subtype as if the caster had just had 8 hours of rest.
The creature gains a number of power points equal to his charisma score. If the creature does not normally have the ability to manifest psionic powers, the creature may choose one psionic power each time he enters the dream world to manifest. This power must be drawn from the psion power list.
Do not need to eat or drink as long as they enter the dream world for at least 8 hours per day.
Automatically fail all saving throws to resist sleep.

New Spells:
New spell subtype - Dream: Spells with the Dream subtype may only be used while in the dream world.
All Enchantment and Illusion spells are considered to have the Dream subtype whenever the caster is in the dream world.

Awake (Enchantment [Compulsion, Dream])
Level: Cleric 1, Bard 1, Wizard/Sorcerer 1
Components: V
Casting Time: 1 standard action
Range: Close (25 +5ft/level)
Target: 1 creature/level
Duration: instantaneous
Saving Throw: Will negates
The target instantly awakes and is ejected from the dream world into the material plane or whenever your body is. Targets with 8 or more HD automatically succeed the will save.

Figment (Transmutation [Dream])
Level: Cleric 3, Wizard/Sorcerer 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 round/level (D)
Your dream form along with your equipment manifests on the material plane in ethereal form. You become ethereal, but visible. You may use any natural weapons as touch attacks that are considered magical and deal magical damage. Additionally, you may use any weapons you are wielding though all none-ethereal targets are have a 50% miss chance unless you have a ghost touch weapon. While in this form, your dream form is vulnerable to all attacks and considered helpless. You are not considered in the dream world while in this form and become dazed for 1 round after the spell effect ends.

Force Awake (Enchantment [Compulsion, Dream])
Level: Cleric 4, Bard 4, Wizard/Sorcerer 4
Components: V
Casting Time: 1 standard action
Range: Close (25 +5ft/level)
Target: 1 creature/level
Duration: instantaneous
Saving Throw: Will negates
The target instantly awakes and is ejected from the dream world into the material plane or whenever your body is and becomes dazed for 2d6 rounds.

Greater Figment (Transmutation [Dream])
Level: Cleric 6, Wizard/Sorcerer 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 minute/level (D)
As the spell figment except you all your weapons are considered to have the ghost touch ability and all your attacks are made as touch attacks.


Prestige Classes:
Oneiromancer
HD: d4
Prerequisites:
Skills: Knowledge (oneiromancy) 8 ranks or Knowledge (the planes) 10 ranks
Powers: You must be able to manifest at least one 2nd level power that is on the psion/wilder power list.
Special: You must have entered and exited the dream world.

Skills each level: 2 + int mod

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers Known

1st|
+0|
+0|
+0|
+2|Dreaming Influx (power points), Dreamwalk 2/day|

2nd|
+1|
+0|
+0|
+3|Greater Mind|+1 Level of Existing Class

3rd|
+1|
+1|
+1|
+3|Dreamwalk (passenger)|+1 Level of Existing Class

4th|
+2|
+1|
+1|
+4|Dreaming Influx (manifester level)|

5th|
+2|
+1|
+1|
+4|Greater Mind|+1 Level of Existing Class

6th|
+3|
+2|
+2|
+5|Dreamwalk 4/day|+1 Level of Existing Class

7th|
+3|
+2|
+2|
+5|Dreaming Influx (powers known)|

8th|
+4|
+2|
+2|
+6|Greater Mind|+1 Level of Existing Class

9th|
+4|
+3|
+3|
+6|Dreamwalk 6/day|+1 Level of Existing Class

10th|
+5|
+3|
+3|
+7|Dreaming Influx (effect material plane), Dreamwalk at will|

[/table]

Class Features
Dreaming Influx (Su): While you are in the Dream world, you do not gain the extra power points as normal. Instead you are counted as a psion with a level equal to your hit dice for determining power points per day while in the dream world.
At 4th level, your manifester level increases to equal your hit dice while you are in the dream world.
At 7th level, you gain temporary powers known as if you were a psion with a level equal to your hit dice while in the dream world.
At 10th level, you can select targets or areas outside the dream world or inside the dream world as long as you are in either the material plane or the dream world.

Greater Mind (Ex): You gain certain abilities while in the dream world that reflect your more powerful mind and psionic adept. Each time you gain this class feature you may choose one of the following abilities:
Expanded Knowledge: You may select any power on any power list of a level up to the second highest level you can learn. You may use this power as a psi-like ability intelligence modifier times per day while in the dream world.
Healthy Mind: You gain the ability to heal a number of hit points equal to your Oneiromancer level times your intelligence or wisdom score (which ever is higher) per day while in the dream world. You may use this as a standard action touch attack that provokes attacks of opportunity to heal yourself or others.
Expanded Ability: Choose any feat that you qualify for while in the dream world, you gain that feat while you are in the dream world. If you would gain that feat as a normal feat either as a bonus feat or feat gained by level you may choose a new feat for this ability.

Dreamwalk (Sp): At 1st level, you can move between the dream world and the material plane as a full-round action that provokes attacks of opportunity twice a day. This increases to 4/day at 6th level then to 6/day at 9th level. At 10th level, you may use this ability at will. At 3rd level, you may take one person with you.